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SPECKING OUT AAA ART DEVELOPMENT
   Know the Hell you’re getting into!
Introduction


STEFAN BAIER
Pipeline Architect / Co-Founder of Streamline Studios
Focus on
• IPs
• Client Communication
• Production Management




RENIER BANNINGA
Studio Art Director /Co-Founder of Streamline Studios
Focus on
• Art Direction
• Research and Development for new Art application
Introduction




Streamline Studios is a world leading production studio and
provider of creative content for the video game industry.

• 8 years as an established global player
• over 40 projects for top-tier clients went through our fully
vetted integrated content development pipeline
But sometimes….
It’s easy…
To lose sight…
Of the Big Picture
WHAT IS
  THE AAA
DEVELOPMENT
 STANDARD?
Different Methods evolve, challenges remain the same
BETTER PRE PRODUCTION?
REUSING CONTENT?
HOPEFULLY BETTER SCHEDULING?
NEXT GEN GAMES
NEXT GEN GAMES



Rising Costs, Rising Challenges, Rising Team Size …

•Can’t Afford Mistakes
•Quicker Turnaround Times
•Managerial Skills/Strategy skills growing in importance
•Investments into tools and Infrastructure crucial
PLANNING - Art Technology & Strategy
PLANNING - Art Technology & Strategy




A Clear Technology Standpoint
Identify Key Features and Production Tools
Red Flags / Prioritize – Missing / Must Haves
PLANNING - Tools
PLANNING - Tools




 Ready-Made tools or dedicated staff internally
 Streaming data crucial to success in future tech
 Debugging and Hardware Resources
PLANNING – Team Setup
PLANNING – Team Setup


TEAM SETUP - PRODUCTION

Understand Development needs (Timeline)
Code-Design-Art loop centralized and track-able!
Identify Production Teams/Categories
Establish solid QA Specifications
Confirm External Internal Partner Resources
Specialized teams with different support roles
PLANNING – Team Setup




    Code          Design          Art
Fidelity vs.   Visual and    Execution
Performance    Audio Style

Research,      Content       Creation
Orientation,   Usecase
Planning
                             Key Assets
Gameplay,
Blockouts,
Iteration
PLANNING – Team Setup


 TEAM SETUP - ART

Art types defined – Character, Environment, etc.

How to best manage art groups

How to avoid idle time during productions

Ref Gathered and briefs

Hardware/Supporting Systems (Renderfarm/Devkits)
PLANNING – Consistency and Quality Standards
PLANNING – Consistency and Quality Standards




Standards for Everything – Quality and Detail
Imagine beyond intended usage of Assets
Define Quality Types – Heroic/Basic/etc
PLANNING - Blockouts
PLANNING - Blockouts




Blockouts Created Early for everything.

Careful with cutting corners
INFRASTRUCTURE
INFRASTRUCTURE



MANAGERIAL STRUCTURES TO BE SET UP

Consider the other Departments Clients
Work Order Forms from Clients
Approval Stages worked out and roles clarified
Phased Content Creation overview
Codified Database Synchronized Names across all
structures
INFRASTRUCTURE – Meta Data
INFRASTRUCTURE – Meta Data


Meta Data and Asset Categorizations

Make things logical and consistent to find
High Level Layers for environments ( foundation
pieces, deco, background, interactive, lighting)
Categorize Filters for vehicles/weapons/etc
Naming conventions for Archetypes
INFRASTRUCTURE – Meta Data


REALTIME ASSESSMENT/REPORTING TOOLS

QA Checklist for Artwork
Realtime Review and Approval workflows automated!
Reporting Structures set up
Build team and reporting structure for Scale. ( Small
units, large groups)
INFRASTRUCTURE – Efficiency and Reuse
INFRASTRUCTURE – Efficiency and Reuse
INFRASTRUCTURE – Efficiency and Reuse



EFFICIENCY AND REUSE

Constantly optimize art pipes with heaviest load
What planning do you have for your art?
Reuse Strategy – Similar Assets that can benefit each other
How to avoid repeating artwork uselessly
INFORMATION MANAGEMENT
INFORMATION MANAGEMENT


Revisions based on Information Gathering

Approval/Review/Iterations add up – readjusting
Ensure Final Hardware Testing
IT and Art Manager Dedicated to Art content
Management
INFORMATION MANAGEMENT


Educational Metrics and Assessments

Sharing of Art production methods
Encourage artists to author tools/tutorials
Wiki good base for artist based information
R banninga visual_arts_specingoutaaa
Thank You For Your Attention




