December 2nd, 2004Speaker: Garth Midgley Copyright Atari Melbourne House Building Worlds for Big Robots The Art Process used on Transformers (PS2)
December 2nd, 2004Speaker: Garth Midgley Copyright Atari Melbourne House Pre Production
December 2nd, 2004Speaker: Garth Midgley Copyright Atari Melbourne House Pre Production Design –Game Design defines world, scale, content, style etc
December 2nd, 2004Speaker: 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
December 2nd, 2004Speaker: 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
December 2nd, 2004Speaker: 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
December 2nd, 2004Speaker: Garth Midgley Copyright Atari Melbourne House Fundementals
December 2nd, 2004Speaker: 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.
December 2nd, 2004Speaker: 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
December 2nd, 2004Speaker: 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
December 2nd, 2004Speaker: 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
December 2nd, 2004Speaker: Garth Midgley Copyright Atari Melbourne House Considerations
December 2nd, 2004Speaker: Garth Midgley Copyright Atari Melbourne House Considerations Colour Theory –Palette defined by Style guide (Art Bible)
December 2nd, 2004Speaker: 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
December 2nd, 2004Speaker: 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
December 2nd, 2004Speaker: Garth Midgley Copyright Atari Melbourne House Candy
December 2nd, 2004Speaker: Garth Midgley Copyright Atari Melbourne House Candy Shaders –Material Reflection, refraction, bump and normal map, glow –Light Movement, Colour, Intensity
December 2nd, 2004Speaker: 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
December 2nd, 2004Speaker: 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)
December 2nd, 2004Speaker: 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
December 2nd, 2004Speaker: Garth Midgley Copyright Atari Melbourne House Pipeline
December 2nd, 2004Speaker: Garth Midgley Copyright Atari Melbourne House Pipeline Efficiency –Speed of compiles vs motivation
December 2nd, 2004Speaker: 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
December 2nd, 2004Speaker: Garth Midgley Copyright Atari Melbourne House Objective
December 2nd, 2004Speaker: Garth Midgley Copyright Atari Melbourne House Objective Stand back –Be brutal if you have to The 3D world is not set in stone
December 2nd, 2004Speaker: 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