Agenda
Foliage in 'Marvel's Wolverine': Pipelines, Tech, and Strategy
Jackson Keller (Environment Artist, Insomniac Games)
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Track:
Visual Art
Audience Level:
All
Format:
Lecture
Vault Recording: TBD
Audience Level: All
This session covers the production techniques, decision-making processes, and technical improvements for foliage assets in Marvel's Wolverine. Recent Insomniac titles focus primarily on the urban environments of NYC, or the stylized worlds of Ratchet & Clank. Marvel's Wolverine, however, features far more natural environments and levels, requiring more foliage assets than recent titles, at a higher quality. Addressing this challenge required a concerted effort from many disciplines to upgrade our foliage fidelity, while producing assets at scale. The lecture details our new external development pipeline, how this bolstered our limited internal resources for foliage, and what we learned. It also reviews the tech and pipeline improvements that raised our quality bar for foliage while running at 60 fps, and how we mitigated increased authoring costs that accompanied this improvement. Finally, we'll delve into our iteration and development process for foliage with specific gameplay purposes like stealth and traversal.
Takeaway
Through the lens of Marvel's Wolverine, attendees will learn that even with limited internal resources dedicated to foliage production, it's possible to author more realistic, performant foliage at AAA scale and quality.
Intended Audience
This lecture is for developers creating foliage, especially Environment Artists, Tech Artists, Engine Programmers, Project Managers, and Art Directors. No previous knowledge is necessary, though an understanding of 3D foliage asset creation will give attendees more ideas for applying the session content to their work.