Blending Concept and Production Art in Halo: MCC
Saturday, March 14
11:00AM - 12:00PM
701 W Riverside Dr
See the entire process of creating a set of Halo 2 Anniversary Spartan Armor, from concept to final game asset. Learn how new production tools allow for rapid and agile iteration and visualization, along with the necessary steps to finalize the assets in a production setting. Artist-friendly tools like ZBrush, dDo, Substance Designer, Substance Painter, Marmoset, Octane, and 3DO, can take 3D concept models from idea to in-game asset within the same day—with a level of fidelity high enough to answer questions about silhouette, proportions, size, lighting, material properties, textures, wear and tear, and even possible animation shortcomings in the model. With consistent production practices, rapid iteration is possible with just the push of a button.
Sr Character Artist
Michael Pavlovich has been in the game industry since graduating from the Ringling School of Art and Design in 2005. Michael has worked on several titles for multiple platforms, including NCAA, Mad...Show the rest
Michael Pavlovich has been in the game industry since graduating from the Ringling School of Art and Design in 2005. Michael has worked on several titles for multiple platforms, including NCAA, Madden, DC Universe Online and Halo 4. He also provided ZBrush training for both Eat3D and Pixologic. Having worked previously at Electronic Arts and Sony Online Entertainment, Michael is currently a senior character artist at Certain Affinity in Austin, TX.Hide the rest