Yuichiro Fujita talked about self-studying, stylized art, the difference between female and male silhouettes, and the use of contrasts for establishing focal points.
Ilya Vasilenko shared the production details of his gun, Plasma AKM, made for a VR game, discussed his modeling and retopology workflows and mentioned a few useful tutorials.
Juras Rodionovas talked in detail about the production of his ultra-realistic character Soulless made during CGMA's class Next Gen Character Creation with Adam Skutt.
Feike Postmes shared some of the insights he learned during the production of the Houdini-based tool, which helps generate amazing architectural environments.
Ken Bock shared his approach to stylized art and did a breakdown on the Forgotten scene that he worked on during the Environment Artist Bootcamp at Game Art Institute.
Gael Kerchenbaum gave an interesting talk about Creature Art, the importance of anatomy and its practice, his workflow, and some helpful tutorials and tips.
Conrad W Allan discussed matte painting and talked a bit about the new service Matte Paint, which supplies a bunch of high-quality photos for game artists.