mobilizing large art teams for game development
DESCRIPTION
A presentation given at the Wisconsin Game Developer Summit 2013. Originally was part of my guest lecture at University of Wisconsin Madison about the process of designing AAA retail games. This talk focuses on using pre-visualization to prepare for production. It also showcases the need for pre-viz art in collaboration with, Level Designers, Animators and Gameplay Programmers. This focused up front planning through visuals helps to ensure a smoother production process, saving time and money.TRANSCRIPT
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Mobilizing Large Game Development
Art TeamsUsing visuals for smooth production
across departments
Brian Pelletier - Art Director
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My Background 20 years Developing games
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16+ shipped retail titles
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The Games!
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Mobilizing Large Teams
20 + Artist team
Maintain Consistency and Vision
Art Pipeline
Communication
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Art Team Breakdown
1 : Art Director
1 : Assistant Art Director
3 : Concept Artists
1 : Character Lead
2 : Environment Leads
6 : Environment Artists
1 : Tech-FX Lead
2 : Tech-FX Artists
7 : Asset Artists
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Art Team Breakdown
Env Artists FX Artists
Concept Artists become asset artists near end of development
Art Director
Concept Artists
Asset Artists
Character Lead
Environment Leads
Tech-FX Lead
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Art ProductionKeeping a larger team moving in right direction
1) Reference
2) Pre-visualization
3) Detailed visuals
4) Proof of Concepts
- Establishes and Maintains Vision
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Start with Reference
Lots of Reference! Winter Forest
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Forest Ideation
Pre Visualization
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Fast and Informative
Thumbnails
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Level Look Details
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More Details
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Final Level
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Final Level
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Mission Overview
Have a Plan!
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Establishing Shot
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Establishing Shot Concept
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View From Courtyard
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View From Courtyard
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Powerhouse Shot
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Powerhouse View
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Powerhouse Mood Detail
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Architecture Design
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Make Believe
Hallway Concept: From Imagination
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Make Believe
Lighting concepts for lighting artists
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Final Game Level
Sentinel Labs Hallway
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Visual Iteration
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Proof of Concept
Jungle Level
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Final Level Look
Jungle Level
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Smooth ProductionIntegrate work flow with other departments
Key Stakeholders:
Level Designers
Animators
Software Engineers
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Visuals for Designers
Collaborate with Level Designers
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Architecture Complete
Designers block in gameplay areas
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Set Dress Draw-overs
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Before Set Dress
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After Set Dressing
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Architecture Draw-overs
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Architecture Models
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Model Proofing
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Screenshot
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Smooth ProductionIntegrate work flow with other departments
Key Stakeholders:
Level Designers
Animators
Software Engineers
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Animators Vet Designs
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Final Character Concept
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Animators Vet Designs
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Character Ideation
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Character Ideation
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Smooth ProductionIntegrate work flow with other departments
Key Stakeholders:
Level Designers
Animators
Software Engineers
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Character Planning
Call out Sheet: Grunt Soldiers
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Character Planning
Character Sheet for “Bolt-on” Models
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Final Design
Sub Boss Attacks
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Model Sheet
Sub Boss Sizing
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Changes in 3D Modeling
Refining Look for gameplay programming
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In Game - Final
Sub Boss
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Color Script
Color adjustments reducing visual monotony.
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Visual Bar - 1998
Heretic 2 - Cutting edge 3D graphics
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Ten Years Later - 2008
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Thank You
Brian Pelletier