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Session Name Building an Open-World Game Without Hiring an Army
Speaker(s) Nate Fox
Company Name(s) Sucker Punch Productions
Track / Format Visual Arts
Overview Creating the environment for an open-world game is difficult; doing so without hiring an army of content creators is more so. For inFamous we built a massive, realistic open-world city, at urban density levels and post-riot amounts of trash and debris. We did this with a team of roughly a dozen artists, without outsourcing any content creation. How is this possible? Come to the session and learn all the cheap tricks Sucker Punch uses to maximize our precious Artists time. A detailed explanation of our systems for hex bases tiling, building footprint standardization and city layout shortcuts will all be illustrated.

GDC 2010

Nate Fox

Sucker Punch Productions

free content

Visual Arts

Visual Arts

UBM Tech