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Steven Strobel (Art Optimization Lead, Gearbox Software)
Pass Type: All Access Pass, Core+Summits Pass, Core Pass - Get your pass now!
Topic: Visual Arts
Vault Recording: TBD
Audience Level: All
In this presentation, Steven will discuss how the process of optimizing content for Borderlands 3 changed compared to previous Borderlands titles due to engine changes, growing team sizes, and ever changing goals and complexity of game content. He will explore changes the team made to the Unreal engine, the process changes the team made, and various tools and guidelines the team set forth in order to ensure the most recent title in a storied franchise was as successful as possible.
Attendees will leave with an understanding of major issues that AAA titles often face and the approach that the Borderlands team took to solve and overcome these issues.
Any person involved in asset or level creation, especially Technical Artists and Art Management/Production, as well as anyone developing games for consoles or with Unreal Engine 4.