Konrad Czernik (Techland)

Konrad Czernik (Techland)

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个人简介
Techland 首席概念艺术家
波兰游戏特别活动演讲嘉宾
 
    AAA级别游戏(如Juarez系列,《死亡岛》,《地狱突袭》,《消逝的光芒》)以及小型游戏(如《迷你医生》,《死亡终点站》,《糖果向前冲》)中都有着长期经验的概念艺术家。他有着古典艺术的知识背景,非常希望与年轻一代的艺术家与设计者们分享他的知识与与专业经验。Konrad带领着一个非常优秀的艺术家团队,专注于艺术思维和艺术语言表达。
讲座简介
讲座题目:1.不同种类游戏中的角色设计
          2.视觉设计如何为游戏体验提供支持
时长35分钟
讲座内容
讲座1:在创作大型AAA级别游戏与小型移动终端游戏时角色设计的流程有什么不同之处。在不同的游戏产品中为创造有趣的,可信的且具有一致性的元素所使用的叙述和视觉表达方法有多大的不同。
讲座2:视觉设计如何使游戏体验更具区位性和情感性?讲座还会提到AAA级别大型游戏以及小型移动终端游戏开发中都会遇到的团队合作面临的挑战以及要保持游戏前后一致性到来的困扰;为什么艺术不只表现在视觉上以及在游戏产业中艺术家所处的位置。
 
Brief Intro
Lead Concept Artist at Techland 
Concept Artist with long-standing experience in developing AAA titles (Call of Juarez series, Dead Island, Hellraid, Dying Light) as well as smaller games (Heal Them All, Dead Stop, Sugar High). Having a classic art background, he eagerly shares his knowledge and expertise with the younger generation of artists and designers. Focused on art methodology and the language of art, Konrad leads a team of extraordinarily talented artists.
Description of the Lecture
Topic: Topic 1: Character design for various types of games.
Topic 2 (option): How visual design supports gameplay.
Length: 35 mm
Description: Topic 1: How different pipelines of creating characters are when it comes to creating big AAA games and smaller mobile productions. How different is narrative and visual approach to creating readable, believable and consistent elements in different productions.
Topic 2: How visual design supports readable and emotionally involving gameplay. Talk is about challenges of teamwork and struggling with consistency of big AAA productions, but also smaller mobile games. Why art is not only visuals and where is main respectability of artists in game industry.