Managing & Designing Games Pipelines1            Event Date :: 29/11/2005 by Homam Bahnassi                                                             View Presentation Slides


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).