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Building Worlds for Big Robots. The Art Process used on Transformers (PS2). Pre Production. Pre Production. Design Game Design defines world, scale, content, style etc. Pre Production. Design Game Design defines world, scale, content, style etc Concepting
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Building Worlds for Big Robots The Art Process used on Transformers (PS2) Speaker: Garth Midgley Copyright Atari Melbourne House
Pre Production Speaker: Garth Midgley Copyright Atari Melbourne House
Pre Production • Design • Game Design defines world, scale, content, style etc Speaker: Garth Midgley Copyright Atari Melbourne House
Pre Production • Design • Game Design defines world, scale, content, style etc • Concepting • Sketches, Reference material, Style Guides, Plastic Worlds Speaker: Garth Midgley Copyright Atari Melbourne House
Pre Production • Design • Game Design defines world, scale, content, style etc • Concepting • Sketches, Reference material, Style Guides, Plastic Worlds • Memory • AI, Animation, Sound, Polygons, Textures, effects, shaders Speaker: Garth Midgley Copyright Atari Melbourne House
Pre Production • Design • Game Design defines world, scale, content, style etc • Concepting • Sketches, Reference material, Style Guides, Plastic Worlds • Memory • AI, Animation, Sound, Polygons, Textures, effects, shaders • Timeline (stress’ometer) • Time vs content/creativity, Aiming for the sky vs falling back to Earth. Stress = mistakes Speaker: Garth Midgley Copyright Atari Melbourne House
Fundementals Speaker: Garth Midgley Copyright Atari Melbourne House
Fundementals • Poly Distribution • Defined by Draw distance, Detail vs Content, Silhouette, Lighting (vertex or per pixel), near or far playing distance. Speaker: Garth Midgley Copyright Atari Melbourne House
Fundementals • Poly Distribution • Defined by Draw distance, Detail vs Content, Silhouette, Lighting (vertex or per pixel), near or far playing distance. • Texture • Style, lighting, compression, using vertex and material colours Speaker: Garth Midgley Copyright Atari Melbourne House
Fundementals • Poly Distribution • Defined by Draw distance, Detail vs Content, Silhouette, Lighting (vertex or per pixel), near or far playing distance. • Texture • Style, lighting, compression, using vertex and material colours • Lighting • Vertex - per poly = more polys, dynamic – per pixel = less poly’s but more textures and passes. • Defines mood, Atmosphere, Emotion, Visibility … • Direction, Orientation, draw player attention, interest Speaker: Garth Midgley Copyright Atari Melbourne House
Fundementals • Poly Distribution • Defined by Draw distance, Detail vs Content, Silhouette, Lighting (vertex or per pixel), near or far playing distance. • Texture • Style, lighting, compression, using vertex and material colours • Lighting • Vertex - per poly = more polys, dynamic – per pixel = less poly’s but more textures and passes. • Defines mood, Atmosphere, Emotion, Visibility … • Direction, Orientation, draw player attention, interest • Collision • Simplify, integrity, accuracy, loding Speaker: Garth Midgley Copyright Atari Melbourne House
Considerations Speaker: Garth Midgley Copyright Atari Melbourne House
Considerations • Colour Theory • Palette defined by Style guide (Art Bible) Speaker: Garth Midgley Copyright Atari Melbourne House
Considerations • Colour Theory • Palette defined by Style guide (Art Bible) • Space • Gamezone. Time between gameplay elements • Tight corridors, vast halls, rolling hills • Objects within space • Cluttered rooms – barren fields Speaker: Garth Midgley Copyright Atari Melbourne House
Considerations • Colour Theory • Palette defined by Style guide (Art Bible) • Space • Gamezone. Time between gameplay elements • Tight corridors, vast halls, rolling hills • Objects within space • Cluttered rooms – barren fields • Culling • Cell and Portal, Occlusion, Sphere tree … • Changes building methods Speaker: Garth Midgley Copyright Atari Melbourne House
Candy Speaker: Garth Midgley Copyright Atari Melbourne House
Candy • Shaders • Material • Reflection, refraction, bump and normal map, glow • Light • Movement, Colour, Intensity Speaker: Garth Midgley Copyright Atari Melbourne House
Candy • Shaders • Material • Reflection, refraction, bump and normal map, glow • Light • Movement, Colour, Intensity • Animation • Background (mesh) • Machinery (pistons, cogs), wind, birds • Texture • Waterfalls, monitors, city lights Speaker: Garth Midgley Copyright Atari Melbourne House
Candy • Shaders • Material • Reflection, refraction, bump and normal map, glow • Light • Movement, Colour, Intensity • Animation • Background (mesh) • Machinery (pistons, cogs), wind, birds • Texture • Waterfalls, monitors, city lights • Effects • Particles, vector (electricity) Speaker: Garth Midgley Copyright Atari Melbourne House
Candy • Shaders • Material • Reflection, refraction, bump and normal map, glow • Light • Movement, Colour, Intensity • Animation • Background (mesh) • Machinery (pistons, cogs), wind, birds • Texture • Waterfalls, monitors, city lights • Effects • Particles, vector (electricity) • Interaction • Tagging, burning, breaking, exploding – Players changing the worlds Speaker: Garth Midgley Copyright Atari Melbourne House
Pipeline Speaker: Garth Midgley Copyright Atari Melbourne House
Pipeline • Efficiency • Speed of compiles vs motivation Speaker: Garth Midgley Copyright Atari Melbourne House
Pipeline • Efficiency • Speed of compiles vs motivation • Tools • Off the shelf • Professional, Worldwide Q&A, Stability, writing plug-ins • In house • Streamlined for project, fast updates • In game • WYSIWYG, fast Speaker: Garth Midgley Copyright Atari Melbourne House
Objective Speaker: Garth Midgley Copyright Atari Melbourne House
Objective • Stand back • Be brutal if you have to • The 3D world is not set in stone Speaker: Garth Midgley Copyright Atari Melbourne House
Objective • Stand back • Be brutal if you have to • The 3D world is not set in stone • Quality Assurance • Bug fixing • Outside opinions • Focus testing • A fresh look at your world Speaker: Garth Midgley Copyright Atari Melbourne House