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.