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Session Name:

Building an Open-World Game Without Hiring an Army


Creating the environment for an open-world game is difficult; doing so without hiring an army of content creators is more so. For inFamous we built a massive, realistic open-world city, at urban density levels and post-riot amounts of trash and debris. We did this with a team of roughly a dozen artists, without outsourcing any content creation. How is this possible? Come to the session and learn all the cheap tricks Sucker Punch uses to maximize our precious Artists time. A detailed explanation of our systems for hex bases tiling, building footprint standardization and city layout shortcuts will all be illustrated.

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  • GDC 2010
  • Nate Fox
  • Sucker Punch Productions
  • free content
  • Visual Arts
  • Visual Arts