November 27, 2024

Reflections on DevGAMM Lisbon 2024: Automating Character Production Pipelines

We had the incredible opportunity to represent Didimo at DevGAMM Lisbon 2024, where we hosted a workshop on the transformative potential of automating character production pipelines for games.

We had the incredible opportunity to represent Didimo at DevGAMM Lisbon 2024, where we hosted a workshop on the transformative potential of automating character production pipelines for games. The event provided a fantastic platform to share insights, connect with brilliant minds, and engage in meaningful conversations about the future of 3D character creation.

Workshop Highlights

Our session, "How to Automate Character Production Pipelines for Any Technical and Art Specification", focused on the innovative technologies driving scalable 3D character creation. Using our collaboration with Colossal Order (Cities: Skylines II) as a case study, we explored how machine learning, morphable models, and geometric asset fitting can enable rapid production of diverse, stylized NPCs.

The session received a strong reception, with an impressive rating of 4/5. It was gratifying to see attendees actively engaging with the material, asking questions, and expressing interest in how these methods could be applied to their own projects.

Key Connections and Insights

DevGAMM brought together a vibrant and diverse community of developers, designers, and creative leaders. We had the pleasure of meeting and exchanging ideas with professionals across disciplines, from technical directors to UX strategists. Each conversation enriched our understanding of the current challenges and innovative solutions shaping the industry.

One recurring theme was the early-stage nature of many attendees' character creation pipelines. Teams often shared that they lacked templates or concept art to guide their efforts, underscoring the need for accessible tools to support foundational stages of development. These discussions highlighted an opportunity for Didimo to position our solutions as both scalable and adaptable, even for smaller or emerging teams.

Another fascinating takeaway was the ingenuity teams are using to reduce costs in character creation, such as reusing skeletal proportions or leveraging albedo lookup tables. It’s inspiring to see how resourcefulness and technology intersect in game development, and it provides valuable context as we continue refining our offerings.

Alexis Roche, Head at Didimo

Moving Forward

DevGAMM Lisbon reinforced the growing demand for scalable and cost-effective tools in 3D character creation. As we continue to innovate at Didimo, events like these remind us of the importance of aligning our solutions with the needs of teams at all stages of development.

We are grateful for the opportunity to share our work and to learn from the incredible professionals who attended. Together, we’re shaping a future where character creation is more creative, accessible, and efficient than ever before.

Let’s continue pushing boundaries and imagining what’s next! 🎮🌟

  • The Didimo Team

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