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December 2nd, 2004Speaker: Garth Midgley Copyright Atari Melbourne House Building Worlds for Big Robots The Art Process used on Transformers (PS2)

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Presentation on theme: "December 2nd, 2004Speaker: Garth Midgley Copyright Atari Melbourne House Building Worlds for Big Robots The Art Process used on Transformers (PS2)"— Presentation transcript:

1 December 2nd, 2004Speaker: Garth Midgley Copyright Atari Melbourne House Building Worlds for Big Robots The Art Process used on Transformers (PS2)

2 December 2nd, 2004Speaker: Garth Midgley Copyright Atari Melbourne House Pre Production

3 December 2nd, 2004Speaker: Garth Midgley Copyright Atari Melbourne House Pre Production Design –Game Design defines world, scale, content, style etc

4 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

5 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

6 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

7 December 2nd, 2004Speaker: Garth Midgley Copyright Atari Melbourne House Fundementals

8 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.

9 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

10 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

11 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

12 December 2nd, 2004Speaker: Garth Midgley Copyright Atari Melbourne House Considerations

13 December 2nd, 2004Speaker: Garth Midgley Copyright Atari Melbourne House Considerations Colour Theory –Palette defined by Style guide (Art Bible)

14 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

15 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

16 December 2nd, 2004Speaker: Garth Midgley Copyright Atari Melbourne House Candy

17 December 2nd, 2004Speaker: Garth Midgley Copyright Atari Melbourne House Candy Shaders –Material Reflection, refraction, bump and normal map, glow –Light Movement, Colour, Intensity

18 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

19 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)

20 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

21 December 2nd, 2004Speaker: Garth Midgley Copyright Atari Melbourne House Pipeline

22 December 2nd, 2004Speaker: Garth Midgley Copyright Atari Melbourne House Pipeline Efficiency –Speed of compiles vs motivation

23 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

24 December 2nd, 2004Speaker: Garth Midgley Copyright Atari Melbourne House Objective

25 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

26 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


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