guerrilla games’ approach to asset...
TRANSCRIPT
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Guerrilla Games’ Approach
To Asset Art
GDC 2016
Maarten van der Gaag
Guerrilla Games
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Building Blocks
Insert Image of BB idea
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The Scope of Killzone Shadowfall
14000 individual assets
Almost all outsourced
25000 days of outsourcing
Over 100 artists at several vendors
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Why do it?
Our core business is making games, not assets
Asset art production is seasonal
Playing to our strengths
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How we do it? High Level
Visual Design
Level Design
Mockup
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High Level Visual Design
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High Level
Visual Design
Outsource
Briefs
Level Design
Mockup
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Building Block Briefs
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High Level
Visual Design
Outsource
Briefs
Outsource
Process
Polish and
Integration
Level Design
Mockup
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Outsourcing Track
Image of outsource track/final asset?
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High Level
Visual Design
Outsource
Briefs
Outsource
Process
Polish and
Integration
Level Design
Mockup
Final Art
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Up to 3
months!
High Level
Visual Design
Outsource
Briefs
Outsource
Process
Polish and
Integration
Level Design
Mockup
Final Art
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Pros and Cons
Pros
Look development in parallel with
level design
Very high quality assets
Flexible workforce
Cons
Environments longer in mockup
phase
Underuse of assets
Requires lots of concept artists
Inflexibility due to volume
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Lessons learned
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Lack of quality is usually your own fault
Vendors have very skilled artists when it comes to execution
But you cannot expect vendors to do your visual design or art direction
Preparation is key
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Complete, accurate but simple briefs
No room for interpretation
Avoid redundant info
Avoid (localized) text
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?
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Takes time to ramp up
Hard to change coarse
Once going, it needs to be fed
A large outsource track is
unwieldy
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A large concept team is required
Preparation of briefs takes a lot of time and effort
Currently 17 concept artists of which 7 permanent staff
With the right preparation and attention junior staff can make high quality briefs
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Outsource pipelines are longer than they appear
Style Guide 2 months
Briefs 1 month/batch
Touchups 1 week/batch
Outsourcing 2 months
Integration 1 or 2 weeks
Total ~6 months
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High Level
Visual Design
Outsource
Briefs
Outsource
Process
Polish and
Integration
Level Design
Mockup
Final Art
Style Guides
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Comprehensive style guides
More important with new IP
IP less understood within studio
Multiple disciplines involved
Concept design
Narrative design
Game design
Split ideation from production
Explore ideas during creation of style guide
Style guide sacred during production
Anthropology
Culture and history
Natural environment
Symbolism and art
Believes and religion
Manufacturing techniques and materials
Etc…
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High Level
Visual Design
Outsource
Briefs
Outsource
Process
Polish and
Integration
Level Design
Mockup
Final Art
Style Guides
Speed Models
First Pass Art
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Speed-models
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Speed-models
For briefing of overall shape and dimensions
Environment artists can start building environments
Environment artists can influence assets
Performance and budgets.
Hopefully reduces waste
Potential bottleneck
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Summary
Lessons learned
Lack of quality is usually your own fault
Briefs need to be complete, accurate but simple
A large outsource track is unwieldy
A large concept team is required
Outsource pipelines are longer than they appear
Comprehensive style guides split high level ideation from production
Speed-models help both in-house environment art and outsource briefing
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Questions?