Process, Pipeline, Performance: A Super Blunt Tech Art Direction Crash Course For Indies
Anton Hand (Rust Ltd) on how to structure the work of a small independent game development studio: "You've got this grand vision, and you're beginning to map out your game, and then it hits you. How on earth are you going to get all this done?
In this talk, we'll be covering how an informed pre-production comprising aesthetic direction, modelling style, asset management, lighting approach, and more are the difference between success and careening into a brick wall. We'll talk to making the most of your human resources, unpack the difference between having specialists and generalists for line-asset production, when and how to use the Unity Asset Store best, and what design/production decisions are critical to lock-in up front. Lastly, we'll briefly cover some multi-platform strategies, and the sorts of things to be aware of if eventually planning to scale down to mobile, or scale up to VR. Expect a rapid-fire pace, a fair bit of ranting, and the bluntness you might expect from a veteran 3d modeller who's tired of seeing great projects go off the rails.
We at RUST LTD. have over the years become experts in the art of the insane small-team rush-project. We've studied and iterated on our internal production processes, and consulted with teams spanning Indie Games, Archviz, VR, Art Installation and all steps in between. Completing a limited-resource project (and really, aren't they all?) can be a challenging endeavour, and we'd like to share the process that we've developed with you."
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