Remedy: How a Global Production Workflow Brought "Alan Wake" to Life

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Uploaded by on Aug 12, 2010

http://www.autodesk.com/modernpipeline Psychological action game "Alan Wake" came to life thanks to Remedy's modern game development pipeline, built on Autodesk 3ds Max, Mudbox, and MotionBuilder. Assets were created by various facilities throughout the US & Europe — facial motion capture in Phoenix, stunts motion capture in New York, data clean-up in Frankfurt — with final assembly done in Finland. Easy data interchange enabled a fluid development workflow -- bringing emotion, story, and environments to life.

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  • @Cobac actually you don't need money as long as you don't plan on making any. money only makes life easier. for example, magicka was made by 3 guys for fun w/o a budget, it originally a 10 minute playaround. but when they brought it to light, it got popular, and they finally decided to make the game.

  • @aznsorawarrior you forgot number 1# ..... FUNDS , BUDGET , the money !

  • @samuriasamc whats required: for cg... 3d program + lots of time + dedictation+ love

  • @samuriasamc

    Lucky for me, I've been working on indie games since I was 11, I'm pretty close to finalizing my own 3D game, 3Ds Max has been like my guilty passion through high school, thank god it's now what I do at college. :)

  • i cant wait to build my own game after collage (>**)>

  • sorry, did you mean Alan Wake? ;)

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