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Mobile Game Preproduction
Asset Preparation
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Capstone Consideration !
Make the best assets choices with the resources you have to work with. In other words, choose assets from sources that you know will work with your setup (Unity store) Convert assets as necessary Focus on game mechanics over nice assets Use placeholders assets if necessary Be aware that securing ideal assets may pose a challenge in the education sector
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Step 1 – Acquire Assets So you know… professional games mostly utilize real artists For school, you could try: The Full Sail Library, Westar Music Database Full Sail Game Art repository (request access through Dr. Todd Smith) Unity Asset Store - TurboSquid - TF3DM - Open Game Art - Archive3D - 2D Art 4 Programmers - Affordable Audio 4 Everyone - Kevin MacLeod - Audio Jungle - Many Full Sail Game Art graduates freelance. If you are planning on commercializing your game after graduation and want to get started with custom game art assets, you can contact the Game Art liaison in Career Development for a list of contacts. Google…
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Asset Pipeline The process that assets go through from their source formats to final optimized formats We need assets to be as efficient as possible and work properly on all targets: Asset Types Creator icons, images, textures, stills, backgrounds, models, animations, terrain, shaders, effects, collision geometry modeler, animator, artist, graphic designer sfx, music, voice overs, dsp settings, stings composer, “sound guy” scripts, levels, dialogs, text, menus, paths, RTAs designer, scripter etc.
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Asset Pipeline (example)
source in-game exporter compiler / builder loader intermediate format optimized per target
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Asset Pipeline (example)
[1] Noel Llopis’s example from “Optimizing The Content Pipeline”, Game Developer Magazine. Use in MechAssault 2 Day 1 Studios 2004
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Asset Pipeline In the old console days, this process was crucial
source -> intermediate -> final assets per target hardware, tex/sound formats, vertex buffers, etc. could all be very different per target platform any memory available was very limited every millisecond was crucial Professional game studios still do this, but indie developers not so much Hardware/memory/polygon constraints not as big a deal anymore
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Asset Pipeline The biggest problem you have (as a student) is getting your assets to work in your setup Conversion tools/processes may be necessary Example: you find a really nice asset modeled and animated but your engine doesn’t load that format you will have to convert this and the process may not be trivial, and there could be artifacts…
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Asset Preparation In this program, it is best if you prepare all your assets upfront before development Asset choices should be based on: Asset needs (2d/3d, audio & video quality) File format compatibility Performance (size, resolution/pixels) Device OS version support Variety of devices supported (tablet, phone, etc.)
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Asset Preparation During preproduction, assets should be tested for appropriateness and performance on all intended device classes/OS versions If time is limited, choose the main targets to deploy your project on You don’t want to get halfway through development and find that you can’t use any of the models you selected on one of your intended targets :/
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Asset Organization Collect and organize assets into folders for each development module: Icons Interface screens In-game play (levels, phases, etc.) Standardized naming for easy identification sfx_jump.ogg, mdl_player.obj, etc. Keep source files of assets in case changes are needed (i.e. keep Photoshop .psd)
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Thankfully, Unity helps, a lot!
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Unity 3D Assets Tutorials
Working with Imported Assets from Unity 4.3 Essential Training with Adam Crespi:
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Raster vs Vector vs Pixel Art
“Game Art Tips! Raster vs Vector vs Pixel Art – The Pros and Cons” by the Deepworld Development Team For non-pixel-art: start with high resolution graphics files; low-res files can be created as necessary
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Pixel Art Type of 2D graphic created with raster graphics software that permits editing on the pixel level Used primarily for situations requiring optimization of space and memory or for low resolution devices These days, used often to mimic old-school game styles
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Pixel Art & Raster Art Lossless data compression file formats best for pixel art: GIF, PNG Magnifying JPEG (lossy compression) shows pixilation and artifacts. PNG JPEG
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Vector Art Graphics created using mathematical algorithms to generate image. Fully scalable with no pixilation Good for cartoon graphics File size small for simple graphics Not good for small details, file size increases and appearance suffers Often need to be converted to raster format for display, losing scalability value
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Multiple Resolutions / Densities
Tips for Exporting Assets for iOS and Android design Android cheatsheet for graphic designers App Resources How do I prepare images for all the Android resolutions? Designing for Android (a bit old but still useful with the graphics) Android images for multiple densities: Android icons (not just app icons, but tabs, buttons, etc.)
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References Llopis, N. “Optimizing The Content Pipeline”, pp: Game Developer Magazine
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