The Future of Art Production in Games

In this 2017 GDC talk, Naughty Dog's Andrew Maximov discusses what a video game art production will most likely look like 10 years from now and most importantly, how it will affect game company art departments in that timespan.
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Пікірлер: 119

  • @defomort
    @defomort7 жыл бұрын

    Every time technology advances it's nice to be reminded that it's a tool, and not a replacement for creativity.

  • @SuWoopSparrow

    @SuWoopSparrow

    7 жыл бұрын

    Scanning Norman Reedus into your game isnt very creative, though

  • @tyiffpeijc8702

    @tyiffpeijc8702

    7 жыл бұрын

    ^ This. 100% fucking this. Scanning data is a technological advancement that does, in fact, feel like a replacement for creativity.

  • @pedromiguel0007

    @pedromiguel0007

    7 жыл бұрын

    so with your logic movies arent creative....

  • @pavinivfx

    @pavinivfx

    7 жыл бұрын

    Mas as vezes nem é Pedro. Se não fosse pelo 3d, seria uma merda

  • @surewhynot403

    @surewhynot403

    7 жыл бұрын

    It is a replacement for certain techniques, not for creativity. To me it actually seems that not being limited by your technical ability would increase your creative freedom. That being said, as someone who has interest in 2D art, i get that the different processes kinda lend themselves to certain styles, so this change in paradigm probably would have the same effect, lending itself to realistic stuff and pushing the industry further away from cartoonish styles. That would also create artists that don't know the old ways, making those artist "worst off" than the old ones, but at a gain in time. In art we have limited time and unlimited potential, so i don't see the damage. People will lend themselves where they want.

  • @__w__o__w__
    @__w__o__w__7 жыл бұрын

    How long has GDC been established? And still this is the quality of Audio they've got?

  • @jalsiddharth
    @jalsiddharth7 жыл бұрын

    Thanks a lot for this presentation Andrew Made me think about a lot of things which didn't even occur to me.

  • @T800System
    @T800System7 жыл бұрын

    Fascinating talk. I think the technological advances being made are generally a good thing provided they are designed and implemented in a way so as to empower the artist, rather than replace them. The procedural/simulation tools such as Subtance, Marvelous, SpeedTree etc. are all good examples of this trend.

  • @SuWoopSparrow

    @SuWoopSparrow

    7 жыл бұрын

    Scanning isnt that though

  • @Unreality3D
    @Unreality3D7 жыл бұрын

    Simultaneously terrifying and encouraging. Thank you!

  • @YoloMonstaaa

    @YoloMonstaaa

    4 жыл бұрын

    Laurie Annis 😭

  • @Zorn101
    @Zorn1017 жыл бұрын

    Anyone know what tool is being used in max on the left at time stamp 13:03 the physics painter used to place the bones and skulls? any help would be spiff thanks

  • @rayfanndesu

    @rayfanndesu

    7 жыл бұрын

    I believe they use MassFX

  • @clockwisestudio5440

    @clockwisestudio5440

    7 жыл бұрын

    hocuspocus-studio.fr/tools/product/physx-painter/ here you go mate!

  • @rangeslider

    @rangeslider

    7 жыл бұрын

    www.scriptspot.com/3ds-max/scripts/physx-painter

  • @Zorn101

    @Zorn101

    7 жыл бұрын

    Thank you

  • @Zorn101

    @Zorn101

    7 жыл бұрын

    Thank you

  • @jello4512
    @jello45126 жыл бұрын

    Anyone know the program on the left at 12:47? Looks real neat

  • @Nenepoo

    @Nenepoo

    6 жыл бұрын

    its 3ds max

  • @marcinkierzkowski2470
    @marcinkierzkowski24707 жыл бұрын

    Andrew is Credit to team. It's hard to believe my wildest dream of directing in an interactively and virtually generated game will actually be feasible to me someday... makes me wonder what the world will look like when something as complicated as that may in my lifetime come out as a mere video game for my grandson.

  • @Anonamix
    @Anonamix7 жыл бұрын

    Was just trying to get my toe wet.. now my leg is pruned.. haha I love this though. So much insight!!!

