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SPECKING OUT AAA ART DEVELOPMENT Know the Hell you’re getting into!

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Presentation on theme: "SPECKING OUT AAA ART DEVELOPMENT Know the Hell you’re getting into!"— Presentation transcript:

1 SPECKING OUT AAA ART DEVELOPMENT Know the Hell you’re getting into!

2 STEFAN BAIER Pipeline Architect / Co-Founder of Streamline Studios Focus on IPs Client Communication Production Management Introduction RENIER BANNINGA Studio Art Director /Co-Founder of Streamline Studios Focus on Art Direction Research and Development for new Art application

3 Streamline Studios is a world leading production studio and provider 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 fully vetted integrated content development pipeline Introduction

4 But sometimes….

5 It’s easy…

6 To lose sight…

7 Of the Big Picture

8 WHAT IS THE AAA DEVELOPMENT STANDARD?

9 Different Methods evolve, challenges remain the same

10 BETTER PRE PRODUCTION?

11 REUSING CONTENT?

12 HOPEFULLY BETTER SCHEDULING?

13 NEXT GEN GAMES

14 Rising 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 NEXT GEN GAMES

15 PLANNING - Art Technology & Strategy

16  A Clear Technology Standpoint  Identify Key Features and Production Tools  Red Flags / Prioritize – Missing / Must Haves PLANNING - Art Technology & Strategy

17 PLANNING - Tools

18  Ready-Made tools or dedicated staff internally  Streaming data crucial to success in future tech  Debugging and Hardware Resources PLANNING - Tools

19 PLANNING – Team Setup

20  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 PLANNING – Team Setup TEAM SETUP - PRODUCTION

21 CodeDesignArt Research, Orientation, Planning Research, Orientation, Planning Fidelity vs. Performance Fidelity vs. Performance Content Usecase Visual and Audio Style Visual and Audio Style Creation Execution Key Assets Gameplay, Blockouts, Iteration PLANNING – Team Setup

22 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) PLANNING – Team Setup

23 PLANNING – Consistency and Quality Standards

24  Standards for Everything – Quality and Detail  Imagine beyond intended usage of Assets  Define Quality Types – Heroic/Basic/etc PLANNING – Consistency and Quality Standards

25 PLANNING - Blockouts

26  Blockouts Created Early for everything.  Careful with cutting corners PLANNING - Blockouts

27 INFRASTRUCTURE

28 MANAGERIAL 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 all structures INFRASTRUCTURE

29 INFRASTRUCTURE – Meta Data

30 Meta Data and Asset Categorizations  Make things logical and consistent to find  High Level Layers for environments ( foundation pieces, deco, background, interactive, lighting)  Categorize Filters for vehicles/weapons/etc  Naming conventions for Archetypes INFRASTRUCTURE – Meta Data

31 REALTIME ASSESSMENT/REPORTING TOOLS  QA Checklist for Artwork  Realtime Review and Approval workflows automated!  Reporting Structures set up  Build team and reporting structure for Scale. ( Small units, large groups) INFRASTRUCTURE – Meta Data

32 INFRASTRUCTURE – Efficiency and Reuse

33

34 EFFICIENCY 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 INFRASTRUCTURE – Efficiency and Reuse

35 INFORMATION MANAGEMENT

36 Revisions based on Information Gathering  Approval/Review/Iterations add up – readjusting  Ensure Final Hardware Testing  IT and Art Manager Dedicated to Art content Management

37 Educational Metrics and Assessments  Sharing of Art production methods  Encourage artists to author tools/tutorials  Wiki good base for artist based information INFORMATION MANAGEMENT

38

39 Thank You For Your Attention Visit www.streamline-studios.com


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