The first talk was hold by 2 developers from CD Projekt Red, an environment artist named Kacper and a concept artist named Marta. They started explaining the teamwork involved in creating The Witcher 3 Blood and Wine which is an expansion for the game. Marta begins to talk about the relationship between the concept art and environment art, and they discuss the iterations, draw backs and analysis of references they’ve gone through to finish multiple scenes in the game world.
They talk about the design process of the
architecture and the link between the concepts and the art done by the teams.
The task was very difficult especially keeping the relation between the book
and the game and also making the player feel that the world has problems that needed to be solved. The
benefits of working in a team is that the quality increases and also the
inspiration you get by going out of the comfort zone helps you push further your ideas.
At the end there was a Q&A session
where the team replied to the public regarding different subjects and topics.
Producers and leads are always helping and keeping things on track minimizing wasted time.
Because things were getting pretty exciting, I watched a second talk from the CD Projekt Red studio because I wanted to know more about their way of thinking and
managing different aspects of the game development. The name of the producer is
Stan and he talks about the structure, and what it is involved in making art
for the Witcher 3 and expansion packs along with it. He started with presenting
the pipeline and how the assets priority is assigned based on how many
departments will need to have a pass on it.
Optimization is an important aspect which
takes place right at the end of the production and Stan is talking about what
it takes to bring as much detail as possible in the characters and also keep
the balance between details and frame rate by doing LODs (level of details) , shader LODs and so on.
He also talks about the importance of the
little details and how that is dropping the quality of the game if not given enough attention, for example clipping. Different solution that might come
across can vary from changing the angle of camera shots to trying to hide it
with custom animations on every scene and some other ways, but in the end ask
for help from coders.
When making repeatable or mass assets try
and limit the amount of details like hair, cloth sim and movable parts as it
might not be seen by the player and won't be noticed. Try to use simple elements
like colors and patterns.
Human equipment was another interesting
topic because they wanted the armour on the main character to be up-gradable and
the player to be able to not only change between different types but to build
upon the previous one. Also the armour needed to look good from behind as well. Sometimes it didn’t fit with the game so Stan talks about using a
proxy high poly mesh to see the silhouette and make changes early on the
production rather than wasting time.
The dismemberment was another aspect and
the approach was consisting in preparing the types of bodies for all the
types of characters in the game and then cover all of them in blood.
The presentation ended with a usual Q&A
session.
References
DevGAMM
Conference, 2015. Youtube. [Online]
Available at: https://www.youtube.com/watch?v=pzvkB3w1qXQ
[Accessed 16 January 2017].
Available at: https://www.youtube.com/watch?v=pzvkB3w1qXQ
[Accessed 16 January 2017].
Dragons, D., 2016. Youtube. [Online]
Available at: https://www.youtube.com/watch?v=J20Zd96i6oM
[Accessed 16 January 2017].
Available at: https://www.youtube.com/watch?v=J20Zd96i6oM
[Accessed 16 January 2017].
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