  • @fanzhang7892
    @fanzhang78923 жыл бұрын

    specialist -> generalist ? I feel it goes opposite direction. like movie production. people are more and more focus on 1 or 2 domains. like muscles or explosion or hair sim. you can't good at all those things right? or maybe there will be a very powerful tool for artist easy to pick up?

  • @ShrubOfDeath
    @ShrubOfDeath7 жыл бұрын

    "Art is the process of adding meaning". I love it. It captures what I think in a few words. This is a quote I will be using to bludgeon those who think its art to tip out a trash can and piss on it and those people who say that the "point" of this trash "art" is to add your own meaning to it.

  • @The_Eno

    @The_Eno

    5 жыл бұрын

    Soon the time will come to wake some lazy peons

  • @parasahuja662
    @parasahuja6626 жыл бұрын

    In the future only creative and innovative people will have a job, rest will be unemployed ?

  • @ArtOfSoulburn
    @ArtOfSoulburn7 жыл бұрын

    Really interesting talk. I know none of us can truly tell the future, but if film is a good template, we may not see smaller teams making AAA video games. We may have an equally large team, it's just they'll remake the game from scratch 15 times before releasing it. Being able to make stuff faster frequently leads to indecision, shorter iterations leads to more iterations rather than smaller teams. Of course some of that happens in games already, but it may get far worse :) Regardless, the talk brings up lots of fascinating questions. Bravo.

  • @T800System

    @T800System

    7 жыл бұрын

    Interesting point. But would what you say perhaps be counteracted by smaller budgets and/or timescales?

  • @ArtOfSoulburn

    @ArtOfSoulburn

    7 жыл бұрын

    Well, if we want to look again to film as an indicator, smaller timescales will mean more outsourcing to smaller subcompanies to get the game done. And budgets won't get smaller, but will actually get larger in order to create an appropriately sized "blockbuster", every game trying to out do the next in terms of dazzle and spectacle to keep audiences interesting. Now mind you, games are different than film, so there's no reason to believe it will absolutely go down the same path, but best for the game industry to consider this in order to avoid the same pitfalls that have befallen film.

  • @sleonhart
    @sleonhart7 жыл бұрын

    I have ideas I want to work on but there's such an insane amount of work in creating all the 3d assets, vfx, music, animations, textures, etc. that it's just never going to happen unless I dedicate years of my life to it or I have some sort of funding. It would be so amazing to have AI help with the work of producing all these assets so that all that would be left to do is using them to create the world and the story you have in mind. Right now there is still so much friction between the idea and its implementation, in the future I hope this friction would become much less significant or even null.

  • @Killadey

    @Killadey

    6 жыл бұрын

    RJ Videos I know this is an old comment. But have you considered joining up with others who have a shared interest? I know on the Blender forum there is a section for work and collaboration. It's something I'm considering myself. Good luck!

  • @The_Eno

    @The_Eno

    5 жыл бұрын

    If someone really wants to do something all the years in the world left to live won't hold them back from sacrificing what little opportunity they have to attempt to achieve their purpose. Nothing stopped Alexander the great. Well except alcohol. Alcohols a killer.

  • @danieledefilippis44
    @danieledefilippis443 ай бұрын

    Crazy how well this aged

  • @holosmoss
    @holosmoss5 жыл бұрын

    Just would like to point out to anyone interested in this that the StarCitizen team is making great work on just this, and they post tons of in depth videos.

  • @abdullahamrsobh
    @abdullahamrsobh4 жыл бұрын

    I think in a couple of the coming years'. text to a speech technology would improve to the point where you can have procedural generated voice acting for side quests, now imagine what would indie studios do with that

  • @unvergebeneid
    @unvergebeneid7 жыл бұрын

    But we already have _so_ many games coming out. I somehow doubt that there is so much room for scaling this up.

  • @mialgrovfxandtemplates716
    @mialgrovfxandtemplates7167 жыл бұрын

    I agree in part...How can you scan something that does not even exist?

