3D Art
summary
Concrete workflow advice for 3D game art: prioritize tone and preproduction, pick a narrowed style, and plan a pipeline that avoids time sinks. Uses scanned miniatures on a flatbed scanner and ZBrush and miniature painting workflows to make tabletop-style assets affordable and fast. Reports releasing three games in a year and sculpted 120+ characters for one project, warns asset-pack traps, stresses iterating, valuing time, and that non-art devs should learn basic Photoshop to bridge small-team gaps.
AI-written summary · about
chapters (10)
- 0:00Architecture to game art
- 1:26Game art is ongoing
- 2:50Tone in art and design
- 5:04Pre-production and style
- 7:29Efficient art pipelines
- 9:11Art components and bottlenecks
- 10:18Asset packs pitfalls
- 12:02Cross-discipline tools
- 13:06Specialized skills in dev
- 13:48Portfolio pieces
related talks
50mCritical Pipeline Mistakes and How to Avoid Them When Drawing Images
48mOn Creating High-Quality Assets
17mHow to mix third-party assets without your game looking cheap
49mState of the Art: The Future of Visual Development.
44mDynamic & Different: Real-time Look Development for Stylized Games.
54mDynamic Concept Design and Photogrammetry
42mHow an Artist Got into Game Development: The Art & Process of Making Silt.
38mGame assets? For when and for what? Questions you should ask yourself
