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|Session Name:||Technical Artist Bootcamp: Building an Offline Simulation Pipeline|
|Company Name(s):||343 Industries, Microsoft|
|Track / Format:||Visual Arts|
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|Overview:||An offline simulation content authoring story allows you to create complex assets that a traditional workflow or real-time physics would not allow. As frame rates and consumer expectations increase, you need to create higher fidelity assets while the player runs around and for that next epic moment. A destruction pipeline has to handle unique content, large data sets, dependencies, infrastructure all the way through to handling producers and leads so it doesn't get cut. This presentation is based on the work of a small team that worked on 'Halo 5: Guardians'.|