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Light and Lines: Cel-Shaded Character Modeling for 'Spellbreak'

Kristen Carter (Senior Character Artist, Proletariat, Inc.)

Michael Maurino (Senior Concept Artist, Proletariat, Inc.)

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

Topic: Visual Arts

Format: Session

Vault Recording: TBD

Audience Level: All

Software and engines have made creating physically-based, realistic materials and assets easier than ever. However, adapting those to a painterly or cel-shaded look reveals unforeseen challenges. This talk will cover Spellbreak's character development from an artist's perspective: establishing a visual target, the unexpected trial and error of working with a toon shader in the Unreal Engine, and the final result and direction for the in-game models.

Takeaway

The audience will see how artists on Spellbreak adapted their character asset construction to create a unique cel-shaded look for a highly stylized, visually dynamic game.

Intended Audience

The intended audience is one who has familiarity with 3D asset creation with a focus on characters. Some experience using the Unreal engine would be helpful, but not necessary.