Arts - Advanced pipeline and process for technical artists (David Santiago - Insomniac)

Formation créée le 16/01/2024. Dernière mise à jour le 09/09/2026.
Version du programme : 1
Taux de satisfaction des apprenants
9,3/10 (5 avis)

Type de formation

Présentiel

Durée de formation

7 heures (1 jour)

Accessibilité

Oui
790,00 € HT
S'inscrire
790,00 € HT
S'inscrire
790,00 € HT
S'inscrire

Arts - Advanced pipeline and process for technical artists (David Santiago - Insomniac)


Skilled technical artists are in wide demand. Game development requires the creative and technical skills of many individuals, but technical artist skills are critical to building a successful studio and production. This course will help develop knowledge and facility with key concepts and skills used every day by the most experienced and successful technical artists around the world. David Santiago, Principal Technical Artist at Insomniac Games, will teach key concepts and methodologies critical to his success as a technical artist. Attendees will immediately be able to apply what they learn on their own projects. September 23rd in Paris - September 25th in Lyon 1- What is tech art? What is a Technical Artist? Role & responsibilities 2- Tech Artist Tools- 2a - software 2b - hardware 3- Tech Artist Contributions- 3a - Content – craft specialty 3b - Pipeline 3c - Workflows 3d - Insight 4- Tech Artist Skills 4a - Creative 4b - Technical 4c - Communication 4d - Collaboration 5 - Production Challenges 5a - Defining the problem/need 5b - Define the solution. Workflow Tools. 5c - Viability 5d - Design 5e - Implementation 5f - Production Support 6 - Material Review and Discussion

Objectifs de la formation

  • Use techniques for production problem solving, optimization and efficiency in achieving tech artist goals and deliverables

Profil des bénéficiaires

Pour qui
  • Technical artists
  • Designers
  • Artists
Prérequis
  • Understanding of game production from concept to playable on platform.
  • Experience in developing a game with a team.
  • Master Class in English

Contenu de la formation

What is tech art? What is a Technical Artist?
  • Role & responsibilities
Tools of the Technical Artist
  • Software
  • Hardware
Tech Artist Contributions
  • Content – craft specialty
  • Pipeline
  • Workflows
  • Insight
Hard and Soft Skills
  • Creative
  • Technical
  • Communication
  • Collaboration
Production Challenges
  • Defining the problem/need
  • Define the solution.
  • Workflow
  • Tools
  • Viability
  • Design
  • Implementation
  • Production Support
Material Review and Discussion

Équipe pédagogique

David Santiago, principal technical artist, joined Insomniac Games in 2012 to implement several Procedural Systems for Sunset Overdrive (Xbox One). He continued on titles such as Ratchet and Clank for PS4, and Edge of Nowhere for Oculus Rift, Marvel’s Spider-Man, Marvel’s Spider-Man: Miles Morales (PS4, PS5), Ratchet and Clank: Rift Apart and Marvel’s Spider-Man 2. Previously, David was a visual effects and animation Supervisor and Consultant for over ten years. His 2004 book "Creating 3D Effects for Film, TV and Games" provides a thorough introduction to the world of digital effects. Before that David earned his MSEE-Microwave Systems/Electrophysics at the University of Southern California in 1993 while working at NASA's Jet Propulsion Laboratory in Pasadena. In 1996, after developing ultra-stable fiber optic distribution systems, cryogenic microwave oscillators, and ionic frequency standards, David entered the visual effects industry working on Dante's Peak, The Fifth Element, Titanic, and Armageddon at Digital Domain. He has supervised and created visual effects for feature films, music videos and commercials, and continues to concentrate on pipeline design, and process integration and optimization in support of creative needs. Other notable film projects include The Ant Bully, Sky Captain and the World of Tomorrow, Master and Commander: Far Side of the World, and Black Hawk Down.

Suivi de l'exécution et évaluation des résultats

  • Evaluation des compétences acquises via un questionnaire

Ressources techniques et pédagogiques

Qualité et satisfaction

Taux de satisfaction des apprenants
9,3/10 (5 avis)

Capacité d'accueil

Entre 6 et 20 apprenants

Délai d'accès

2 semaines

Accessibilité

Pour les entreprises qui souhaitent une prise en charge par leur OPCO, l’inscription doit être réalisée au plus tard deux semaines avant le début de la formation pour respecter les délais d’instruction des OPCO. Dans les autres cas, les inscriptions peuvent être enregistrées jusqu’à 2 jours ouvrés avant le démarrage de la formation. Accessibilité : Nous sommes à la disposition des personnes en situation de handicap pour évaluer avec elles les aménagements nécessaires pour qu’elles puissent suivre sereinement les formations proposées.