Building an empire: asset production in Ryse
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classroom use is granted without fee provided that copies are not made or distributed for commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author. Chris is the Art Technical Director at Crytek, responsible for art and animation technology and pipeline. Chris was Lead Technical Artist on Crysis, where he was responsible for 'bridging the gap' between R&D and the game team, rigging, firefighting, and pushing art technology. Chris' passion has always been for characters and rigging, a rabbit hole he followed all the way to Industrial Light + Magic, where he was a Creature Technical Director on multiple films, including James Cameron's Avatar. Rejoining Crytek as Art Technical Director of the Frankfurt studio, he focused on Crysis 2, while spearheading 'CINEBOX', a small internal team focused on re-‐purposing the CryENGINE for film previs and virtual production. Chris was embedded in the Ryse team from the beginning, where he pushed to build next-‐generation technologies and pipelines, while still being able to get his hands dirty in the process. Lars Martinsson is a Lead Character Artist at Crytek. On Crysis 2 and 3 his responsibilities ranged from modeling aliens to story characters while working closely with techart and RnD aifing in improvement of shaders and rigs. The moment Crysis 3 went gold he jumped over to the Ryse team where he had the pleasure to explore the world of next-‐gen tech and character creation. Sascha Herfort is a Senior Technical Artist working for Crytek since 2008. He recently shipped Ryse, creating most of the simulation set pieces for the game. Before that he made aliens explode in Crysis 2. His passion lies with Real-‐time Rendering, Visual Effects and pulling things off that shouldn't be possible.