The Game Art Pipeline Mohammad Zikky, M.T. Introduction: Remember the Constraints  Year 2098, Macrosoft will release FunStation 3000, 14 million terabytes.

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Presentation transcript:

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  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

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

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

"Napkin-style" Concept Art

Paper UI Prototype boxesandarrows.com

Digital UI Prototype designersnotebook.com

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

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

Assets for 2D Animation (2 of 3) cvrpg.com Alternative Tools: 1.Graphics Gale: 2.Brash Monkey: 3.Grafx2 :

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

3D Studio Max IMGD 1001 gamedev.net

Stages of a Model

Texturing and Accessories garagegames.com

A Model, Textured zbrush

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

Character and a Skin (2 of 2) cresswells.com home.metrocast.net For tutorial, check:

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

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