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TABLE OF 
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LESSON OVERVIEW

Prop or asset artists are the people who are responsible for making game assets. These can, but usually do not include the more complex ones such as vehicles or weapons.When creating assets they use different workflows, most commonly the “High to Lowpoly baking” workflow, especially in the more specialised Weapon Specialisation.

However, this changes depending on the amount of them, especially working in an outsource studio. In these situations you will work with other workflows that don’t work with unique data. For bigger open world you will more likely work with blending existing tileables together. For example like the FarCry games.Another example that deviates from the traditional baking workflow are vehicles. Especially larger ones will most likely use the Midpoly workflow, which stacks tileable information together with decals on bits of floating geometry to make their surfaces. As seen in Star Citizen for example.

All of these assets created are then added to the game engine. Where they can be used by Level Artist and Cinematic artists to build their worlds, locations and cinematics out of. Depending on the size of the studio you may also be responsible for the placement and implementation of these assets as well as the creation of materials. Which often times happens at smaller sized studios.

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ADDITIONAL RESOURCES

A curated list of resources we would use ourself on this topic.
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