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

Slides:



Advertisements
Similar presentations
Test Automation Success: Choosing the Right People & Process
Advertisements

Centralized Content Creation Dan Forden Director of Central Content Groups Midway Games, Inc.
The Source for Housing Solutions Arizona Housing Forum Charlene Flaherty – Corporation for Supportive Housing Kelli Donley – Arizona Department of Health.
1 © 2008 Venable LLP Case Study – Venable LLP Darrin Dyson Director of Development and Systems Integration Venable LLP June 17, 2010.
© 2006 IBM Corporation IBM Software Group Relevance of Service Orientated Architecture to an Academic Infrastructure Gareth Greenwood, e-learning Evangelist,
6.1 Copyright © 2014 Pearson Education, Inc. publishing as Prentice Hall Building Information Systems Chapter 13 VIDEO CASES Video Case 1: IBM: Business.
SAM for Non-production Environments Presenter Name.
4 4 By: A. Shukr, M. Alnouri. Many new project managers have trouble looking at the “big picture” and want to focus on too many details. Project managers.
Gearbox Software PRODUCTION PIPELINE – JOBS TITLES – JOB DESCRIPTIONS.
Enterprise Architecture
The Integration Story: Rational Quality Manager / Team Foundation Server / Quality Center Introductions This presentation will provide an introduction.
HOCKEY2D A C++ Videogame Using the SDL 2.0 Library By PaintedLady.
Game Development and Game Design academy.zariba.com 1.
Margin Management Tool (MMT) Recommended Approach 23-January-2014
Achieving Agility with WSO2 App Factory S. Uthaiyashankar Director, Cloud Solutions WSO2 Inc. Dimuthu Leelarathne Software Architect WSO2 Inc.
Introduction to Interactive Media 02. The Interactive Media Development Process.
Portable and Predictable Performance on Heterogeneous Embedded Manycores (ARTEMIS ) ARTEMIS Project Review 28 nd October 2014 Multimedia Demonstrator.
CrmPLUS. Why Use CRM Software? In today's competitive business landscape, small and medium-sized businesses need the most efficient and effective way.
MGS Testing A High Level Overview of Testing in Microsoft Games Studio Joe Djorgee – Test Lead.
Introduction to RUP Spring Sharif Univ. of Tech.2 Outlines What is RUP? RUP Phases –Inception –Elaboration –Construction –Transition.
Source One Network Solutions with Corporate Headquarters based in Fitchburg, Wisconsin specializes in providing multi- location clients, with nationwide.
Transport Development and Solutions Alliance (TDSA) Technology Evolving Business Functions Scott Lawton – Chief Executive Officer 7 th of August 2015.
DEVELOPING SUSTAINABLE ICT INFRASTRUCTURE. Start Feasibility assessment – Understanding our core business In 1998 it was clear that a disproportionate.
Data Warehousing for the Reporting and Management of Clinical Data Robert Ellison, ICON CLINICAL Research Plc.
Content Strategy.
Distributed Agile: Ten Guiding Principles Student: Yu Chang 張鈺 Raja Bavani, Chief Architect, Mindtree 28Dec Department of Computer Science and Information.
Going core on the browser How to make Jagged Alliance into a Browser Game.
Introduction to Interactive Media The Interactive Media Development Process.
Fundamentals of Game Design
The Business of Art Direction: 7 Critical Precepts. Rick Stringfellow Exec. Art Director & EA Sports.
EMI INFSO-RI SA2 - Quality Assurance Alberto Aimar (CERN) SA2 Leader EMI First EC Review 22 June 2011, Brussels.
The Eyeblaster ACM Advertising Campaign Management.
May 29 th, 2003 Curtis Anderson Sivaprasad Padisetty.
Role-Based Guide to the RUP Architect. 2 Mission of an Architect A software architect leads and coordinates technical activities and artifacts throughout.
1 Outsourcing and OffShoring January 2004 Sandy Senti.
D1.HGE.CL7.01 D1.HGA.CL6.08 Slide 1. Introduction Design, prepare and present reports  Classroom schedule  Trainer contact details  Assessments  Resources:
Building the right web team Matt Herzberger. The Goal Getting the right people in the right room at the right time.
Slide and bullet transitions have not been set.. How to Train Your Technical Artist  Jeff Hanna Senior Technical Artist THQ/Volition, Inc.
eSciDoc Community Model Draft eSciDoc Community Model Overview 1.Introduction 2.Requirements on the Community Model 3.Organizational.
Integrating a comprehensive audio design into the overall game design audio within game design Most aspects of a game design will influence or be influenced.
