~/talk

How Not to Rework: How We Streamlined Art Production at Mech Arena

TalkinUkrainianat Games Gathering 2025 Kyiv · 2025-11-27..11-30· [developer-experience, engineering-leadership]
links:none on file
slides:none on file

Mech Arena art production workflows: how the Plarium art manager reorganized content creation to save team time and reduce rework by improving process transparency and interaction. The talk covers specific optimization practices for game art pipelines that raised content quality and minimized iteration cycles.

AI-written summary · about

  1. 0:00Reworks kill productivity
  2. 3:37Rework monster's three heads
  3. 8:04Art manager's pipeline
  4. 15:16Preventing artist reworks
  5. 23:543D model approval stages
  6. 30:44Legal and cultural traps
  7. 32:09Open team communication
  8. 34:01Results: speed, quality, happiness
  9. 36:33Six art pipeline levels
  10. 37:38Q&A
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