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Building Machines for a Better Future

Maxim Fleury  (Lead Asset Artist, Machine and Weapons Team at Guerrilla Games)

Lennart Franken  (Senior Asset Artist, Machine and Weapons Team at Guerrilla Games)

Pass Type: All Access Pass, Core Pass - Get your pass now!

Topic: Production & Team Management, Visual Arts

Format: Session

Vault Recording: TBD

Audience Level: No

This presentation breaks down the process of creating and building the iconic machines seen in the Horizon franchise. It discusses the machine asset pipeline at Guerrilla from a technical and organizational perspective. The session shows the complete pipeline from concept to game delivery and elaborates on the techniques used. In addition to looking at the technical part of the process, it also expands on the production side. It evaluates what it takes to manage a creative team, particularly providing ownership that fosters motivation and passion during a long project. The presentation also details the role of outsourcing in this process, and how this external potential complimented the work done at Guerrilla.

Takeaway

The presentation gives insight into the pipeline used to create the machines of Horizon, from concept to final game asset. Attendees gain a better understanding of what it takes to build these complex assets.

Intended Audience

This session is meant for artists, lead artists and producers. No prior knowledge is needed; some basic understanding of Maya, Zbrush and Substance designer is useful.