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Behind the scene - Building the world of Deus Ex: Mankind Divided

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    At Eidos-Montreal, the art team is passionate about architecture and it shows in our games.  Deus: Ex: Mankind Divided features some of the richest environments eaver built in a video game.  In this talk, you are invited to take a peek behind the curtain.

    Hubert Corriveau, Environment Director will explain the process by which Eidos-Montreal typically builds an environment using Autodesk 3ds Max. He will dive into the details such as the challenge of designing an extremely dense, narrative driven and gameplay-heavy environment while trying to stay as close as possible to real-life architectural constraints. He will also approach how to deconstruct an environment into lightweight visual modules to be able to polish them by adding unique visual elements: clutter, decals and more. How to then re-organize the modules into large, memory-intensive environments, and finally the limits of current real-time technologies and their workaround.


    Key Learnings

    • Understands the pitfalls of designing a naviguable 3D interactive world
    • Deconstruct an environment into lightweight visual modules
    • Organise environment modules into large, memory intensive environments
    • Understand the limit of current real-time technologies, and their workaround.