Leo Vansteenkiste · Principal VFX ProgrammerIt's a lot about trying to teach people how things affect each other. Basically sharing the knowledge, that's the best way to tackle these kinds of problems. And another part is then offering tools. One of the things that we need to do is take care of the budget, but if people can't see how they affect the budgets, they can't do anything about it. On our side, how do we handle that? We provide tools for artists to actually check themselves. What does your effect actually do? What effect does it have on the performance? So it's those tools, together with actually telling people what it means when this tool shows this or that, that helps artists to better understand and to better optimize for the game.
Mike Snowdon · VFX DirectorWell, we've got a very new example of that with the overdraw previewer, which is my favorite thing.