9 Systems Analysis and Design in a Changing World, Fourth Edition.
DESIGN PROPOSAL REPORT. Why write a proposal? Basic means of convincing someone to support a project. Important tool for organizing time and resources.
Please Note  There is a ton of useful information in the notes of these presentations.  Please download these presentations and enjoy them in MS PowerPoint.
Requirements Management with Use Cases Module 10: Requirements Across the Product Lifecycle Requirements Management with Use Cases Module 10: Requirements.
Proventures reconnect session on Project Portfolio Management (PPM)
By David Rose. THE GENERALIST WHY UI ARTISTS ARE IMPORTANT Provide valuable information to the player Help carry the story-line/mood of the game UI can.
SAM for SQL Workloads Presenter Name.
Game Design By Michele Fisher. A Brief History Computer games started in the 1960s Earliest games were developed by hobbyist on the university mainframes.
Plantasia: The Beginning Started as a real-time management resource game with casual flavor.
Creative Industries. RESPONSIBILITIES  Model, texture and create collision in 3D for game environments.  Works closely with Programmers to ensure polygon.
Eyeblaster Rich Media Basics. Global Digital Marketing Solutions Superior Technology & Expert Service Spanning 15 Countries  Digital ad serving and campaign.
NEM201 Week 4 Project Plan Create and complete outstanding items. 01. Front Cover 02. Document details 03. Scope Document 04. Technical Design 05. Creative.
11 May 2005 The Benefits & Challenges of Enterprise Portfolio Management Michael S. Belk, MEM, CEI, CEM, MCP Manager IT Projects International Paper Company.
Info-Tech Research Group1 Manage IT Budgets & Cost World Class Operations - Impact Workshop.
Entrepreneurship as Change Agent in Asia: An “Open” Perspective James Dalziel Professor of Learning Technology and Director, Macquarie E-Learning Centre.
Identify the roles and opportunities available within an elected vocational area of the Creative Industries sector.
RATIONAL UNIFIED PROCESS PROCESS FRAMEWORK OVERVIEW.
How to Sell the Benefits of Marketing Procurement Internally.
Optimizing Your Localization Pipeline for a Dynamic Universe David Lakritz President & CEO Language Automation, Inc.
Info-Tech Research Group1 1 Info-Tech Research Group, Inc. is a global leader in providing IT research and advice. Info-Tech’s products and services combine.
Cultivation and Management of Game Artists Jairo Woo XPEC Art Director.
Game Design For Development
E2E Testing in Agile – A Necessary Evil
Project Ideation Agile Down-to-Earth © 2016.
Seismic Implementation Kickoff
Top Benefits of a BIM Consulting Firm for BIM Construction and the AEC industry Building Information ModelingBuilding Information Modeling or BIM Construction.
Reinventing the Circus
Continuing Education Solutions
Presentation transcript:

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

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

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

But sometimes….

It’s easy…

To lose sight…

Of the Big Picture

WHAT IS THE AAA DEVELOPMENT STANDARD?

Different Methods evolve, challenges remain the same

BETTER PRE PRODUCTION?

REUSING CONTENT?

HOPEFULLY BETTER SCHEDULING?

NEXT GEN GAMES

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

PLANNING - Art Technology & Strategy

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

PLANNING - Tools

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

PLANNING – Team Setup

 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

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

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

PLANNING – Consistency and Quality Standards

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

PLANNING - Blockouts

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

INFRASTRUCTURE

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

INFRASTRUCTURE – Meta Data

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

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

INFRASTRUCTURE – Efficiency and Reuse

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

INFORMATION MANAGEMENT

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

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

Thank You For Your Attention Visit