R banninga visual_arts_specingoutaaa

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  • You want to hit the following points:That we’ve been around in the industry for longer than most people are employed (IDGA states more than 65% of the people in the industry leave after 5 years)  make this a casual comment like – did you read this? You can work the crowd that way.That Streamline Sound is a Joint Venture with Grammy Nominated DJ Tiesto – this is just another example of how the games industry has gained critical mass as the entertainment medium of choice.
  • R banninga visual_arts_specingoutaaa

    1. 1. SPECKING OUT AAA ART DEVELOPMENT Know the Hell you’re getting into!
    2. 2. IntroductionSTEFAN BAIERPipeline Architect / Co-Founder of Streamline StudiosFocus on• IPs• Client Communication• Production ManagementRENIER BANNINGAStudio Art Director /Co-Founder of Streamline StudiosFocus on• Art Direction• Research and Development for new Art application
    3. 3. IntroductionStreamline Studios is a world leading production studio andprovider of creative content for the video game industry.• 8 years as an established global player• over 40 projects for top-tier clients went through our fullyvetted integrated content development pipeline
    4. 4. But sometimes….
    5. 5. It’s easy…
    6. 6. To lose sight…
    7. 7. Of the Big Picture
    8. 8. WHAT IS THE AAADEVELOPMENT STANDARD?
    9. 9. Different Methods evolve, challenges remain the same
    10. 10. BETTER PRE PRODUCTION?
    11. 11. REUSING CONTENT?
    12. 12. HOPEFULLY BETTER SCHEDULING?
    13. 13. NEXT GEN GAMES
    14. 14. NEXT GEN GAMESRising Costs, Rising Challenges, Rising Team Size …•Can’t Afford Mistakes•Quicker Turnaround Times•Managerial Skills/Strategy skills growing in importance•Investments into tools and Infrastructure crucial
    15. 15. PLANNING - Art Technology & Strategy
    16. 16. PLANNING - Art Technology & StrategyA Clear Technology StandpointIdentify Key Features and Production ToolsRed Flags / Prioritize – Missing / Must Haves
    17. 17. PLANNING - Tools
    18. 18. PLANNING - Tools Ready-Made tools or dedicated staff internally Streaming data crucial to success in future tech Debugging and Hardware Resources
    19. 19. PLANNING – Team Setup
    20. 20. PLANNING – Team SetupTEAM SETUP - PRODUCTIONUnderstand Development needs (Timeline)Code-Design-Art loop centralized and track-able!Identify Production Teams/CategoriesEstablish solid QA SpecificationsConfirm External Internal Partner ResourcesSpecialized teams with different support roles
    21. 21. PLANNING – Team Setup Code Design ArtFidelity vs. Visual and ExecutionPerformance Audio StyleResearch, Content CreationOrientation, UsecasePlanning Key AssetsGameplay,Blockouts,Iteration
    22. 22. PLANNING – Team Setup TEAM SETUP - ARTArt types defined – Character, Environment, etc.How to best manage art groupsHow to avoid idle time during productionsRef Gathered and briefsHardware/Supporting Systems (Renderfarm/Devkits)
    23. 23. PLANNING – Consistency and Quality Standards
    24. 24. PLANNING – Consistency and Quality StandardsStandards for Everything – Quality and DetailImagine beyond intended usage of AssetsDefine Quality Types – Heroic/Basic/etc
    25. 25. PLANNING - Blockouts
    26. 26. PLANNING - BlockoutsBlockouts Created Early for everything.Careful with cutting corners
    27. 27. INFRASTRUCTURE
    28. 28. INFRASTRUCTUREMANAGERIAL STRUCTURES TO BE SET UPConsider the other Departments ClientsWork Order Forms from ClientsApproval Stages worked out and roles clarifiedPhased Content Creation overviewCodified Database Synchronized Names across allstructures
    29. 29. INFRASTRUCTURE – Meta Data
    30. 30. INFRASTRUCTURE – Meta DataMeta Data and Asset CategorizationsMake things logical and consistent to findHigh Level Layers for environments ( foundationpieces, deco, background, interactive, lighting)Categorize Filters for vehicles/weapons/etcNaming conventions for Archetypes
    31. 31. INFRASTRUCTURE – Meta DataREALTIME ASSESSMENT/REPORTING TOOLSQA Checklist for ArtworkRealtime Review and Approval workflows automated!Reporting Structures set upBuild team and reporting structure for Scale. ( Smallunits, large groups)
    32. 32. INFRASTRUCTURE – Efficiency and Reuse
    33. 33. INFRASTRUCTURE – Efficiency and Reuse
    34. 34. INFRASTRUCTURE – Efficiency and ReuseEFFICIENCY AND REUSEConstantly optimize art pipes with heaviest loadWhat planning do you have for your art?Reuse Strategy – Similar Assets that can benefit each otherHow to avoid repeating artwork uselessly
    35. 35. INFORMATION MANAGEMENT
    36. 36. INFORMATION MANAGEMENTRevisions based on Information GatheringApproval/Review/Iterations add up – readjustingEnsure Final Hardware TestingIT and Art Manager Dedicated to Art contentManagement
    37. 37. INFORMATION MANAGEMENTEducational Metrics and AssessmentsSharing of Art production methodsEncourage artists to author tools/tutorialsWiki good base for artist based information
    38. 38. Thank You For Your Attention Visit www.streamline-studios.com

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