With over 15years in AAA console development for companies like Sony, Codemasters and Microsoft, I've build up a solid and grounded approach to developing tools and pipelines for art teams. I've mentored and coached teams on the best ways to work across discipline ensuring that a common language is formed and goals clearly set. Being both an Artist and Programmer, I'm ideally suited to understand the requirements and the implementation needs - giving me a great understanding and respect for the needs of others. I now work for King, the makers of Candy Crush, helping refine our tools and pipelines across multiple studios. Applying my experience and also learning about the impact and implications mobile development is having on our industry.
Developing pipelines for Art, bringing two worlds together
How can you break down the vision of a game via its concept art, creating a manageable list of tasks to achieve the goal. When designing a pipeline for content, what should you consider, where do you make compromises and where should you accept no substitute? This talk will cover several strategy's I've used with various teams in my career, helping give clear guidance to programming teams and focusing the artists on what is important to have, helping define clear lines between subjective and objective requirements.
Programmers/tools developers. Technical Artists/Artists Producers.