David Lam (Bioware) & Olga Kotyukh (Sperasoft Studios) provide an in-depth look into external art development for one of the biggest and most highly acclaimed titles of 2015, Dragon Age: Inquisition. Key topics include how their teams dealt with change and the pros and cons of a 3 year development cycle. Additional areas include the clear definition of team roles, Frostbite integration for high-volume of content, standardized vocabulary for asset production, aligned documentation, backlog planning for unin
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