             Visit
   www.streamline-studios.com

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R banninga visual_arts_specingoutaaa

  • 1. SPECKING OUT AAA ART DEVELOPMENT Know the Hell you’re getting into!
  • 2. Introduction STEFAN BAIER Pipeline Architect / Co-Founder of Streamline Studios Focus on • IPs • Client Communication • Production Management RENIER BANNINGA Studio Art Director /Co-Founder of Streamline Studios Focus on • Art Direction • Research and Development for new Art application
  • 3. Introduction Streamline Studios is a world leading production studio and provider of creative content for the video game industry. • 8 years as an established global player • over 40 projects for top-tier clients went through our fully vetted integrated content development pipeline
  • 7. Of the Big Picture
  • 8. WHAT IS THE AAA DEVELOPMENT STANDARD?
  • 9. Different Methods evolve, challenges remain the same
  • 14. NEXT GEN GAMES Rising Costs, Rising Challenges, Rising Team Size … •Can’t Afford Mistakes •Quicker Turnaround Times •Managerial Skills/Strategy skills growing in importance •Investments into tools and Infrastructure crucial
  • 15. PLANNING - Art Technology & Strategy
  • 16. PLANNING - Art Technology & Strategy A Clear Technology Standpoint Identify Key Features and Production Tools Red Flags / Prioritize – Missing / Must Haves
  • 18. PLANNING - Tools  Ready-Made tools or dedicated staff internally  Streaming data crucial to success in future tech  Debugging and Hardware Resources
  • 20. PLANNING – Team Setup TEAM SETUP - PRODUCTION Understand Development needs (Timeline) Code-Design-Art loop centralized and track-able! Identify Production Teams/Categories Establish solid QA Specifications Confirm External Internal Partner Resources Specialized teams with different support roles
  • 21. PLANNING – Team Setup Code Design Art Fidelity vs. Visual and Execution Performance Audio Style Research, Content Creation Orientation, Usecase Planning Key Assets Gameplay, Blockouts, Iteration
  • 22. PLANNING – Team Setup TEAM SETUP - ART Art types defined – Character, Environment, etc. How to best manage art groups How to avoid idle time during productions Ref Gathered and briefs Hardware/Supporting Systems (Renderfarm/Devkits)
  • 23. PLANNING – Consistency and Quality Standards
  • 24. PLANNING – Consistency and Quality Standards Standards for Everything – Quality and Detail Imagine beyond intended usage of Assets Define Quality Types – Heroic/Basic/etc
  • 26. PLANNING - Blockouts Blockouts Created Early for everything. Careful with cutting corners
  • 28. INFRASTRUCTURE MANAGERIAL STRUCTURES TO BE SET UP Consider the other Departments Clients Work Order Forms from Clients Approval Stages worked out and roles clarified Phased Content Creation overview Codified Database Synchronized Names across all structures
  • 30. INFRASTRUCTURE – Meta Data Meta Data and Asset Categorizations Make things logical and consistent to find High Level Layers for environments ( foundation pieces, deco, background, interactive, lighting) Categorize Filters for vehicles/weapons/etc Naming conventions for Archetypes
  • 31. INFRASTRUCTURE – Meta Data REALTIME ASSESSMENT/REPORTING TOOLS QA Checklist for Artwork Realtime Review and Approval workflows automated! Reporting Structures set up Build team and reporting structure for Scale. ( Small units, large groups)
  • 34. INFRASTRUCTURE – Efficiency and Reuse EFFICIENCY AND REUSE Constantly optimize art pipes with heaviest load What planning do you have for your art? Reuse Strategy – Similar Assets that can benefit each other How to avoid repeating artwork uselessly
  • 36. INFORMATION MANAGEMENT Revisions based on Information Gathering Approval/Review/Iterations add up – readjusting Ensure Final Hardware Testing IT and Art Manager Dedicated to Art content Management
  • 37. INFORMATION MANAGEMENT Educational Metrics and Assessments Sharing of Art production methods Encourage artists to author tools/tutorials Wiki good base for artist based information
  • 39. Thank You For Your Attention Visit www.streamline-studios.com

Editor's Notes

  • #4: You want to hit the following points:That we’ve been around in the industry for longer than most people are employed (IDGA states more than 65% of the people in the industry leave after 5 years)  make this a casual comment like – did you read this? You can work the crowd that way.That Streamline Sound is a Joint Venture with Grammy Nominated DJ Tiesto – this is just another example of how the games industry has gained critical mass as the entertainment medium of choice.