Source: Miguel Angel Martinez, Principal Concept Artist at Guerrilla Games (https://www.artstation.com/artwork/BD2L4)
According to some relatively recent posts about the behind-the-scenes work that went into this years’ most exciting title Horizon: Zero Dawn, it seems that the folks at Gurella Games have used a workflow that is very similar to mine (I’d say identical, but I suspect that a team of +100 people including two of my favorite character artists Vitaly Bulgarov and Mike Nash, may have a SLIGHTLY improved workflow compared to mine)
A few fun facts about the game…
– It’s set in a post apocalyptic world filled with giant robots
– It’s and open world title
– It runs on a PS4
– It uses the Decima Engine
– It’s final boss in a 6 million triangles in-game
Compared to my models that (use my constructed-from-scratch Vitaly Kitbash kit… as I cannot afford to purchase it) are roughly between 100k to 200k triangles it seems that according to results achieved in the game my models should work fine in an open-world setting – which is typically very graphically and performance intensive.
On the other hand the team at Gurella Games seems to have gone for a similar approach where large unique panels are made for the mechs, giving each one a unique silhouette and look – while smaller details like armor pieces, leg joints, pneumatic pistons and cables come from a shared library of assets. Mixed with a diverse texture, shader and material library this approach can give virtually limitless numbers or unique designs in a very short period of time, compared to a more traditional approach where every asset is hand crafted.
Martinez, M. (2017). Horizon: Zero Dawn – Corruptor, Miguel Angel Martinez. [online] ArtStation. Available at: https://www.artstation.com/artwork/BD2L4 [Accessed 22 Apr. 2017].