Description
At Eidos-Montreal, the art team is passionate about architecture and it shows in our games. Deus: Ex: Mankind Divided features some of the richest environments eaver built in a video game. In this talk, you are invited to take a peek behind the curtain.
Hubert Corriveau, Environment Director will explain the process by which Eidos-Montreal typically builds an environment using Autodesk 3ds Max. He will dive into the details such as the challenge of designing an extremely dense, narrative driven and gameplay-heavy environment while trying to stay as close as possible to real-life architectural constraints. He will also approach how to deconstruct an environment into lightweight visual modules to be able to polish them by adding unique visual elements: clutter, decals and more. How to then re-organize the modules into large, memory-intensive environments, and finally the limits of current real-time technologies and their workaround.
Hubert Corriveau, Environment Director will explain the process by which Eidos-Montreal typically builds an environment using Autodesk 3ds Max. He will dive into the details such as the challenge of designing an extremely dense, narrative driven and gameplay-heavy environment while trying to stay as close as possible to real-life architectural constraints. He will also approach how to deconstruct an environment into lightweight visual modules to be able to polish them by adding unique visual elements: clutter, decals and more. How to then re-organize the modules into large, memory-intensive environments, and finally the limits of current real-time technologies and their workaround.
Key Learnings
- Understands the pitfalls of designing a naviguable 3D interactive world
- Deconstruct an environment into lightweight visual modules
- Organise environment modules into large, memory intensive environments
- Understand the limit of current real-time technologies, and their workaround.