GDC 2014

GDC 2014 Session Scheduler

View, browse, and sort the ever-growing list of GDC sessions by pass type, track, summit, format, and day. With GDC Session Scheduler you can build your schedule in advance, and access it during the show via export or with the GDC mobile app, Please note that adding sessions to your schedule does not guarantee you a seat in that session. Sessions do fill up, so please arrive early to sessions that you would like to attend.

Start building your GDC agenda — create your linked account for the GDC Session Scheduler and the GDC Mobile App now!

Register now for GDC 2014!

Please note: Registration accounts are separate from Session Scheduler. Even if you've registered, please create a Session Scheduler account below.

Export Schedule:

Capturing Reality: Gathering Reference for Forza Motorsport 5

Arthur Shek  |  Technical Art Director, Microsoft Studios (Turn 10)

Location: Room 132, North Hall

Format: Session
Track: Visual Arts
Vault Recording: Video

Game artists have the daunting task of building believable worlds or recreating environments from thin air. One thing binds them - they must compose textures and forge polygon primitives into detailed models for these visual spectacles. Any technology or process that can provide a head start in authoring textures and meshes can mean cheaper budgets, higher quantity and accuracy of content, and overall happy feelings for all. For a racing series like Forza Motorsport, artists must create the authentic and minute details of real-life and fictional environments. It all starts with how that reference is captured. In this talk, Arthur will cover the fundamental strategies and specific technology employed to gather reference data as a basis for making more and better content at a lower cost, and hope that these lessons can be applied toward any title that employs reference gathering in its process.


Session attendees will see how our studio has invested in technology and workflows as a foundation to gather the reference data we need to build real-world and fictional environments. Hopefully, they will see compelling tech or process that they can use in their own reference gathering endeavors.

Intended Audience

This talk is geared toward environment leads and technical artists who have been tasked with gathering the texture, video and 3D reference data needed to create worlds for their game, whether fictional or based in real life. No previous knowledge is assumed to understand the techniques we will cover.