Marvel's Spider-Man: A Deep Dive Into the Look Creation of Manhattan
For Marvel’s Spider-Man, the goal of creating a vast and lived-in Manhattan was daunting, considering it was five times the size of Insomniac’s previous open-world game, Sunset Overdrive. Focusing on the game’s artistic side, Matt McAuliffe, Brian Mullen and Ryan Benno will take deep dives into how each department handled the creation of materials, textures, models, set dressing and lighting across the entire city of Manhattan, and how all of these assets came together. They will focus on how they leveraged techniques and technologies such as Substance Designer, and how their in-house tools evolved throughout the project.
About the speakers:
Ryan Benno: Senior Environment Artist with over 10 years experience working in the games industry, Ryan has spent 5 years at Insomniac Games. He has also worked at other studios including Infinity Ward and Telltale Games, working on the Call of Duty and The Walking Dead franchises. He's the co-host of The Environment Art Podcast, with Justin Rodriguez.
Brian Mullen: Senior Lighting Artist at Insomniac Games, Brian worked on Marvel's Spider-Man, handling several missions and cinematics as well as developing the look of the open-world New York City lighting/atmosphere. He has also worked in film and TV as a CG artist on projects such as The Avengers, AMC's The Walking Dead, Grey's Anatomy, and Doctor Who.
Matthew McAuliffe: Material Artist at Insomniac Games, Matt created, updated, and implemented a variety of textures and materials for Marvel's Spider-Man. Prior to joining Insomniac Games, he worked at Firaxis Games on Civilization VI and XCOM 2.
Learn more about Substance: https://www.allegorithmic.com
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