SMU Guildhall Graduate Catalog Spring 2019 — Cohort 27 | Page 20

Isabel Grayce Art Creation « Procedural Stylized Worldbuilding Creating stylized environments is often This project was ongoing over the course dependence on both hand-crafted which I spent the first five months creating a time-consuming process due to their textures and meshes, as well as the difficulty of matching that style across multiple artists. After encountering these difficulties in my capstone project, I wanted to investigate a more efficient pipeline to quickly prototype out unique worlds while still maintaining a distinctive the overall modular system (concepting, base meshes, master materials, and optimization framework) and the final three months on polish (performance, materials, lighting, and splash illustrations). hand-painted appearance. By setting up an overarching modular In order to mitigate the lengthy asset individual assets to completion, I created creation process, I reduced the number of unique assets required by developing a flexible material system. This allowed me to take a very small number of meshes and textures and control a variety of properties (from mesh shape and size to faking reflectivity via camera angle) without needing to constantly be creating new assets. 20 of approximately eight months, during ART CREATION system first, rather than always building a pipeline where I could quickly generate levels at a medium level of quality, polishing to a higher standard as time allowed, with the ability to stop at any time and still have a “complete” product.