
You’ve probably seen this new Shrek promo image around the web. Heck, you’ve probably heard a few jokes about it as well. The online animation community is having a field day tearing the image apart.
While everyone else is talking about how bad it is, Keith Lango takes a look at the studio environment that allows such eye bleeding art to make it into the public eye. The larger teams, art pipelines and production realities of CG film development are all factors.
The long and the short: Larger teams don’t always equal better work.
Right now in the video game industry there are multiple schools of thought on the subject. Some studios are running 200+ member teams for next gen games, while others are running a tight 40 person team with a bit of outsourcing for art and audio. There’s no shortage of options in between.
The jury is still out on what the right option is. Ubisoft Montreal has been tremendously successful with their large teams, while most independant studios are opting on the smaller side.
The question is, in 2-3 years, when the next gen is the current gen and the install base is more substantial - which method will prevail?
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