Use the GDC 2021 Session Viewer to browse and sort the ever-growing list of sessions by pass type, topic, and format. You will be able to build your personal schedule directly within the event platform, once live early July 2021.
Vladimir Eskandari (Assistant Art Director, Ubisoft Montreal)
Adrien Paguet-Brunella (Environment Artist, Ubisoft Montreal)
Pass Type: All Access Pass, Summits Pass
Topic: Visual Arts
Vault Recording: TBD
Audience Level: N/A: I prefer to present live on-site but I am open to delivering a virtual presentation
This talk covers the creation of the biomes in the latest Assassin's Creed from an art direction standpoint, through conception to asset production and procedural tools. It outlines the methods used by the art team to create a beautiful and varied world and the choices that were made to remain production efficient. Assassin's Creed being very free in terms of navigation, creating forests or any kind of natural location comes with a lot of challenges and this talk will provide you with some key learnings of our approach.
The attendees will get insights on several aspects of the game's art direction process including the research, specific choices in tools, what was made by hand or procedurally generated, the world size challenges (variety, realism), and the use of photogrammetry as a tool and not a finality.
It can be inspirational particularly for developers wanting to create a natural open world from scratch, realistic or not.
This talk is intended for artists, art directors and world designers, and doesn't require prerequisite knowledge.