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Success Story

Improving Asset Creation and Pipeline in Game Dev Studio - Render Cube S.A.

Improving Asset Creation and Pipeline in Game Dev Studio - Render Cube S.A.

Customer challenge

Render Cube is an independent Polish game development studio based in Lodz, Poland, providing outsourcing services and later developing games on its own (Monster League, Medieval Dynasty). The main problem after the early release of the second game turned out to be the high expectations of players regarding the quality of the final product. Render Cube wanted to deliver the final version of the game in the highest possible quality. This required filling the whole universe with the highest quality assets and animations. The entire game was built on Unreal Engine, so in order to take advantage of its capabilities, the models had to be prepared in a perfect way with a great topology. Also, the variety of models could have been problematic due to the short time until release.

Project goals

The goal that Render Cube set for the modeling side of things was to deliver as many different assets as possible to the game world while maintaining the highest quality. Render Cube needed to streamline its workflow so that artists could export assets of the highest quality in bulk, while preserving the uniqueness and atmosphere of the game world itself. All of this should be done as soon as possible - before the game's official release date.

Solution

The latest version of Autodesk 3ds Max improved the workflow for artists in several important ways, without which work on the final version of the game could have been protracted. The modeling tools were able to reduce unnecessary "clicks" on the model and allow the artist to focus on asset creation without having to fix the mesh topology. The workflow between Character Artists working on ZBrush and generalists in 3ds Max has also improved. New retopology tools were used, which was a great complement to the tool in ZBrush. The number of polygons was reduced, both in assets and characters, which improved the performance of the company's overall workflow. This reduced the number of crashes and fixes needed to move on to the next steps. 3ds Max has advanced procedural modeling tools, which allowed us to create finished models from pre-modeled "prefabs. This allows you to create models that use the same bases but are different from each other.

Business outcome

The main theme that Render Cube worked on was to populate the world of their game, Medieval Dynasty, with assets so that players could feel the atmosphere of the game 100%. In this case, the company took advantage of 3ds Max's flexibility. Switching to the latest version of 3ds Max 2022 allowed Render Cube to streamline its modeling processes when it needed them most. Contrary to "industry standards" - changing the pipeline during a project was not a threat to them and the risk paid off. As a result, in September 2021 (the day of release) we received a great and polished game, in which players will spend many hours, and the world created by the studio will always be in our memory. A moment before the premiere the game itself was added to the offer of Microsoft Xbox Game Pass for PC, which can attest to the quality and interest in the game itself. However, a year after the early access, on the release date - September, 2021- almost 1 million copies of the game were sold.

Conclusion

Render Cube is a great example of a studio that combines a huge number of different tools and is able to use them 100% in production. Using 3ds Max allowed them to plug in additional plug-ins and quickly prepare Universum, while additional services offered by PCC Poland and integration with the Motion Capture system accelerated the creation of very realistic animations even offline, outside of the studio. The technological leap allowed Render Cube to save time and completely change the pipeline when it came to creating animations. With standard animations that required creating KeyFrame animations, animators would create them from scratch and then implement them in the Unreal engine. After our implementation, they started preparing motion capture sessions for specific scenarios and on dedicated days made recordings that lasted several hours and could be automatically reprocessed later. This greatly increased the quality of the Render Cube projects and enhanced the audience experience.

Project summary

    Duration & delivery

  • 90
  • 2021-09-06

    Autodesk solutions

  • 3ds Max

    Services provided

  • Design Visualization
  • Rendering & Animation
  • System Integration
  • Product Training
  • System Implementation
  • Configuration & Deployment

    Customer industry

  • Games
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