Session Name: | Taking a Procedural Approach to Texturing the Machines of 'Horizon Forbidden West' |
Speaker(s): | Tom Delboo |
Company Name(s): | Guerrilla |
Track / Format: | Visual Arts |
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Overview: | For Horizon Forbidden West, Guerrilla expanded on its iconic machine look from its predecessor Horizon Zero Dawn. Our Machine and Weapons team was tasked with streamlining the way Guerrilla handles texturing and shading these incredibly complex assets. Our challenge was to create a workflow that speeds up work while supporting Game Design, Art Direction and Production.This lecture will give insight into how we designed this procedural workflow, how this process functions altogether, and how it provided us so much flexibility that it saved months of production time |