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This presentation is the first of a series of presentations that were conducted in a local tour for game and CG production companies.
This series touches one side of designing and managing game pipelines. In this presentation (File Formats for the Art Pipeline),
Homam shows his new approach for storing 3D assets in special file formats, where the target is to shrink production time in the art pipeline to a minimum.
The presentation makes an interesting test drive of the new ideas to prove the effectiveness of this new system.
The system is run in a simulation with a game production company that uses XSI and Maya as their major 3D authoring tools and
DirectSkeleton as the game engine (in addition to its companion tools like
DSK|ShaderBass and DSK|Works).
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