GDC - Far Cry Primal: Character Pipeline & Customization System

This is the trailer for the talk I will co-presenting at GDC 2017 with Julien Lallevé, about the Character Pipeline and Customization System of Far Cry Primal.  We'll be speaking on March 2nd at 10am.

Our talk will cover two major aspects of the new character pipeline we developed for Far Cry Primal.  First, the new modelling pipeline, which supports both 3DS Max and Maya, so we can leverage the skills of all our artists.  We'll describe our artists' workflow and how we build tools that run in both software packages.  In the second part of the presentation we'll dive into Wolfskin, our new character customization system, which we've integrated into the game engine as well as the modelling packages.  Using Wolfskin our artists can assemble characters from different meshes and materials, and other properties, and we'll show our user-friendly method of creating complex rules to resolve conflicts between combinations.

Our talk is targeting programmers, artists, and technical directors.  You can check out the trailer, above, or get more info on the GDC website.