Monday, 19 May 2014

FMX: AAA Asset Production, Killzone, Guerrilla Games

Dan Calvert, Alex Zapata
Here to talk about asset production for Killzone

Naturalism
Originality
Don't repeat yourself!
Understand things rather than just look at references.

We looked at a lot of their assets. 
I never actually clicked how you need to create a few of each in that kind of gaming because it's affected by the player. So you've got a machine for example, and gotta model it at around 2-3 stages of destruction. And I never thought about it before, till now! 

They reassured me a bit when saying to not worry as much about the polycount because it is not about the quality of games! I always hated worrying about my models being huge but I don't care as much ^^ Cause to be honest I prefer making beautiful high poly models.

Obviously there are the cases of you having to model 'on a budget' for things like mobile gaming etc. it's a good skill to have, being able to model in both ways but I still prefer not to worry to much : D 

On top of that they gave us a lot of tips and tricks which I found really useful and I can't wait to try out on my next project! 

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