GDC Talk - The Future of Art Production in Games
The Future of Art Production in Games
Today I managed to find a really good talk on the GDC vault from 2018, the speaker is Andrew Maximov of Naughty Dog and in the talk he brings up optimisation automation within game art, along with talking about the use of photogrammetry and 3D scanning within the industry.
This talk, while short, hits a lot of good points and is exactly what I was looking for in terms of help for writing the context review of my essay.
Maximov talks about the benefits and downsides of photogrammetry and expands on this subject in terms of photogrammetry being used en masse. Due to the fact its cheaper and less time consuming to create realistic assets using scan data. He also further on talks about photogrammetry maybe being the main route for smaller indie studios to be able to achieve their visions in a more realistic manner and that the triple A , larger studios may delve back into more stylised games in order to stand out in the crowd.
He goes on to talking about games being produced in a similar manner to films in the future, where the environments are generated easily and the designers then go on to use set dressing, artistic intent and composition in order to sell the vision and the art within the game.
"Creating art is a process of assigning meaning" - Maximov uses this to move on to the impact of all of these processes on the industry and again compares it to how the film industry changed over years as the technology and processes developed.
https://www.gdcvault.com/play/1024104/Future-of-Art-Production-in

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