Session Name: | Creating the Many Faces of 'Horizon Forbidden West' |
Speaker(s): | Arno Schmitz |
Company Name(s): | Guerrilla Games |
Track / Format: | Visual Arts |
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Overview: | People have an intrinsic ability to identify the attributes of the human face and remember details. This is no different with the faces of a game character: we remember their names, attributes, and expressions. Building quality characters, with their faces as the most important graphical benchmarks, is, therefore, one of the core pillars of game development.Guerrilla wants to share how they achieved the final quality of the characters' faces in Horizon Forbidden West and show off the incredibly high fidelity thanks to the power of the PlayStation 5. Most importantly, Guerrilla will discuss how to do all this to scale so that all faces in the Forbidden West's open-world have a similarly high quality. |