Presented by Scylla Costa
November 2nd16:00 - 17:00Room : Lachine-Lasalle
If you just released a game that got a 96 score on Metacritic, why would you completely change the process used to develop all the creatures of the game? This lecture will compare the radically different Creature Creation Pipelines used in Mass Effect 2 and Mass Effect 3 and explain why it is important to take big risks when you are trying to innovate.
Learning Objectives
- Learn how to implement a new pipeline for character creation.
- Learn how to prototype and quickly deliver in-game boxed creatures.
- Understand the challenges and skills necessary to implement this new pipeline.
Scylla Costa created his own Studio in 2000 and 7 years later he moved to Finland where he joined Digital Chocolate as a Producer. Almost two years later he left Digital Chocolate as Production Director to become a Project Manager on the Mass Effect Franchise at BioWare. On Mass Effect 2, he was the Project Manager responsible for Gameplay, Programming, Tools, Performance and GUIs. On Mass Effect 3, he is currently the Project Manager responsible for Gameplay, Character Art, Animation, VFX, Programming, Tech Art, Tools, GUI, Performance and Online. He loves to improve processes and drive innovation while developing high quality games.




