The Game Development Process The Game Art Pipeline

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The Game Development Process: The Game Art Pipeline

The Game Development Process: The Game Art Pipeline

Introduction: Remember the Constraints o Year 2098, Macrosoft will release Fun. Station 3000, 14

Introduction: Remember the Constraints o Year 2098, Macrosoft will release Fun. Station 3000, 14 million terabytes of RAM, quantum-holographic drive with near infinite storage, processors at the speed of light n Game developers complain not fast enough o Game artists must be creative inside confines of technology n All disciplines: engineering, design, sound n But often constraints biggest on artist 2

What's a Pipeline? o For our purposes n The sequence of operations required to

What's a Pipeline? o For our purposes n The sequence of operations required to move art assets from concept to the finished product o The Art pipeline n n Concept Creation (modeling, texturing, lighting) Conversion Asset management 3

Pipeline – Concept o Napkin-style o Detailed design treatments o Prototypes o Maquettes (a

Pipeline – Concept o Napkin-style o Detailed design treatments o Prototypes o Maquettes (a small scale model) o Animation sketches / flipbooks o Mockup models o Texture mockups o Architectural layout 4

"Napkin-style" Concept Art 5

"Napkin-style" Concept Art 5

Paper UI Prototype boxesandarrows. com 6

Paper UI Prototype boxesandarrows. com 6

Digital UI Prototype designersnotebook. com 7

Digital UI Prototype designersnotebook. com 7

Pipeline - Creation o Commercial / third party tools: n 2 D tools: Photoshop,

Pipeline - Creation o Commercial / third party tools: n 2 D tools: Photoshop, The Gimp, sprite editors, HTML/browsers, Flash. . . o 3 D tools: 3 D Studio Max, Maya, Lightwave, Blender o Homegrown tools n Specialized animation systems n Tools that simulate key game features (UI layout tool, etc. ) n The game engine 8

Assets for 2 D Animation (1 of 3) eberlein. org/euphoria 9

Assets for 2 D Animation (1 of 3) eberlein. org/euphoria 9

Assets for 2 D Animation (2 of 3) cvrpg. com 10

Assets for 2 D Animation (2 of 3) cvrpg. com 10

Assets for 2 D Animation (3 of 3) aniway. com 11

Assets for 2 D Animation (3 of 3) aniway. com 11

3 D Studio Max gamedev. net IMGD 1001 12

3 D Studio Max gamedev. net IMGD 1001 12

Stages of a Model 13

Stages of a Model 13

Texturing and Accessories garagegames. com 14

Texturing and Accessories garagegames. com 14

A Model, Textured zbrush 15

A Model, Textured zbrush 15

Character and a Skin (1 of 2) secretlair. com 16

Character and a Skin (1 of 2) secretlair. com 16

Character and a Skin (2 of 2) cresswells. com 17

Character and a Skin (2 of 2) cresswells. com 17

Pipeline - Conversion o Putting the assets into the final form o Export from

Pipeline - Conversion o Putting the assets into the final form o Export from modeling to custom formats o File type conversion n PSD to TGA / JPG, for example n Compression n Collection (zip files, pak files, etc. ) o Testing in the game o Debug / fix 18

Asset Management o How do you share the production process across time, space, and

Asset Management o How do you share the production process across time, space, and content creators? n Source code has many tools -- "solved" n Data/Art is harder o Not easily merged o Dependencies not obvious o Relationships complex n Some commercial systems are trying n Typically a combination of: o Homegrown tools o Convention and process 19