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Noah Alzayer (Character TD, Insomniac Games)
Pass Type: All Access, GDC Conference + Summits, GDC Conference - Get your pass now!
Topic: Visual Arts, Production & Team Management
Vault Recording: TBD
Audience Level: Intermediate
With more and more AAA projects relying on subcontracting outside companies to create high-end facial rigs, this talk will go over how Insomniac Games' rigging team created a (mostly) drama-free pipeline for integration, feedback, rig enhancement, and change tracking for approximately 150 facial rigs from a 3rd party vendor without tying up the whole team. This talk goes over the way this was all achieved and overseen with very little overhead tied to getting new deliveries for characters, the way they managed and tracked their own changes to the rigs, the edge-case issues they ran into for certain characters, and the tools and methods they developed to solve them.
Any employee of a studio thinking of or in the process of managing relatively delicate assets from outside companies. Attendees will walk away knowing how Insomniac chose to handle the processes in their case as well as the tool changes and developments that had to happen to make that happen.
Technical animators, character TDs, tech artists or managers curious about utilizing 3rd party vendors for pivotal assets will likely benefit the most. However, anyone curious about the production process for facial rigs in 'Marvel's Spider-Man' should find it informative.