10 minutes ago, Lactose said:
As long as there is a manual process involved in creating games, AAA studios will always be able to stand out by throwing more people/money at the manual process.
21 minutes ago, ChaosEngine said:
The more amazing your engine is, the more work has to go into the asset production to show it off. Sure, tooling in that area has improved, but it's still a very labour intensive process and it turns out that level designers, modellers, etc like to be paid.
8 minutes ago, Fulcrum.013 said:
Just take a short look to industrial modelling tools that intended to make a data for physics simulations from geometry.
Fulcrum is right, but those things seem to be widely unknown to gamdev i guess (because it's not all mature yet - that's one area where we have to progress.)
Personally i came across this stuff unintended. I work on real time GI which creates some form of lightmaps, and i wanted seamless UV maps to apply this to game geometry nicely and effective. This is the same problem as quadrangulation, which is a heavy industrial design research topic for a decade with constant progress, but no good enough solutions do exist as of now, at least not good enough for me.
However, while working on this i realized this has many other advantages as well. Automated LOD generation, seamless lod blending at runtime, proper displacement mapping, all this comes as a bonus. Finally you have faster rendering with more details, simply better geometry, easier texture space lighting, and: MUCH less work for artists (they only work on very high res and care a shit about polycount, texture budgets, UV maps or LODs - except for things like characters likely)
That's still lots of work, but it is possible. I would know nothing about this by looking at how current AAA games are made, which is the point i try to make, or at least one of them. (not the first time i mention this, but it fits here. I took me much more time than a short look to get the vision.)