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Marvel's New York: A Case Study in Empowering Your Artists
This session will give you an insight into how to create and maintain a highly autonomous art team without abandoning them to figure it out for themselves. Working on a AAA game like 'Marvel's Spider-Man' does not mean the studio has to turn into an assembly line. In this session Insomniac's Lead Environment Artist, Jason Hickey, will talk about the tools and best practices you can use to keep your team highly functioning and engaged with less bureaucracy and management overhead. He will use the case study of building Marvel's New York at Insomniac Games to show that the increase in productivity and ownership actually increases quality and efficiency by focusing on making the process of world-building engaging while maintaining a healthy team work life balance.
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