1 / 19

The Game Art Pipeline

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

mariah
Download Presentation

The Game Art Pipeline

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. The Game Art Pipeline Mohammad Zikky, M.T

  2. 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

  3. 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

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

  5. "Napkin-style" Concept Art

  6. Paper UI Prototype boxesandarrows.com

  7. Digital UI Prototype designersnotebook.com

  8. 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

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

  10. Assets for 2D Animation (2 of 3) cvrpg.com Alternative Tools: Graphics Gale: http://www.humanbalance.net/gale/us/ Brash Monkey: http://www.brashmonkey.com/ Grafx2 : https://code.google.com/p/grafx2/

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

  12. 3D Studio Max IMGD 1001 gamedev.net

  13. Stages of a Model

  14. Texturing and Accessories garagegames.com

  15. A Model, Textured zbrush

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

  17. Character and a Skin (2 of 2) home.metrocast.net For tutorial, check: http://home.metrocast.net/~chipartist/SkinTute/ cresswells.com

  18. 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

  19. 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

More Related