Creative Process for Game Development "Factories"
Dmitry Eremenko
- Hall:
- Fire Hall (Art Track)
What the talk is about
Dmitry Eremenko explains how to build a creative process for art production in games. A project is first estimated through a triangle of resources, content and time. Tasks are broken down by discipline in a spreadsheet in person-days, which shows how many people are needed for a given deadline; if the team cannot be that large, content gets cut. Next come a roadmap and the choice of art team structure: linear, functional, matrix or combined. For hiring, he mentions personality typologies and team roles. He also covers project stages from pre-production to support and closure, SMART task setting, building pipelines, and a core set of meetings such as stand-ups, retrospectives and brainstorms. Useful for art directors, art leads and producers.