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Building an Open-World Game Without Hiring an Army
Price $3.95
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SKU GDC10-10341
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Description
Building an Open-World Game Without Hiring an Army
Speaker: Nate Fox (Game Director, Sucker Punch Productions)
Date/Time: Thursday (March 11, 2010) 9:00am — 10:00am
Location (room): Room 131, North Hall
Track: Visual Arts
Secondary Track: Game Design
Format: 60-minute Lecture
Experience Level: All

Session Description
Creating the environment for an open-world game is difficult; doing so without hiring an army of content creators is more so. For inFamous we built a massive, realistic open-world city, at urban density levels and post-riot amounts of trash and debris. We did this with a team of roughly a dozen artists, without outsourcing any content creation. How is this possible? Come to the session and learn all the cheap tricks Sucker Punch uses to maximize our precious Artist’s time. A detailed explanation of our systems for hex bases tiling, building footprint standardization and city layout shortcuts will all be illustrated.

Intended Audience
The session will have greatest value to Artists and Game Designers who are tasked with (or just interested in) creating a large interactive city. No previous experience with open-world layout or modeling techniques is required for attendance. It's a straight forward, practical talk given by a non-technical art school grad, don't worry about getting lost in esoteric jibba-jabba. Since the session is about how to begin creating a city it's as much about design as it is art, the techniques taught will benefit both camps.

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