  • @The_Eno

    @The_Eno

    5 жыл бұрын

    @Wicked Voxel Good luck building 16k textures worth of detail from a hand made stone wall XD

  • @goranceros
    @goranceros7 жыл бұрын

    listen people, currently i am really strugeling trough the 3D world creating assets for video games, from uv-s, modeling, texturing and all other stuff... and then here is this guy. Ok , i got the point, but it real deppressed me in some way. I am working real hard to succseed in this industry, and he says all of this will be past in 10 years. yes, i know tehnology advances realy fast, but there is many many places wich cannot be scaned and just put in game.i hope so this great job of being 3D modeler will live on, anyone agree with me ? please reply... sorry for weak english.

  • @vialbite

    @vialbite

    7 жыл бұрын

    Your skills and practice should aid you in adapting to something new. Something different. Adapt or die but you're skills are still relevant NOW thats all that counts and never should you stop or stagnate

  • @Nenepoo

    @Nenepoo

    6 жыл бұрын

    hi, in my opinion,,there is a reason why AAA studio did not scanned everything,,, like naughty dog,, i am surprised because they even did not use texture for their leaf,,, they sculpt the leaf, and then hand painting it!!! and i cannot imagine if souls series and bloodbourne use photo scanned asset,, there is just, a little bit dull in my opinion... but that is just my opinion, feel free to comment

  • @Amelia_PC

    @Amelia_PC

    5 жыл бұрын

    I agree with you. 3D artists will not be replaced soon. My bet is, we'll do assets and characters faster using advanced programs, but still through programs. Just like Substance (Painter and Design), the program doesn't know what to do and we have to "think" for them. Talking about character creation programs, I haven't found any good program, and I tried ALL of them. The models are utterly ugly, no matter how much you customize them. And I find myself remodeling all the characters who look a mannequin. 10 years ago, we have rudimentary tools, now they're good, but not THAT good. Look at the animation tools, we don't have any instant mocap capture data from a recorded video. Everything is based on real time capture, which is bad. What if you want to hire an actor across the globe to perform the movement? This actor should have the same equipment or you have to fly him to your studio. Unbearable for an indie. In this video, he's talking more about the surface, but he forgot "realistic graphics" are more than "only the meshes". Animation is part of it too, and so on.

  • @raphaelbarros1747
    @raphaelbarros17474 жыл бұрын

    23:25 "There's nothing technology can do to speed it up." Let's see how bad this ages in 10 years. Neural networks are going to be used on EVERYTHING, it's just a matter of time and how well they train them. The teams will shrink in size and there'll be a boon in production, but the demand won't be able to keep up. And this isn't even considering the major impact neural networks are going to have on blue collar workers. The demand will decrease even more when you consider that a big chunk of the population will have to worry whether they'll be able to buy food instead of which CoD/BF copycat they're going to buy. The only thing that game artists can do is to keep up with all major AI improvements in art, generalize and focus on Art Direction positions (learn what AI still can't do well) and on doing our own productions while we are still able to be employable or demand stays high enough that people will still want to buy our stuff.

  • @chino01animation
    @chino01animation7 жыл бұрын

    GDC I respect the effort putting that videos but, that echo, that fucking echo.

  • @sybrix
    @sybrix6 жыл бұрын

    As a 3D artist who primarily does stylized art, I think this weird fascination with how automation will make us obsolete is a bit premature. I'm not sure how photogrammetry is going to complement, say, a Nintendo game. A lot of studios and franchises are built on having a unique and instantly recognizable aesthetic that is intentionally designed via shape language, color choices, and imagination. Photorealism isn't the end all be all of art goals. Can you imagine how boring video games would be if all the content was derived from real world scans of stuff? Hell, the 8bit aesthetic is still around and that was supposed to be obsolete decades ago. Sidescrollers are still a thing even though we're well into 3D territory. Not all gamers are interested in CoD type visuals. The beauty of the game industry is the diversity of audiences and artistic tastes. These tools are cool and everything but I don't feel threatened by it because no matter how good machines are at scanning stuff and learning patterns I doubt photogrammetry and automation is going to be cranking out the assets to the next Journey, Limbo, Breath of the Wild, Little Big Planet, Overwatch, Katamari Damacy, Final Fantasy (well okay maybe Final Fantasy with the way it's been going.... lol).

