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Technical Artist Summit: 'LEGO Horizon Adventures': Procedural Optimizing

Simon Verstraete  (Senior Technical Artist, Studio Gobo)

Location: Room 2010, West Hall

Date: Tuesday, March 18

Time: 9:30 am - 10:30 am

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

Track: Visual Arts

Format: Lecture

Vault Recording: Video

Audience Level: All

Optimizing a game for multi-platform comes with various challenges. In this talk we will cover how procedural pipelines where build for LEGO Horizon Adventures.

With the game releasing on PlayStation 5, PC, and Nintendo Switch, it meant that everything in the game must work on those platforms. From the very beginning of development it required us to think out how geometries, shaders, and many other elements needed to work. We created a pipeline where every asset can be generated and updated at any point.

Our end result is a pipeline that can handle the creation and optimization of LEGO assets without having developers doing a lot of manual work.

Takeaway

Understanding how a procedural and automate pipeline was built for LEGO Horizon Adventures. Besides also getting to know more about optimizing LEGO assets for the multi-platforms.

Intended Audience

Anyone interested in optimizing assets for games and supporting multi-platform game. Basic understanding of technical skills is required.



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