If all the models have to be approved by Games Workshop, why is workshop still a problem? Cant you send in fan made models for approval?
This has come up frequently lately, and we've recently addressed the topic of Steam Workshop implementation. To quote our design lead, Noah Ward:
"Hopefully this is an informative post.
I think this is the type of thing that would be great on the Steam Workshop if we could come up with a workable solution. The challenge is creating a workflow pipeline that smoothly goes through the Games Workshop approval process.
The whole process would need to be streamlined enough that it could be more profitable than a traditional 3D pipeline. I don't think there is a business case for creating assets in a "less profitable" way. This means finding a solution that doesn't require a lot of extra work on our end.
The current art pipeline looks like:
1. Find official assets from GW source material we could use or make something new
2. Get approval
3. Create 2D "model sheets" in the proper dimensions for the 3D artists to work from
4. 3D artist creates assets
5. Get approval
6. Animators in Maya do some magic that I don't understand
7. Technical artist integrates Maya files into Unreal
8. Game designer further integrates assets (adding colors based on faction, apply to loot or store, etc...)
9. Animators sometimes have to do more stuff at this stage once the assets are applied to the characters
10. Sometimes there is also new VFX before an asset is ready
11. Get approval
12. Show on Twitch
13. Patch it live!
Our bottleneck is not in creating new assets (step 4), we've actually got a surplus of assets already and can order more from our outsourcing partner. Our bottleneck is on the integration side. Integration means exporting the file from Maya into Unreal engine and putting all the meta data on the asset and linking things together so the asset can finally go in game.
Steps 7 through 9 above. So far, to me at least, it looks like managing submissions from the Steam Workshop and packaging it in a bow for GW to approve could be enough work for a full time position. That full time position could instead be a person doing integration of the assets we already have and new assets that come in from outsourcing. The position could also be an animator or a level designer.
Don't get discouraged, though; we want to try to find a way to make Steam Workshop work. Other games have done it."