  • @computron5824

    @computron5824

    6 жыл бұрын

    I love stylized work, but deep learning will be able to help with that as well. If you could teach the computer to follow your particular style of creating, then you would be able to produce many more variations of certain assets. The main problem with content creation is that you're making everything from scratch, and thats where DL and procedural workflows come in.

  • @dasaggropop1244
    @dasaggropop12447 жыл бұрын

    in ten years from now? blender is free, unity is free, everybody can do it at home! sure, not at rockstar or naughty dog scale...but who needs that grade of realism anyway? i don't see the difference anymore when a new genration comes out. More sweaty pimples and real time rendered garbage on the street...but then the cap is reached and we need a new process... we will never render all the raindrops. ubisoft can't even produce a normal version like they market in pre-launch trailers....what they need more details for? but automatization is the artists best friend. If i don't have to draw a guy 60 times, i can work more on concept, idea, beyond reproducing, solving problems, try variations, etc. everything that has already be done: make template, archive, share with team. why do it again? Man, i hope some software does all the puddles and pimples for 5 bucks in 5 minutes, so i can work on more interesting stuff.

  • @itch433

    @itch433

    7 жыл бұрын

    my thoughts exactly - it seems that a lot of people don't realise how tricky it is to optimize games and render realistic environments in real time. And how many constraints come from the necessaty of current-gen graphics in a game. He is talking about how reduntant it is to make a UV-unwrap, but in reality unwrapping a low-poly model is a lot easier than managing tech resources to make your game handle enough high-poly stuff that has been unwrapped by some fancy smart tool. Sure, tasks like unwrapping stuff, sculpting folds, animating by hand, etc. may not feel artistic when you just want to tell a story, but at least it doesn't limit you in performance, memory, time (auto-generating and prerendering things can actually be very time-consuming) and other resources. And what kind of tech are we gonna have in ten years from now is an object for discussion too - can't reduce sillicon forever and all that. May be something innovative will come up to acually allow us to render all the raindrops, but stagnation sounds a little more realistic.

  • @GameDevGroove
    @GameDevGroove7 жыл бұрын

    Just my profound respect for this man

  • @victorgallet3174

    @victorgallet3174

    7 жыл бұрын

    me too :)

  • @RubenGoMoRadioboyPlus

    @RubenGoMoRadioboyPlus

    7 жыл бұрын

    NO

  • @theworldofvostlar
    @theworldofvostlar5 жыл бұрын

    Good Video

  • @rarulis
    @rarulis7 жыл бұрын

    I think the quest for general declarative programming and strong AI will take much longer than the optimists think (if it's at all possible) but hopefully I'm wrong. If I were to bet I'd guess there's always going to be an edge to be gained by exploiting ad hoc esoteric parts of technology to gain that extra performance.

  • @vallenshield1005
    @vallenshield10055 жыл бұрын

    CANT WAIT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

  • @Amelia_PC
    @Amelia_PC5 жыл бұрын

    It's a subjetive concept, even if a graphic is realistic or not. Most people say The Last of Us (or Hitman) has realistic graphics, but they're stylized for me. I work as an artist, so my perception of realistic and stylized art styles are different. Usually players tend to see extremes: too real or too cartoon (not everybody, but mostly).

  • @Frostensen
    @Frostensen7 жыл бұрын

    I don''t think some of the best draftsmen in the world, as well as other artists who got laid off when Disney went digital, would agree. Esp. about the last part about increased value, and how he can't wait for it to happen.

  • @vijaysrinivasan6362
    @vijaysrinivasan63627 жыл бұрын

    Well, I would say this is very subjective. The tech on scanning has been in existence for many years now and yet how many games really use it. It would also mean that the environments are strictly modelled after an existing location that limits the choices to alter them and becomes like a movie set in more ways. Game environments naturally has better expressions than a movie backdrop. Photorealistic games are only part of the segment. I would say it all depends on the art style of the game.

  • @ArtbyCaroOliveira
    @ArtbyCaroOliveira7 жыл бұрын

    I really want to listen to this talk but the sound is almost unbearable to listen because of the echo or whatever happened to the sound during his talk... Can you guys fix the sound problem please?

