game content development
DESCRIPTION
Game Content Development. (Game Content Development). Game Elements. A scenario, for sure! Some characters Something to interact with Something to see Something to ear. Production Pipeline. 3D Modeling for a game. Texturing. Each model can have different materials - PowerPoint PPT PresentationTRANSCRIPT
![Page 1: Game Content Development](https://reader030.vdocuments.us/reader030/viewer/2022020200/56813e57550346895da848d4/html5/thumbnails/1.jpg)
(Game Content Development)
![Page 2: Game Content Development](https://reader030.vdocuments.us/reader030/viewer/2022020200/56813e57550346895da848d4/html5/thumbnails/2.jpg)
Diego Colombo [email protected]
Game Elements
• A scenario, for sure!
• Some characters
• Something to interact with
• Something to see
• Something to ear
![Page 3: Game Content Development](https://reader030.vdocuments.us/reader030/viewer/2022020200/56813e57550346895da848d4/html5/thumbnails/3.jpg)
Diego Colombo [email protected]
Production Pipeline
Game Design 3D ModelingUV Map
generationTexturing Prelightining
Game Engine Integration
Scenography
Rigging ActorsChatacter Animation
Motion Capturing
Game Production
Painting
Game Design 3D ModelingUV Map
generationTexturing Prelightining
Game Engine Integration
Scenography
Rigging ActorsChatacter Animation
Motion Capturing
Game Production
Painting
![Page 4: Game Content Development](https://reader030.vdocuments.us/reader030/viewer/2022020200/56813e57550346895da848d4/html5/thumbnails/4.jpg)
Diego Colombo [email protected]
3D Modeling for a game
Character Details and Background
Physical Protoype
3D model generation
Model Acquisition
Character Design TuningCharacter Details and
Background
Physical Protoype
3D model generation
Model Acquisition
Character Design Tuning
![Page 5: Game Content Development](https://reader030.vdocuments.us/reader030/viewer/2022020200/56813e57550346895da848d4/html5/thumbnails/5.jpg)
Diego Colombo [email protected]
Texturing
• Each model can have different materials
• Each material can have different textures
• Textures can be integrate with FX code
![Page 6: Game Content Development](https://reader030.vdocuments.us/reader030/viewer/2022020200/56813e57550346895da848d4/html5/thumbnails/6.jpg)
Diego Colombo [email protected]
Just a note about FX
• FX are used to achieve realistic materials
• Water
• Reflection
• Glowing
![Page 7: Game Content Development](https://reader030.vdocuments.us/reader030/viewer/2022020200/56813e57550346895da848d4/html5/thumbnails/7.jpg)
Diego Colombo [email protected]
Texel, Pixel, Area, and Real world measure
• Placing a texture is similar to put a sticker on a surface
• The sticker should be as large as the surface to cover
• One common assumption is that a 64x64 texture is 1 m2
![Page 8: Game Content Development](https://reader030.vdocuments.us/reader030/viewer/2022020200/56813e57550346895da848d4/html5/thumbnails/8.jpg)
Diego Colombo [email protected]
Texture and distance
• We can use a mipmap to obtain lower resolution image from a given texture
• Using lower tex when an object is far from the camera is to reduce memory allocation in favor of near objects
![Page 9: Game Content Development](https://reader030.vdocuments.us/reader030/viewer/2022020200/56813e57550346895da848d4/html5/thumbnails/9.jpg)
Diego Colombo [email protected]
We need a skeleton
• The First step to get a acting character is to give it a skeleton
• This way defines matrix to be applied to each vertex biased by some weight
![Page 10: Game Content Development](https://reader030.vdocuments.us/reader030/viewer/2022020200/56813e57550346895da848d4/html5/thumbnails/10.jpg)
Diego Colombo [email protected]
Rigging a character
• We need to define a tweak deformation
• Then we need to give a character some motion curves
• We would like to blend curves
![Page 11: Game Content Development](https://reader030.vdocuments.us/reader030/viewer/2022020200/56813e57550346895da848d4/html5/thumbnails/11.jpg)
Diego Colombo [email protected]
Blending
• Typical approach for facial animation
• Number of polygons must match between blending shapes
![Page 14: Game Content Development](https://reader030.vdocuments.us/reader030/viewer/2022020200/56813e57550346895da848d4/html5/thumbnails/14.jpg)
