The presentation focused on using 3d concept design (Zbrush) to drive a production model. The entire process takes less than 2 work days (about 10 hours), including basic texture work, and is enough to show a creative director to obtain feedback. Since this is done in 3D, it can be evaluated from multiple angles and deformed to test for deformation volumes. Since it's not a real production asset, you can feel free to change it. The short editing and turnaround time make this an ideal production choice.
The changes in proportion are meant to reflect art-direction you might get at various stages of pre-production. This is meant to illustrate the flexibility of this process.
This image shows the basic pipeline discussed in the talk. It's based on work I did at Blue Sky Studios on digital Marquette making for pre-production and my limited experience working in games.