  • @noxabellus

    @noxabellus

    7 жыл бұрын

    I agree!! Honestly when I first started the video, I was scoffing at you. But even just by the 5 minute mark I literally have a headache already. This is unwatchable :(

  • @Zilushy

    @Zilushy

    7 жыл бұрын

    Now that you have pointed it out I can't ignore it x|

  • @ArtbyCaroOliveira

    @ArtbyCaroOliveira

    7 жыл бұрын

    Exactly, I feel headache within minutes too because he talks so fast a barely takes a moment to breath, it's really hard to listen and I really want to know what he is saying ...

  • @cheyneburns2199

    @cheyneburns2199

    7 жыл бұрын

    Unfortunately, unless they recorded via multiple sources, there's not much they can do to fix the feedback.

  • @DirtyBoySingToGod

    @DirtyBoySingToGod

    7 жыл бұрын

    Hi, if you're watching this on a Google Browser, you can make it much more bearable, by adding the google app " Audio EQ " from the google app store ( it's free ). It is then in the top corner of your browser ( looks like a little eq panel and works with all audi that is playing in your browser, not just youtube. ) and you can adjust all the sliders to get rid of that snapping effect ( like you're being hit over the head with a paper fan, when he talks ). Unfortunately you can't get rid of the echo, but you can reduce it's effects a lot and make the audio much more bearable ( not perfect by a long shot, but bearable ). Hope this helps.

  • @brauliojorgealmeida
    @brauliojorgealmeida7 жыл бұрын

    Fucking audio compression right there

  • @2009heyhow
    @2009heyhow5 жыл бұрын

    That like ratio tho... Am i the only modeling and texture artist out here? And do people really think ''i don't wanna do this for the rest of my life when i see an uv-unwrap''? I chose to become an 3D artist to do actually just that, and for me i feels like it is a great art-form, a true craftsmanship. Modeling and texturing tools themselves are also getting easier and better that will result in a faster workflow and production time. To me this all just sound like a lazy thought, by people who wanna create games, but don't wanna take the effort to do it.

  • @WanderlustWithT
    @WanderlustWithT7 жыл бұрын

    Just be willing to embrace change.

  • @homeslice3964
    @homeslice39644 жыл бұрын

    Just skip to 3:33

  • @victorijapoosp
    @victorijapoosp4 жыл бұрын

    This guy pulled down the pants of alex battaglia of digital foundry and gave him a good spanking for his lack of knowledge.

  • @knorton0183
    @knorton01836 жыл бұрын

    lol please take the beanie off

  • @behnamrasooli8801
    @behnamrasooli88017 жыл бұрын

    Many things that used to be art is now science. As we know more about human psychology, more part of art will become science. Science can be learnt and therefore AI will learn it and so we won't need artist either.

  • @atheran

    @atheran

    7 жыл бұрын

    if your train of thought had a reasoning on how "art" and human physiology are connected, your comment might have made some sense.

  • @behnamrasooli8801

    @behnamrasooli8801

    7 жыл бұрын

    For example for a graphic artist, using right colors is a part of her artistic skills. But as we discover more about the psychology of color, we can choose right colors more scientifically. We didn't choose red for brake lights in cars just because it looks better, but because we know human eye is more sensitive to red. Or we choose orange color for indicating lights in cars, because we know orange is more visible than red from a longer distance.

  • @atheran

    @atheran

    7 жыл бұрын

    that's true, but also someone could say we chose red because it's associated with danger since forever. But that still has nothing to do with art. A painter won't choose red because the human eye is more sensitive to it but because either the thing he's painting IS actually red, or if it's just from imagination, he thinks that red fits the colour palette of the composition better, or he wants to add that "danger" feeling to the item. While your example might be correct for cars or for industrial purposes, art has nothing to do with that (for the most part). When Picasso made the old guitarist (as a fairly realistic example without going into his crazy designs) he chose blue as the main colour of the painting to add a sense of sadness/loneliness/hopelessness to the painting. There are whole schools of thought on colour theory and composition that have almost nothing to do with physiology and physics, and the majority of the art around the world is based on them. PS. I just realised you said psychology and not physiology in your initial comment, so my apologies for that. But on the other hand psychology is more related to art than the scientific method in the first place.

