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>> No.3378560 [View]
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3378560

>>3378435
Some general game development process stuff.

>Effects are an organic process
>-Leave room in the schedule to iterate on tools or resolve unexpected problems
>-Sometimes the solutions to specific problems can open up new cool opportunities across the board.
>Try to have a dedicated effects engineer
>-Sharing an engineer with other critical systems resulted in loss of momentum when pulled away, especially during crunch time

>The sooner Effects is integrated into the process the better the end result will be (Effects and assets made with each other in mind rather than effects as an afterthought)
>Don’t underestimate the effect that a solid plan and a solid pipeline can have on your production time when it counts.
>-The Scarab explosion was done in a day!

The debris spray can be handled with one image that has like 10 chunks on it, so can the light beams. Group things together whenever possible.

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