ACADEMY OF INTERACTIVE ARTS AND SCIENCES GAME MAKER’S ’ NOTEBOOK, 14 DE MARZO 2018
1🚀 Todd Howard: "we're never we're never doing them completely in parallel, yeah so there's always one project that's in pre-production, maybe four years, and another one we have in full production where the bulk of the team is on it and then some people might be focusing on pre-production on something else and those are different skill sets whether it's concept artists or this or a certain types of programmer, and so usually what's happening, you know, take an animation system change that we're doing right now we're finishing for one of our projects though that's a project that's in pre-production getting a new animation system where is the one that's in full production is using the old one but those people look and what happens though is that fuels them that the animators in production are commenting on the animation system in pre-production and they're getting excited for hey I'm you know I'm gonna get to use that when I roll on to the to the when that project rolls onto production, so how do you keep everybody aware of what's happening across both projects..."
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