Mobilizing large art teams for game development

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Mobilizing Large Game Development Art Teams Using visuals for smooth production across departments Brian Pelletier - Art Director

description

A presentation given at the Wisconsin Game Developer Summit 2013. Originally was part of my guest lecture at University of Wisconsin Madison about the process of designing AAA retail games. This talk focuses on using pre-visualization to prepare for production. It also showcases the need for pre-viz art in collaboration with, Level Designers, Animators and Gameplay Programmers. This focused up front planning through visuals helps to ensure a smoother production process, saving time and money.

Transcript of Mobilizing large art teams for game development

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Mobilizing Large Game Development

Art TeamsUsing visuals for smooth production

across departments

Brian Pelletier - Art Director

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My Background 20 years Developing games

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16+ shipped retail titles

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The Games!

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Mobilizing Large Teams

20 + Artist team

Maintain Consistency and Vision

Art Pipeline

Communication

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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

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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

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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

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Start with Reference

Lots of Reference! Winter Forest

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Forest Ideation

Pre Visualization

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Fast and Informative

Thumbnails

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Level Look Details

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More Details

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Final Level

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Final Level

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Mission Overview

Have a Plan!

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Establishing Shot

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Establishing Shot Concept

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View From Courtyard

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View From Courtyard

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Powerhouse Shot

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Powerhouse View

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Powerhouse Mood Detail

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Architecture Design

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Make Believe

Hallway Concept: From Imagination

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Make Believe

Lighting concepts for lighting artists

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Final Game Level

Sentinel Labs Hallway

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Visual Iteration

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Proof of Concept

Jungle Level

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Final Level Look

Jungle Level

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Smooth ProductionIntegrate work flow with other departments

Key Stakeholders:

Level Designers

Animators

Software Engineers

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Visuals for Designers

Collaborate with Level Designers

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Architecture Complete

Designers block in gameplay areas

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Set Dress Draw-overs

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Before Set Dress

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After Set Dressing

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Architecture Draw-overs

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Architecture Models

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Model Proofing

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Screenshot

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Smooth ProductionIntegrate work flow with other departments

Key Stakeholders:

Level Designers

Animators

Software Engineers

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Animators Vet Designs

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Final Character Concept

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Animators Vet Designs

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Character Ideation

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Character Ideation

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Smooth ProductionIntegrate work flow with other departments

Key Stakeholders:

Level Designers

Animators

Software Engineers

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Character Planning

Call out Sheet: Grunt Soldiers

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Character Planning

Character Sheet for “Bolt-on” Models

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Final Design

Sub Boss Attacks

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Model Sheet

Sub Boss Sizing

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Changes in 3D Modeling

Refining Look for gameplay programming

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In Game - Final

Sub Boss

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Color Script

Color adjustments reducing visual monotony.

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Bringing It All Together

Launch Trailer

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Visual Bar - 1998

Heretic 2 - Cutting edge 3D graphics

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Ten Years Later - 2008

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Thank You

Brian Pelletier