Speaking engagements

Where 3D art meets the audience

A record of talks, panels, and lectures on game art, animation pipelines, and the craft behind real-time 3D.

Past engagements

Each entry documents a specific event, session, or lecture — what was covered and who was in the room.

What Doom's 1993 Engine Taught Us About 3D Art Constraints

What Doom's 1993 Engine Taught Us About 3D Art Constraints

A look at how id Software's pseudo-3D approach in Doom shaped the visual language that freelance game artists still reference today.

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Final Fantasy VII Used Prerendered Backgrounds — Here Is What That Actually Meant

Final Fantasy VII Used Prerendered Backgrounds — Here Is What That Actually Meant

Breaking down how Square combined prerendered 3D environments with real-time character models in 1997, and why this hybrid method matters for freelance artists pitching retro projects.

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Half-Life 2 and the Facial Animation System That Changed Character Contracts

Half-Life 2 and the Facial Animation System That Changed Character Contracts

Valve's 2004 Flex system introduced per-muscle facial animation to mainstream game development — and it quietly raised the bar for every character artist working on contracts after it.

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Shadow of the Colossus Solved Large-Scale Animation in 2005 — The Technique Still Applies

Shadow of the Colossus Solved Large-Scale Animation in 2005 — The Technique Still Applies

Team Ico's approach to animating massive creatures with believable weight offers concrete lessons for freelance animators working on boss characters or creature rigs today.

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Normal Mapping Went Mainstream Around 2006 — What That Shift Meant for Asset Freelancers

Normal Mapping Went Mainstream Around 2006 — What That Shift Meant for Asset Freelancers

When Gears of War shipped with high-fidelity normal maps baked from sculpts, it set a new baseline for environment and prop artists working on contracts.

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Journey's Cloth Animation in 2012 Was Procedural — and Cheaper Than You Might Think

Journey's Cloth Animation in 2012 Was Procedural — and Cheaper Than You Might Think

Thatgamecompany used procedural cloth simulation for the protagonist's scarf rather than hand-keyed animation. The approach offers a practical model for freelancers working with small studios on tight budgets.

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A decade of showing up

Key moments in Raskelod's speaking history across game art and education events.

2014
First internal lecture on polygon budgets for mobile games
2016
First public panel on real-time character animation
2019
Workshop series on PBR texturing workflows
2021
Online lectures reach students across 18 countries
2024
Ongoing lecture programme covering full game art pipeline

How these sessions are structured

Each engagement has a defined scope — one problem, one workflow, one set of tools. Broad surveys of "all things 3D" tend to leave everyone with nothing specific.

Sessions are recorded and referenced in the articles above. If a topic came up in a lecture, it ends up documented here — with the context that makes it useful rather than just quotable.

Get in touch
3D Art
Core subject — modelling, rigging, animation, rendering
Games focus
Real-time constraints, engine pipelines, production realities
Global reach
Students from multiple continents following the same material