the game art pipeline

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The Game Art Pipeline Mohammad Zikky, M.T

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The Game Art Pipeline. Mohammad Zikky, M.T. Introduction: Remember the Constraints. Year 2098, Macrosoft will release FunStation 3000, 14 million terabytes of RAM, quantum-holographic drive with near infinite storage, processors at the speed of light - PowerPoint PPT Presentation

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Page 1: The  Game Art Pipeline

The Game Art PipelineMohammad Zikky, M.T

Page 2: The  Game Art Pipeline

Introduction:Remember the Constraints Year 2098, Macrosoft will release

FunStation 3000, 14 million terabytes of RAM, quantum-holographic drive with near infinite storage, processors at the speed of light Game developers complain not fast enough

Game artists must be creative inside confines/limit of technology All disciplines: engineering, design, sound But often constraints biggest on artist

Page 3: The  Game Art Pipeline

What's a Pipeline? For our purposes

The sequence of operations required to move art assets from concept to the finished product

The Art pipeline Concept Creation (modeling, texturing, lighting) Conversion Asset management

Page 4: The  Game Art Pipeline

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

Page 5: The  Game Art Pipeline

"Napkin-style" Concept Art

Page 6: The  Game Art Pipeline

Paper UI Prototype

boxesandarrows.com

Page 7: The  Game Art Pipeline

Digital UI Prototype

designersnotebook.com

Page 8: The  Game Art Pipeline

Pipeline - Creation Commercial / third party tools:

2D tools: Photoshop, The Gimp, sprite editors, HTML/browsers, Flash...

3D tools: 3D Studio Max, Maya, Lightwave, Blender

Homegrown tools Specialized animation systems Tools that simulate key game features (UI

layout tool, etc.) The game engine

Page 9: The  Game Art Pipeline

Assets for 2D Animation (1 of 3)

eberlein.org/euphoria

Page 10: The  Game Art Pipeline

Assets for 2D Animation (2 of 3)

cvrpg.comAlternative Tools:1. Graphics Gale: http://www.humanbalance.net/gale/us/2. Brash Monkey: http://www.brashmonkey.com/ 3. Grafx2 : https://code.google.com/p/grafx2/

Page 11: The  Game Art Pipeline

Assets for 2D Animation (3 of 3)

aniway.com

Page 12: The  Game Art Pipeline

3D Studio Max

IMGD 1001gamedev.net

Page 13: The  Game Art Pipeline

Stages of a Model

Page 14: The  Game Art Pipeline

Texturing and Accessories

garagegames.com

Page 15: The  Game Art Pipeline

A Model, Textured

zbrush

Page 16: The  Game Art Pipeline

Character and a Skin (1 of 2)

secretlair.com

Page 17: The  Game Art Pipeline

Character and a Skin (2 of 2)

cresswells.comhome.metrocast.netFor tutorial, check:http://home.metrocast.net/~chipartist/SkinTute/

Page 18: The  Game Art Pipeline

Pipeline - Conversion Putting the assets into the final form Export from modeling to custom formats File type conversion

PSD to TGA / JPG, for example Compression Collection (zip files, pak files, etc.)

Testing in the game Debug / fix

Page 19: The  Game Art Pipeline

Asset Management How do you share the production process

across time, space, and content creators? Source code has many tools -- "solved" Data/Art is harder

Not easily merged Dependencies not obvious Relationships complex

Some commercial systems are trying Typically a combination of:

Homegrown tools Convention and process