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(Super)Humans of New York: Managing the Many Faces in 'Marvel's Spider-Man'
With more and more AAA projects relying on subcontracting outside companies to create high-end facial rigs, this talk will go over how Insomniac Games' rigging team created a (mostly) drama-free pipeline for integration, feedback, rig enhancement, and change tracking for approximately 150 facial rigs from a 3rd party vendor without tying up the whole team. This talk goes over the way this was all achieved and overseen with very little overhead tied to getting new deliveries for characters, the way they managed and tracked their own changes to the rigs, the edge-case issues they ran into for certain characters, and the tools and methods they developed to solve them.
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