Speaking as someone who operates a co-development studio and is developing their own game:
I agree with Kojima and I think this is the way the industry is headed. Small core teams, with a larger support network of codev, contractors and outsource.
Kojima has called 33 team members and a dog โidealโ.
I have a studio of 20 and a dog. I get it. I agree. Iโve worked at studios in the hundreds and there is a tipping point where it can slow things down. I donโt miss that scale, and I love that my codev studio gets to support teams of multiple sizes. Flexibility is key.
More and more studios treat codev and outsource as trusted members of their teams, but theyโre also able to provide clearer goals because they arenโt managing large internal teams and all the challenges that come with them.
Smaller studios doesnโt mean less jobs even, itโs just a migration to support studios. Outsource is thriving and thatโs where specialists live now.
Iโm pretty excited for a future where we see more studios adopting this format.
Itโs important to remember large games still require hundreds of people, but how you choose to organise and manage them is often the largest challenge.
Not to say some large teams arenโt necessary. Those are usually the ones where production is down to a fine art.
@zheminwork Wow wow, that's nice!
I'm trying to wrap my head around the changing topology geometry and vellum inflate. Does all the mesh exist already and you clip it post sim, or does it somehow spawn within the vellum solver?
The initial system I developed earlier this year quickly proved insufficient for many types. The new setup aims to realistically increase the number of petals (without blowing up Houdini), while also reducing the "time-reversal" feel when the flower blooms.
(1/2) This is another entry for my CGI flower series, now with a completely revamped setup. Throughout the year, I had the opportunity to work with numerous different flowers and plants, each presenting unique traits and challenges. #houdini#sidefx#flower#peony#growing#rnd
Is it just me, or is everyone kinda feeling tired? The strain of pushing through COVID, the massive layoffs in 2022-2023, numerous project cancellations in 2023, etc seem to be wearing people down. It has been a rough few yearsโฆ
@stephanhelbing_@daria_antypenko True! Thatโs why having 2 machine is a must for me nowadays. Not just for cache but rendering as well.
And deadline helps streamline the process a lot. I just need submit the task and set it for worker node.
I threw the kitchen sink at this shot. Object morphs, rigid body and cloth dynamics, fire sims, caustics and lots of smooth keyframes. This is probably one of my fav shots I ever animated. Cant wait to dive deeper into this when we do a breakdown
@aturtur So nice!
I remember linked a bunch of falloff to a camera for this exact FX. How do you resolve the issue when the plain effector remove the point, it change the matrix/cloner ID for individual point?
Fantastic work on this petunia Duy Do Le! ๐ @dgrbox is a 3D Motion Designer & #Houdini Artist with over 6 years of experience in the 3D/VFX industry. Duy loves working with anything 3D-related, especially motion design projects, to create impactful images and dynamic motion.
230505_Dreams_CarWrapping
Stretching heavily for those hard edges. ๐๏ธ
Some further experiments with cloth like structures, materials and light in three dimensional spaces.
Find more on our instagram:
โ https://t.co/bHHyv6rZ2T