Creating Content to Drive Destiny’s Investment Game: One Solution to Rule Them All

 

Production Session

Tuesday, 12 August, 2014 9:00 AM - 10:30 AM | Vancouver Convention Centre, West Building, Ballroom C/D

Abstract:

A core design pillar for Bungie’s upcoming title Destiny is the player customization and investment. Incorporating the deep customization elements from action role-playing games into the hard-core shooter dynamic has a number of challenges. Come learn the solution we have developed to enable Bungie to bring this highly ambitious plan to life. Learn about the tools, processes, design and engineering choices that enabled us to create a large variety of high-quality investment content, such as player gear, weapons, ships, usable for combat and social scenarios in game. Learn about the system that makes the most of the art created, supports heavy reuse and continuous content growth and is built for the evolution of the Destiny franchise, yet gives the artists ability to make strong visual impact in an easy and fast manner.

Presenters:

Natalya Tatarchuk, Graphics Engineering Architect

Shi Kai Wang, Senior 3D Art Lead

Affiliation:

Bungie

Bios:

Natalya Tatarchuk is an Engineering Architect currently working on state-of-the art cross-platform next-gen rendering engine and game graphics for the upcoming Bungie game Destiny. Previously she was a graphics software architect and a project lead in the Game Computing Application Group at AMD Graphics Products Group (Office of the CTO) where she pushed parallel computing boundaries investigating innovative real-time graphics techniques. Additionally, she had been the lead of ATI’s demo team creating the innovative interactive renderings and the lead for the tools group at ATI Research. She has published papers and articles in various computer graphics conferences and technical book series, and has presented her work at graphics and game developer conferences worldwide.

 

Shi Kai (Shiek) Wang is currently the 3D Art Lead for Bungie Studios.  His past projects in Bungie includes Halo CE, Halo 2, Halo 3 as concept artist, effects lead and 3d art lead.  He started his career in college working for a start-up company named Mobeus working on a little 3rd person PC game called Esoteria.  This helped him craft his portfolio to later join Bungie in 1998 as concept artist for the project formerly known as Blam! Which then eventually turned in to Halo CE.  When not spending time at his second home, Bungie, Shiek balances his life with his better half and 2 boys in his first home in Seattle.

 

 

Materials:

(Updated: September 17th 2014)

PowerPoint slides (271 MB), PDF (23 MB)

 

 

 



 

 

 

 

 

 

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