SlideShare a Scribd company logo
Mobilizing Large
Game Development
Art Teams
Using 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
1
3
1
2
6
1
2
7

: Art Director
: Assistant Art Director
: Concept Artists
: Character Lead
: Environment Leads
: Environment Artists
: Tech-FX Lead
: Tech-FX Artists
: Asset Artists
Art Team Breakdown
Art Director
Concept
Artists

Environment
Leads

Tech-FX
Lead

Env Artists

Character
Lead

FX Artists

Asset Artists
Concept Artists become asset artists
near end of development
Art Production
Keeping a larger team moving in right
direction
1)
2)
3)
4)

Reference
Pre-visualization
Detailed visuals
Proof of Concepts
- Establishes and Maintains Vision
Start with Reference

Lots of Reference! Winter Forest
Pre Visualization

Forest Ideation
Thumbnails

Fast and Informative
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 Production
Integrate 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 Production
Integrate 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 Production
Integrate 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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Mobilizing large art teams for game development

Editor's Notes

  1. lighting consistency