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Reduce, Reuse, Recycle

Talkat Konsoll 2017 · 2017-10-05..10-06· [game-development]
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Argument that reusing and extending existing animation systems ships more content faster and with less risk, backed by concrete studio work: a taxonomy animation architecture enables adding guns without new base sets, 25 new guns across five Battlefield 4 expansions and 11 in Battlefield 1, a shield-as-bazooka hack to avoid a new base set, a bow built by reusing pistol/grenade states, randomized looped reloads for the Nagant, and a reusable phase controller for visible ammo belts — most features ship and reduce iteration cost while preserving player-facing polish.

AI-written summary · about

  1. 0:00Introduction
  2. 1:26Working smarter not harder in game development
  3. 9:09Inefficient creative work risks
  4. 11:16Workflow weight reduction
  5. 13:43Asset reuse strategies
  6. 19:17Games as a service constraints
  7. 22:48Battlefield 4 case study
  8. 23:52Adding bow to Battlefield 4
  9. 25:58Battlefield 1 cavalry lance
  10. 30:11Weapon animation innovation
  11. 33:42Future-proofing systems
  12. 35:09Smart reuse examples
  13. 37:34Reuse ethics and player experience
  14. 40:21Failed projects cost
  15. 41:24Conclusion
  16. 41:52Q&A
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