  • @SeuDigao
    @SeuDigao7 жыл бұрын

    I can't fucking wait.

  • @adsilcott
    @adsilcott7 жыл бұрын

    23:30 I strongly disagree with the implication that indie devs only choose stylized assets because they can't afford photo-realism. While it's true that they can't afford photo-realism, creating a style is not an inferior alternative, it's usually an intentional choice because they actually prefer it, and many gamers prefer it as well (myself included on both counts). Many of them are more art and creativity driven than IP and technology driven and prefer to create a unique look rather than imitate reality. There's also logical reasons to do so: in the BotW talk and in Jim Brown's talk this year, they both talk about reasons for choosing stylized over realistic graphics that have nothing to do with cost (they're both big studios). So as it gets easier to make photo-realistic environments, all games are going to start to look the same-- you could continue the movie analogy and argue that most movies look similar. But I would also argue that that's what makes Pixar/etc CG movies such big hits today, because it's something different and creative and more escapist. So if that means that creatively stylized worlds will become more valuable, how does that effect the rest of the points in this talk? Won't everyone be making stylized graphics and won't that process be much of the same? Won't downloading some database of locations be looked down upon and so avoided in favor of handcrafted worlds? I'm sure these technologies will continue to make the whole process faster and easier, but as long as people get into this industry because they have some artistic talent that wants to be expressed, then won't there still be a place for that? I think the emphasis is just going to shift from "how realistic can we make this" to "how artistic can we make this?" It already is, you can see it everywhere.

  • @adsilcott

    @adsilcott

    7 жыл бұрын

    I agree that more indie developers will do photo-realism as it becomes affordable, my argument is that not as many of them will want to as you might think. For example I make stylized games because I work with an incredible artist. Her style is a part of our identity. A big studio can choose any style it wants, so it doesn't mean as much to them. I also think that people who are drawn to indie games tend to be looking for something different, more creative/retro/abstract/etc., so it wouldn't be catering to our audience to use a realistic style even if we could. My second point is that, as he said in the talk, this means that big developers *should* choose to develop a style, because realism will start to be seen as cheap. But if that's the case, then a lot of what he's saying about how easy it will be to create realistic assets will be moot. I don't disagree with the talk in general, I just think he underplayed the value of stylized visuals and I'm not sure that the techniques he's talking about make creating them any easier.

  • @riffraffselbow

    @riffraffselbow

    7 жыл бұрын

    I think the speaker's point was this: Right now, Indie studios almost always go with stylized graphics. Part of this is artistic intent, but a big part of this is driven by the fact that, with the resources they have, they can't make a photorealistic game that has an amount of content comparable to what customers "expect" in a game (if you bought a game today, and it was photorealistic but it was essentially just Dig Dug, you'd be disappointed, even if you really like Dig Dug's gameplay and really like photorealistic graphics. There's just not enough there). In the future, we may find that the only way indie studios can effectively compete with the big boys in terms of scope and complexity is by using these automated pipelines he's speculating about. I'm not sold on his claim that production will get cheaper, at least at the high end; the history of technological progress in the production of art is that the art gets more expensive to make but also bigger, and the market grows correspondingly. Look at the budget of Gone With The Wind and compare it to Avatar or Transformers. It's the old "efficiency improvements in steam engines don't mean you need fewer steam engines, it means you need more because more tasks are suitable to steam engine automation."

  • @SuWoopSparrow

    @SuWoopSparrow

    7 жыл бұрын

    Thank you for your post, it gives me optimism. Automation in general has been depressing to me for a while now and the idea that artists themselves want to head towards that is very saddening to me. Wheres the sense of craft and self-expression? The sense of applying art theory to your art? The sense of intentful art strokes? I wanted to add to the point that a game doesnt need to be stylized to be creative. Following the "invisible line" theory takes very much skill to pull off, so I would argue that hand-made realism with subtleties done very well is more difficult to pull off than blatant stylization. However, adding believable stylization on top of that without going overboard may be even more difficult. Anyways, as you were saying, scanning is drab. One of the benefits of digital media (animated movies, games) is that we get to see new characters for every IP, unlike movies where we see the same actors in every other movie. I don't see why people would want that for games. Even little things like having the idea pop into your head "hey isnt that the guy from X" takes you out of your current universe, even if its for a moment.

