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Building the World of 'The Ascent'
A deep dive into the process and tools involved in creating the dense urban world of The Ascent. How a small team could leverage technical art to create unique pipelines and use self-imposed limitations to remove distractions and channel creativity while still adhering to art and tech direction, in order to create a vast city, brimming with life and movement. This talk will go into detail on how the team approached and solved the challenges along the way, not only in 3D content creation and level building, but also stylistically. The end result? Creating vast amounts of cohesive art and populating a large world, in a short timeframe and with few people, by using Unreal Engine, Houdini, and technical art.
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