Courtesy of the GDC Vault is a free lecture lecture about rapidly iterating on the visual effects for Spec Ops: The Line, given at the Game Developers Conference Europe 2012.
Yager Development's lead FX artist Florian Zender suggests creating a basic functioning asset first instead of using all of the development time in the beginning for something polished. The artist then has the time later to make it larger, cheaper, and prettier to meet other team members' evolving technical specifications.
Session Name: Bringing Home the Bacon- Developing the VFX of Spec Ops: The Line as Thin Slices
Speaker(s): Florian Zender
Company Name(s): Yager Development
Track / Format: Visual Arts
Overview:The current workflow we use in the VFX production of Spec Ops: The Line has been dubbed "Thin Slices" due to its quick and highly iterative approach. We use it to get a better handle on the issues presented by the interdisciplinary work and leverage as much potential as possible. The topic focuses on how this principle allowed us to cope with a quickly growing team, buffer various schedule changes and keep morale high when finalising the project.
Video: Spec Ops: The Line's unique visual effects pipeline
Spec Ops: The Line lead FX artist Florian Zender suggests rapidly iterating on visual effects as "thin slices" to adapt to team members' changing needs, in this free lecture from GDC Europe 2012.