  • @Zingam

    @Zingam

    7 жыл бұрын

    That's not what he meant! What he meant is easy to understand: indies will be able to produce great photo-realistic art too and even better stylized art if they wish so.

  • @SuWoopSparrow

    @SuWoopSparrow

    7 жыл бұрын

    The point still stands that scanning isn't a benefit to the creative community in most situations. There is no merit in "producing" photo realistic art when 90% of the job is scanning and 10% is tedious cleanup.

  • @andrefinger5124
    @andrefinger51246 жыл бұрын

    The implication that "looking photorealistic" equals "looking good" towards the end of the talk is a bit disturbing to me. Photorealistic visuals are certainly a good fit for some types of games, but there are many good reasons to go for stylized aesthetics, and I fear - as it already happening in AAA titles for a good 20 years - we will only see more and more bland, boring, samey games as a result of options for photorealism becoming cheaper. It's ONE aesthetic style out of many, let's not pretend it's the best. If anything the attempt to simply reproduce reality in art one to one is the least creative, which can be appropriate if you want to use the creativity elsewhere, e.g. in the story, but is often a lazy way out.

  • @esbensloth

    @esbensloth

    6 жыл бұрын

    I didn't get that out of him at all. In fact the opposite. He constantly referred to the movie industry and that realism would be the new indie and stylization would be for large production. Same as how everyone with a dslr and a good eye can shoot a beautiful live action film, but not make a pixar/dreamworks film. And all of the topics he discussed except photogrammetry extends to stylized games as well.

  • @gst9325
    @gst93257 жыл бұрын

    the biggest change in game creation in the future will be that there will be no big game companies because with the help of AI and progressively better software there will be no need for you as a creator to work for someone else. everybody who wants will be creator capable to create any game one can imagine. something like writers today. of course you can collaborate etc. but the final frontier will be only our imagination. its probably farther future than the one in the talk, but its already going that direction.

  • @GnoClip
    @GnoClip7 жыл бұрын

    uh the movie industry still has jobs cause unions lol.

  • @cameronetto
    @cameronetto5 жыл бұрын

    How To Make Art Boring AF

  • @The_Eno

    @The_Eno

    5 жыл бұрын

    haha agreed

  • @The12sunflowers
    @The12sunflowers5 жыл бұрын

    Fuck photo-hyper-realism!)

  • @aigen-journey
    @aigen-journey7 жыл бұрын

    Any unchecked automation process leads to inequality and job loss. Big companies will win (lower production costs, so we can push even more money into marketing!), and a small group of really creative people will win. Few talented individuals will be able to do much more with the new tools, but the majority of people, the ones that spent their days doing the UVs and cleaning up mocap data, will just be out of work. There's already a glut of content and people can't consume any more games already, so I don't believe in this indie utopia, where small teams will be able to bring AAA quality and it will somehow level the playing field. The big companies will always outperform indies, as they have more resources and can steamroll your little game with marketing, publishing deals etc. And programmers have it even worse. Most of the code written is repetitive and reproducible, so when deep learning gets to write code, you'd be in much more trouble than us, creatives.

  • @SuWoopSparrow

    @SuWoopSparrow

    7 жыл бұрын

    Thats why educating the public is important - they can demand content of quality and merit over automated, unintentful, barely thoughtful artwork

  • @TBC256
    @TBC2567 жыл бұрын

    Photorealism is overrated... Humanity invented computer technology just to make super immersive pile of dirt? There is a lot of unexplored space in fantasy, you cannot laser scan that.

