Building Customizable Characters for Destiny
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- Опубликовано: 8 фев 2025
- This GDC 2014 talk from Bungie's Scott Shepard focuses on the tools and process Bungie built to create a large variety of high-quality character content, with a system that makes the most out of the art created, allows for continued growth and expandability over the lifetime of the franchise, and gives artists the ability to make strong visual impacts quickly and easily.
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Srsly tho, I really like learning about the UX designing
Look at all that nice DLC gear...
This guy is named after the two main protagonists in the mass effect franchise.
Mass effect 1-3: commander *Shepard*
Mass effect andromeda: *Scott* Ryder
@JohannTheCreator Scott Ryder is a fictional character from the game Mass Effect: Andromeda, developed by BioWare.
The game is an open world RPG that takes place in the far off future.
You play as Ryder, you can choose ryder's gender and the male version's name is Scott.
Ryder is part soldier, astronaut and scientist.
You main goal is making the andromeda galaxy habitable for humans.
I'd LOVE to see an update on the systems and tools that evolved to be used in Destiny 2. Fantastic talk, really gives you a good idea why Destiny's loot system is so incredibly addictive. That feeling when you get a new piece of gear or shader in Destiny/Destiny 2 is incomparable
Isn't this a re-upload? Pretty sure i've seen this before.
All the props to Bungie designers. Destiny is supreme.
(D1 armor is still better though )
Uhg, love it!
How does this chat help you become a better modeler? He is talking about tools they built to streamline character creation
Dude's a RL Guardian! =)
Destiny is notorious for it's content droughts yet they can make assists in 20 minuets??? No way the QA process takes 6 months. Regardless it was an informative, enjoyable talk despite this guy being obviously nervous
There's a lot more behind content than just a 3D model
AriiMoose otherwise knowing as optimisation and QA. Which I touched on
Its the iteration man, a basic idea in 20 minutes and 6 months of sweating the details is what makes the magic
This right here. Optimisation and QA are the last steps. There's still a lot that goes into a piece of content between "Initial Concept" and "QA".
High and mid level mismanagement were notorious on that project. Take that level of overhead and the fact they had to restart from scratch numerous time, that might explain the slow pace of development. They do have great though convoluted tech for next projects, if they stick to it they can make a string of successful products.
Ok but you didn't teach how to model them..just the things you did to optimize your workflow
Lazy.