Champions, Armor at Volume
350+ armor pieces, two games, one artist. The pipelines are the reason that was possible.
Champions of Norrath is an action role-playing game, so armor is the reward. Every race and gender needed cloth, leather, chain, and plate, at multiple tiers, each in several color variants, each with an inventory icon. Snowblind was a team of 15 people when I started. The volume was not going to be met by authoring every variation by hand.
I concepted, modeled, textured, rigged, and skinned 350+ armor pieces across the two Champions games, roughly two thirds of the armor in both. After the first few sets the Art Director let me take armor from concept through to the finished skinned model with textures, without an approval step in between.
The same job again on the sequel, with new races. The Iksar and Vah Shir sets are here.
The volume came from two pipelines I built rather than from working faster.
Grayscale to multicolor output. I authored one set in grayscale and the pipeline generated its color variants, so a tier did not require a new texture pass per color.
Item icon rendering. Inventory icons rendered from the assets themselves instead of being drawn separately, so an armor change could not leave a stale icon behind it.
I was later promoted to Character Art Lead and took over production of all player, enemy, and NPC characters, built the materials and artist-facing tools with the tools engineers, and set up world lighting with the Art Director and the Environment Art Lead.
None. This work predates the tools by more than a decade.
Champions of Norrath shipped in 2004 and Champions: Return to Arms in 2005. The armor pipeline is the reason one artist could carry two thirds of the armor in both.
The pipelines mattered more than the sets. Any one armor set is a week. The grayscale output path is what made the next hundred sets possible, and building it early is the reason the schedule held.
This was my first real generation problem: author one thing well, then define the rules that turn it into a hundred. I have been solving that same problem ever since, and it is the problem an AI art pipeline puts in front of you on day one.
