The Game Development Process: The Game Art Pipeline

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Presentation transcript:

The Game Development Process: 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 of technology All disciplines: engineering, design, sound But often constraints biggest on artist

What's a Pipeline? For our purposes The Art pipeline 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: Homegrown 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

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

3D Studio Max gamedev.net IMGD 1001

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

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