Post on 18-Nov-2014
description
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.
Visual Bar - 1998
Heretic 2 - Cutting edge 3D graphics
Ten Years Later - 2008
Thank You
Brian Pelletier