Henry LaBounta

  • Henry LaBounta

    Henry LaBounta


    Learning to See


United States




Henry has over 25 years of entertainment experience in games, film visual effects, feature animation and television. Most recently at Zynga he held the position of Chief Visual Officer. Prior to Zynga Henry was a Partner/Senior Art Director at Microsoft Studios working with the Xbox One launch team and multiple internal game teams. Henry started in games as a Senior Art Director on “SSX3″ and wrapped up his work at EA art directing “Need for Speed Hot Pursuit” at Criterion Games. Henry’s game contribution credits include “Skate”, “Skate 2″, “NBA Street”, “Need for Speed Hot Pursuit 2″, “Need for Speed Most Wanted”, “Burnout Paradise” and many EA Sports games. Henry is also the Chairman of the board of the San Francisco ACM SIGGRAPH chapter. Henry began his career in New York doing animation work for commercials and network television before moving to film visual effects and feature animation. At PDI/DreamWorks Henry was Visual Effects Supervisor for the Steven Spielberg films “Minority Report” and “A.I.”. His filmography includes “Mission Impossible 2″, “The Prince of Egypt” and at Industrial Light & Magic “Star Trek VII Generations”, “Casper” and “Twister” for which he won a BAFTA award and was nominated for an Academy Award for Best Visual Effects


Talk Title:

Learning to See


Talk Abstract:

How do you know when a game or film looks good? It’s subjective but your very first impression of whether you like it or not is based on what it looks like. Making great looking games starts with developing a critical, discerning eye. In this presentation I share what my eyes have learned over the past 25+ years working in film visual effects, television, games and feature animation. Exercising your eyes and using helpful tools and tips you can apply these same principles to training your eyes to make great game and film visuals.



This talk applies to everyone working in games or film. There are both creative and more technical aspects of the presentation that both artists, designers and engineers would be interested in