So this week I received the official responses/evaluations from my lecture at GDC 2016… I’m mostly putting this here for future reference, but I’ll post the comments as well, just for the heck of it.
Total Headcount: 398
Session Evaluation Response:
- Excellent — Count: 59 , Percentage: 69%
- Good — Count: 23 , Percentage: 27%
- Poor — Count: 2 , Percentage: 2%
- Terrible — Count: 1 , Percentage: 1%
Attendees also provided the following additional feedback:
- “So good, wish it had been an hour-long session!”
- “Why is there nothing higher then excellent? Like awe inspiring or demi god like?”
- “Really interesting and exciting tools! Awesome talk, can’t wait to see the final product when it launches and to try some of these techniques in my own work.”
- “Very well done. Too advanced for me personally but was great fun to watch and gets sense of how these tools work. Excellent slides and visual demos. Thanks!”
- “Great presenter with great visual material”
- “That was great.”
- “Brilliant! I’d love to see more like this!”
- “Some cool stuff, well presented. Short but sweet. (Although generally I’m _NOT_ a fan of the 30 minute format these past couple of years at GDC.)”
- “Interesting talk, not exactly the target audience but appreciated what was presented and can see how that could help the target audience.”
- “Not excellent, but very good for sure. Amazing tips for unreal materials creation.”
- “Lots of useful information and presented in a good pace with just the right amount of details”
- “Great and easy to understand examples”
- “Sharing Blueprints online would be nice.”
- “Great info inspirational for many”
- “Great insight into using a material heavy pipeline to help artists quickly build worlds.”
- “Great talk with good examples. Easy to follow and solid takeaways”
- “Great talk!”
- “is ok, most of the non-code things are things that everyone attending should already know though, tbh”
- “Really well explained. The tips were basic and understandable enough to be useful for most artists.”
- “Best talk of the week for me. Great variety, comprehensible mix of high-level summary and enough detail to implement, strong examples establishing usefulness in practice. Would love to see an hour-long version with more time to plumb what each technique can do, and maybe include a sidebar with some performance metrics for the optimization geeks. ;)”
- “Learnt an incredible amount in this talk. Excellent stuff.”
- “It was great to see some concrete tools and shaders examples! A lot of talks should be a bit technical like this one.”
- “Great tools! Lots of useful and interesting ideas.”
- “Very slick”
- “Super cool”
- “This half hour was packed full of useful advice, and gave me all sorts of ideas re: how to improve my artists’ workflows!”
- “Neat talk, but the title was a bit misleading. Neat shaders don’t mean tools to me.”
- “A great set of strategies to get around some art pipeline issues in UE4. Thanks!”
- “Nice take-aways.”