Diego Colombo [email protected]
RiggingChatacter Animation
Motion Capturing
KeyFrames editing
RiggingChatacter Animation
Motion Capturing
KeyFrames editing
Characterization Pipeline
![Page 15: Game Content Development](https://reader030.vdocuments.us/reader030/viewer/2022020200/56813e57550346895da848d4/html5/thumbnails/15.jpg)
Diego Colombo [email protected]
Scenario tweaking
• Scenario should be as detailed as a detail is visible
• The more you tune and tweak the more cpu you can use to increase effects
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Diego Colombo [email protected]
Prelightning with image based illumination
• Vertex contains information about illumination
• Illumination is achieved through global illumination from an image
![Page 18: Game Content Development](https://reader030.vdocuments.us/reader030/viewer/2022020200/56813e57550346895da848d4/html5/thumbnails/18.jpg)
Diego Colombo [email protected]
Geometry details and illumination
• We can use vertex color illumination
• Vertex shaders can be used to pertubate the value
![Page 20: Game Content Development](https://reader030.vdocuments.us/reader030/viewer/2022020200/56813e57550346895da848d4/html5/thumbnails/20.jpg)
Diego Colombo [email protected]
Shadows
• Shadows should be smooth
• Static shadow can be faked
• Geometry must be corrected to support good shadows
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Diego Colombo [email protected]
A beautiful ugly game(Matrix path of Neo by Atari)
• To low resolution models compensated by a rich texturing
• But an ugly character remains an ugly character
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Diego Colombo [email protected]
Always Faking when possible
• We can use texture to simulate geometrical details
• This balcony is a “background” component
• With just a quad we achieve a great outcome
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Diego Colombo [email protected]
Did anybody say camera?
• A game is a visual interactive story telling technique
• Director makes an actor a star
• Director tells audience what to see, think, and feel
• Director is the god of camera, he is the ruler of your world
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Diego Colombo [email protected]
Defining a standard palette
• Scenes must be “homogeneous” in colors
• Textures should use a common palette
• Textures should not mind about lightning
• Color definition is a key to emotion
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Diego Colombo [email protected]
Motion blur, another lesson
• Games are moving towards cinema
• Rendering should be performed as photorealistic as possible
• Photorealistic is something realistic seen through a realistic camera
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Diego Colombo [email protected]
Cinematic . .
• Games move from one level to another through short movies
• Graphics definition should match as much as possible
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Diego Colombo [email protected]
How To
• A good combination of– Low Poly– Textures– Reflection– Refraction– HW Acceleration– Normal Map
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Diego Colombo [email protected]
Effects and sparkles(God of War)
• Games arise from imagination
• Putting supernatural in game enforce the performance
• Do it when it is necessary
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Diego Colombo [email protected]
Masses and AI: Colossal Games(Spartan total warrior)
• Noise is noise, not duplication!
![Page 41: Game Content Development](https://reader030.vdocuments.us/reader030/viewer/2022020200/56813e57550346895da848d4/html5/thumbnails/41.jpg)
Diego Colombo [email protected]
Just a shopping list for game makers
• 3D authoring tool (Maya)
• 3D Painting tool (3DPaint, 3DPaintUV)
• Character Animation tool (MotionBuilder)
• Image editing tool (Photoshop)
• Game Engine
• Exporters
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Diego Colombo [email protected]
Resources
• Discover the Game with AliasAlias|Learning Tools
• Maya personal training Edition
• Motion Builder personal training Edition
• http://www.alias.com