I Managed to take a few notes of this first talk.
John Palamarchuk is from Sony and a graphics & programming graduate
his work on God of War 3 was the main focus of the presentation.
What came across was the up-scaling of level sizes from previous instalments of the game. 2 full time environment designers worked on this game with part time and freelance artists hired at vital points in production.
6 months was given to produce a single level solely to 1 full-time designer, this included programming, modelling and lighting responsibility's.
All Animation was Maya based and Modelling seemed to be Zbrush and Maya. The Kratos rig has a rimlight shader and attached lighting that can be keyed on for added control on the character individually. A lot of hassle was had with "Titan" characters as levels in themselves, making computers run incredibly slowly and take up to 12 hours to simply load in a Maya scene. These kind of constraints make what they have accomplished incredible. God of War 3 was the first in which the trailer was not outsourced but made in-house, this was previewed in the presentation and shown from blocking to finalised procedural render. It's a really nice looking game with what seems like a team of strong generalist 3D designers so any newly qualified games orientated people should definitely take a shot at applying to them for work.
View the in-house trailer for God of War 3 here-
http://blog.eu.playstation.com/2010/02/12/god-of-war-iii-new-trailer-revealed/
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