Mobilizing large art teams for game development

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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.

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Mobilizing Large Game Development

Art TeamsUsing visuals for smooth production

across departments

Brian Pelletier - Art Director

My Background 20 years Developing games

&

&

16+ shipped retail titles

The Games!

Mobilizing Large Teams

20 + Artist team

Maintain Consistency and Vision

Art Pipeline

Communication

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

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

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

Start with Reference

Lots of Reference! Winter Forest

Forest Ideation

Pre Visualization

Fast and Informative

Thumbnails

Level Look Details

More Details

Final Level

Final Level

Mission Overview

Have a Plan!

Establishing Shot

Establishing Shot Concept

View From Courtyard

View From Courtyard

Powerhouse Shot

Powerhouse View

Powerhouse Mood Detail

Architecture Design

Make Believe

Hallway Concept: From Imagination

Make Believe

Lighting concepts for lighting artists

Final Game Level

Sentinel Labs Hallway

Visual Iteration

Proof of Concept

Jungle Level

Final Level Look

Jungle Level

Smooth ProductionIntegrate work flow with other departments

Key Stakeholders:

Level Designers

Animators

Software Engineers

Visuals for Designers

Collaborate with Level Designers

Architecture Complete

Designers block in gameplay areas

Set Dress Draw-overs

Before Set Dress

After Set Dressing

Architecture Draw-overs

Architecture Models

Model Proofing

Screenshot

Smooth ProductionIntegrate work flow with other departments

Key Stakeholders:

Level Designers

Animators

Software Engineers

Animators Vet Designs

Final Character Concept

Animators Vet Designs

Character Ideation

Character Ideation

Smooth ProductionIntegrate work flow with other departments

Key Stakeholders:

Level Designers

Animators

Software Engineers

Character Planning

Call out Sheet: Grunt Soldiers

Character Planning

Character Sheet for “Bolt-on” Models

Final Design

Sub Boss Attacks

Model Sheet

Sub Boss Sizing

Changes in 3D Modeling

Refining Look for gameplay programming

In Game - Final

Sub Boss

Color Script

Color adjustments reducing visual monotony.

Bringing It All Together

Launch Trailer

Visual Bar - 1998

Heretic 2 - Cutting edge 3D graphics

Ten Years Later - 2008

Thank You

Brian Pelletier

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