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|Session Name:||Character Pipeline and Customization System for 'Far Cry Primal'|
|Speaker(s):||Julien Lalleve, Kieran O'Sullivan|
|Company Name(s):||Ubisoft Montreal, Ubisoft Toronto|
|Track / Format:||Visual Arts|
|Overview:||The new character pipeline for 'Far Cry Primal' is built around a flexible character customization system named Wolfskin, and a cross software workflow supporting both Max and Maya to better empower our diverse art team. In this session Julien and Kieran will describe how they moved from their 3DS Max maxscript-based pipeline, to a cross software pipeline using Python and ShaderFX. Then they'll show how they built Wolfskin, a deep character customization system that works across the pipeline; in the modelling software and the game engine. By splitting up data efficiently and removing complex setup from the daily workflow, they show how they greatly increased productivity, integration and iteration time.|