I'd describe it rather as "Heterosexual actual artist vs dangerhair-minibrain English majors". Boyarski should have gone full Robert McGinnis, just to see their faces. :DEh, that might be changing in the next one.
2D art vs cinematic funded with Microsoft money vs in-game character model
So don't animate it. Nobody fucking cares.Long hair is difficult to animate.
There are multiple options for modelling long hair that doesn't look weird for not having physics. TOW cuts a lot of corners with its character design. Some have very detailed facial animations, others have barely any animations. Too few or too similar facial skeletons, again to economize on animations. Leading to NPCs in a 3d 1st person game feeling just as faceless if not more than npcs in isometric games, etc. I'm not a professional but even I can see these things.There is also some of the problem that Cyberpunk ran into - when you don't have a set piece composition of the characters and camera during conversation, you don't have the luxury of arranging the camera angle and lighting so that characters look more natural. Contrast TOW and Cyberpunk with Witcher 3 for example.So don't animate it. Nobody fucking cares.Long hair is difficult to animate.
Give it another couple years, western devs love copying every retarded thing californian fags doIt's just a weird American progressive culture that being ugly is liberating. Some sort of neo-neo-puritanism of SJWs that making a character not attractive means that you are not objectifying them. Of course that just means that they are objectifying them by reducing them to their looks or even that attractive people are automatically objectifying themselves. Probably the reason why American studios do this more than other Western studios, even the woke ones. Because woke culture outside of America doesn't seem to hate people being attractive as much.
Consider that theAmusingly, you can find a lot of fan creations using the limited ingame character creator that look far better than any female actually in the game. At some point the line between ineptitude and intent starts to blur.
Find art directors who understand the art and technology from the ground up. Your art directors are a joke and really have no idea what makes a AAA look like a AAA.
The art department is kind of a joke and they don't focus on making a game great there. Instead the keep saying that story is everything and really everything should be important. I feel like they are so behind on tech, art and real game-play that they are doomed to fail. I couldn't stay there anymore. The art directors there, I feel, have given up on making great art or are are just extremely toxic.
3D modeling was a mistake. Not that I accept that as an excuse, of course. We all know that the real reason of course is jealous ham planets, nu-male cucks indoctrinated with gender studies, and trannies who hate beautiful women.Long hair is difficult to animate.
There are multiple options for modelling long hair that doesn't look weird for not having physics
Even so, it is still possible to make cute women with short(er) hair. If you constantly fail to do both you are either bad at your job or you're doing it on purpose.Long hair is difficult to animate.
Or both. Incompetent and spiteful.If you constantly fail to do both you are either bad at your job or you're doing it on purpose.
Production Essentials Summit: No Mavericks, No Martyrs: Sustainable, Collaborative Production
Most game teams have mavericks and martyrs--devs who work outside of normal pipelines and hours to get additional content and features into the game. Driven by "passion," they're often seen as leaders and MVPs.
However, the habits and attitudes that martyrs and mavericks instill have long-term consequences for team and project health. Their work often leads to scope bloat for downstream departments, shortcuts that accrue bugs and tech debt, and mistrust between "less committed" devs who resent the scope creep on the one hand and rogue agents hacking in risky and unaccounted-for content on the other.
This talk will examine how the unchecked enthusiasm of mavericks and martyrs can sabotage a team, healthier approaches that can foster sustainable and collaborative passion, and practical steps leads and producers can take to steer devs in a more productive direction without squashing their joy for their work.
Takeaway
Attendees will gain a concrete understanding of how seemingly innocuous individual behaviors can drive a team and their game towards disaster, a healthier mindset that can temper passion with collaboration and discipline, and practical tactics they can deploy to steer a team away from the brink.
Intended Audience
This talk is primarily directed at producers, directors, and strike team leads--leaders and managers who are responsible for team health and productivity. Other devs will find useful takeaways to inform their work habits. No prior knowledge is necessary, though production experience will give attendees useful context.
https://schedule.gdconf.com/session...s-sustainable-collaborative-production/883513
Chris Avellone: "I resemble that remark!"
ah yes, just what I wanted, a lecture on how to make games from a studio that took 18 months to make a short dlc
Is it a talk dedicated to Avellone?