Diego Garzon (Procedural Content Director, Microsoft)
Location: Room 3005, West Hall
Date: Tuesday, March 21
Time: 4:10 pm - 5:10 pm
Pass Type:
All Access Pass, Summits Pass
Topic:
Visual Arts
Format:
Lecture
Vault Recording: Video
Audience Level: All
Traditional content creation for computer games is a time-consuming and expensive process, and current techniques for authoring content are often limited to a linear pipeline. Teams can address many daily challenges studios encounter by leveraging non-destructible procedural techniques.
The most significant challenge lies in how such techniques are introduced to an established business, franchise, and product, to generate mass adoption by the content creators and generate impact. Production cannot be stopped, existing pipelines/workflows investments cannot be thrown away, and impact must be seen as fast as possible to create confidence at the executive level.
In this session, Diego Garzon, Procedural Content Director at Microsoft, describes how to introduce non-destructible workflows using procedural techniques to a traditionally linear pipeline for an established AAA franchise—discussing the approach, successes, and, most importantly, failures, and how they were leveraged to generate mass adoption of the tools.
Takeaway
Attendees will gain insight to real production issues and different techniques in on how to approach similar production challenges when introducing non-destructible procedural techniques into their titles at scale.
Intended Audience
This is for students, technical artists, environment artists, pipeline engineers, tools engineers, and producers.