  • @graemevaughey7432
    @graemevaughey74322 жыл бұрын

    Yeah, none of this is Art. It's typical of _Naughty Dog_ believing that the ultimate goal of video game graphics is to replicate reality in photoreal detail. *Boring.* None of these techniques whatsoever apply to cartoony, stylized, exaggerated, expressive styles. Just look at _Ark System's_ work on _Guilty Gear Xrd_ and _Guilty Gear Strive._ Where's the technological shortcuts there? There are none. It is pure hard work.

  • @diegoantoniorosariopalomin4977
    @diegoantoniorosariopalomin49777 жыл бұрын

    assets will be produced by artificial neural networks

  • @mhnoni
    @mhnoni7 жыл бұрын

    10 years from now , * games will be free which contain only main menu and everything will be DLC , *console will be dead and only PC will stay alive , *Sony will not sell console but make full online console gameplay from PC . *there will be new market by Microsoft you will pay peer months for limitless games and not peer title . *we will still get shitty games like NFS , COD and we will still have hope may be next year we will see better games from EA . * again and again remake of COD , GOW . *everything will be photo realistic but not a fan games like used to be . * we will get less than 5 games peer year with campaign story line games and everything else just MP . * still people have hope for getting hl3 :D

  • @anabukashka

    @anabukashka

    7 жыл бұрын

    So Call of Duty, one of the biggest franchises in the industry, the "three games in one 60 dollar package", game where fun and gameplay is the king, game that keeps itself fresh and evolves (always new setting, new CoD campaign is half space shooter, MP have evolved with mobility in BO3, always some new game modes, Zombies was one of them, BO2 had branching storylines with multiple endings and a FPS RTS hybrid mode with limited lives, BO3 is a full blown coop shooter etc), basically Mario/Zelda of FPS games that is played by millions of people is actually a BAD game. Never thought about that. But I am enlightened now, my eyes are wide open.

  • @SnakeEngine

    @SnakeEngine

    7 жыл бұрын

    And Crysis still has the best graphics after 20 years.

  • @mhnoni

    @mhnoni

    7 жыл бұрын

    I wish we see Crysis remastered , all the games released on that period like gears of war , bioshock got remastered except Crysis , still i doubt te old Crysis can be run 4k in new generation GPU :)

  • @mhnoni

    @mhnoni

    7 жыл бұрын

    COD lost its fan due to the bad optimizing , graphic , animation and story , the last good COD was COD 4 , i still love COD but they are still sticking with the same shitty engine , look at where BF come and look at COD , COD used to be the best game of its generation but now they sell million of copies and get billion of dollars but they don't deliver the best to the gamers . the first step they have to do is to change their engine or upgrade it .

  • @app_game_system
    @app_game_system5 жыл бұрын

    Artists are crippled by technology, maybe they should not be making computer games.

  • @BxBL85
    @BxBL857 жыл бұрын

    There's no art in game asset production anymore.

  • @atheran

    @atheran

    7 жыл бұрын

    As a 3d artist and game developer on the making, you're simply wrong. I'm working with a team as a contract for a game. The game is somewhat photorealistic but not scanned. Last model I made was a sink for a bar. I finished it quite fast, but then I spent over a week iterating on it with the team in order to get the look that we wanted. The sink was quite photoreal from the start and definitely a good model. But I kept working on it to get the art right, not to crunch on making it look realistic. The first couple of iterations, it was crunch time to make it look correct. The next several passes/iterations was simply to turn a sink into art.

  • @BxBL85

    @BxBL85

    7 жыл бұрын

    Of course you have to believe you're making the right thing, otherwise why would you do it anyway.

  • @atheran

    @atheran

    7 жыл бұрын

    ***** so I'm lying to myself and you to protect my ego, while you make a statement without even supporting it, that is automagically correct by default... Okay...

  • @hgzmatt

    @hgzmatt

    7 жыл бұрын

    every single asset should follow the basic rules such as color, value, composition.. applying these leads to superior assets.. so yes making assets is art and you can tell assets apart not only from the technical prowess of the creater but also their mastery of art Sometimes there just isn't enough time to go crazy during a production

  • @BlackFang74
    @BlackFang746 жыл бұрын

    worst talk ever.

  • @RubenGoMoRadioboyPlus
    @RubenGoMoRadioboyPlus7 жыл бұрын

    Art of game design = NINTENDO