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

Dec 23, 2015

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Page 1: The Game Art Pipeline Mohammad Zikky, M.T. Introduction: Remember the Constraints  Year 2098, Macrosoft will release FunStation 3000, 14 million terabytes.

The Game Art Pipeline

Mohammad Zikky, M.T

Page 2: The Game Art Pipeline Mohammad Zikky, M.T. Introduction: Remember the Constraints  Year 2098, Macrosoft will release FunStation 3000, 14 million terabytes.

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

Page 3: The Game Art Pipeline Mohammad Zikky, M.T. Introduction: Remember the Constraints  Year 2098, Macrosoft will release FunStation 3000, 14 million terabytes.

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

Page 4: The Game Art Pipeline Mohammad Zikky, M.T. Introduction: Remember the Constraints  Year 2098, Macrosoft will release FunStation 3000, 14 million terabytes.

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

Page 5: The Game Art Pipeline Mohammad Zikky, M.T. Introduction: Remember the Constraints  Year 2098, Macrosoft will release FunStation 3000, 14 million terabytes.

"Napkin-style" Concept Art

Page 6: The Game Art Pipeline Mohammad Zikky, M.T. Introduction: Remember the Constraints  Year 2098, Macrosoft will release FunStation 3000, 14 million terabytes.

Paper UI Prototype

boxesandarrows.com

Page 7: The Game Art Pipeline Mohammad Zikky, M.T. Introduction: Remember the Constraints  Year 2098, Macrosoft will release FunStation 3000, 14 million terabytes.

Digital UI Prototype

designersnotebook.com

Page 8: The Game Art Pipeline Mohammad Zikky, M.T. Introduction: Remember the Constraints  Year 2098, Macrosoft will release FunStation 3000, 14 million terabytes.

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

Page 9: The Game Art Pipeline Mohammad Zikky, M.T. Introduction: Remember the Constraints  Year 2098, Macrosoft will release FunStation 3000, 14 million terabytes.

Assets for 2D Animation (1 of 3)

eberlein.org/euphoria

Page 10: The Game Art Pipeline Mohammad Zikky, M.T. Introduction: Remember the Constraints  Year 2098, Macrosoft will release FunStation 3000, 14 million terabytes.

Assets for 2D Animation (2 of 3)

cvrpg.comAlternative Tools:1. Graphics Gale: http://www.humanbalance.net/gale/us/2. Brash Monkey: http://www.brashmonkey.com/ 3. Grafx2 : https://code.google.com/p/grafx2/

Page 11: The Game Art Pipeline Mohammad Zikky, M.T. Introduction: Remember the Constraints  Year 2098, Macrosoft will release FunStation 3000, 14 million terabytes.

Assets for 2D Animation (3 of 3)

aniway.com

Page 12: The Game Art Pipeline Mohammad Zikky, M.T. Introduction: Remember the Constraints  Year 2098, Macrosoft will release FunStation 3000, 14 million terabytes.

3D Studio Max

IMGD 1001gamedev.net

Page 13: The Game Art Pipeline Mohammad Zikky, M.T. Introduction: Remember the Constraints  Year 2098, Macrosoft will release FunStation 3000, 14 million terabytes.

Stages of a Model

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

Texturing and Accessories

garagegames.com

Page 15: The Game Art Pipeline Mohammad Zikky, M.T. Introduction: Remember the Constraints  Year 2098, Macrosoft will release FunStation 3000, 14 million terabytes.

A Model, Textured

zbrush

Page 16: The Game Art Pipeline Mohammad Zikky, M.T. Introduction: Remember the Constraints  Year 2098, Macrosoft will release FunStation 3000, 14 million terabytes.

Character and a Skin (1 of 2)

secretlair.com

Page 17: The Game Art Pipeline Mohammad Zikky, M.T. Introduction: Remember the Constraints  Year 2098, Macrosoft will release FunStation 3000, 14 million terabytes.

Character and a Skin (2 of 2)

cresswells.com

home.metrocast.netFor tutorial, check:http://home.metrocast.net/~chipartist/SkinTute/

Page 18: The Game Art Pipeline Mohammad Zikky, M.T. Introduction: Remember the Constraints  Year 2098, Macrosoft will release FunStation 3000, 14 million terabytes.

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

Page 19: The Game Art Pipeline Mohammad Zikky, M.T. Introduction: Remember the Constraints  Year 2098, Macrosoft will release FunStation 3000, 14 million terabytes.

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