SIGGRAPH 2004 - The 31st international conference on computer graphics and interactive techniques
Conferenece Exhibition Call For Participation Presenters Media Registration spacer

Art on the Small Screen
Thursday, 12 August
8:30 - 10:15 am
Petree Hall D
Session Chair: Leo Hourvitz, Maxis/EA

The Art of SSX3: A Behind-the-Scenes Look at the Visual Development of a Video Game
The creative process used to develop visuals that support and enhance game play.

Henry LaBounta
Electronic Arts Canada
henryl (at)
Quality Issues in Asset Creation on a Massive Scale for EverQuest II
Unforeseen problems and novel solutions in creative and integrated environments on the EverQuest II project reveal the future of real-time rendered art production in a commercial environment.

Stuart Compton
Sony Online Entertainment
scompton (at)
An Efficient Production Pipeline Used to Create 52 Full-3D CGI Anime Episodes
How an effective production workflow was established to produce a 52-episode 3D CGI anime series in a short period of time (the same pipeline used on SD GUNDAM FORCE).

Yoshishige Matsuno
Sunrise, Inc.
matsuno (at)

Hiroshi Arima

Shigeru Horiguchi
Ken Suzuki
Sunrise, Inc.
Workflow and CG Tools for the Cartoon TV Program "Monkey Turn"
Unique workflow and CG tools for efficiently making dynamic motorboat-race scenes in the Japanese cartoon TV program "Monkey Turn."

Satoru Yamagishi
OLM Digital, Inc.
satoruy (at)

Megumi Kondo
Hiroshi Uchibori
Ken Anjyo
OLM Digital,Inc.

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Conference 8-12 August, Exhibition 10-12 August.  In Los Angeles, CA