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Technical Artist Summit: "Non-Destructible Workflows": Re-Inventing Content Production for the 'Forza Motorsports' Franchise
Traditional content creation for computer games is a time-consuming and expensive process, and current techniques for authoring content are often limited to a linear pipeline. Teams can address many daily challenges studios encounter by leveraging non-destructible procedural techniques. The most significant challenge lies in how such techniques are introduced to an established business, franchise, and product, to generate mass adoption by the content creators and generate impact. Production cannot be stopped, existing pipelines/workflows investments cannot be thrown away, and impact must be seen as fast as possible to create confidence at the executive level.In this session, Diego Garzon, Procedural Content Director at Microsoft, describes how to introduce non-destructible workflows using procedural techniques to a traditionally linear pipeline for an established AAA franchisediscussing the approach, successes, and, most importantly, failures, and how they were leveraged to generate mass adoption of the tools.
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