IMGD 1001 - The Game Development Process: The Art Pipeline by - - PDF document

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IMGD 1001 - The Game Development Process: The Art Pipeline by - - PDF document

IMGD 1001 - The Game Development Process: The Art Pipeline by Robert W. Lindeman (gogo@wpi.edu) Kent Quirk (kent_quirk@cognitoy.com) (with lots of input from Mark Claypool!) Outline The 2D art pipeline Concept Creation


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IMGD 1001 - The Game Development Process: The Art Pipeline

by Robert W. Lindeman (gogo@wpi.edu) Kent Quirk (kent_quirk@cognitoy.com) (with lots of input from Mark Claypool!)

Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 2

Outline

The 2D art pipeline

Concept Creation Conversion

The 3D art pipeline

Concept Modeling Texturing Lighting

Asset Management

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Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 3

What's a Pipeline?

In the pipeline

  • Informal. in the process of being developed,

provided, or completed; in the works; under

  • way. (Random House)

For our purposes

The sequence of operations required to move

art assets from concept to the finished product

Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 4

Types of 2D Art

These are created with tools:

UI Sprites / pixel art Type and fonts

These need a pipeline:

Character art Scenery / worlds Characters Animation Video

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2D Asset Creation

Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 6

2D Pipeline (1 of 3)

Now draw charts for for each of the

remaining things

Concept:

Sketches

Napkin-style Detailed design treatments Paper prototypes (for UI)

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Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 7

2D UI Prototype

designersnotebook.com

Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 8

Paper Prototype UI

boxesandarrows.com

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Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 9

2D Pipeline (2 of 3)

Creation

Commercial / third party tools:

Photoshop, The Gimp, sprite editors,

HTML/browsers, Flash... Homegrown tools

Specialized animation systems Tools that simulate key game features (UI

layout tool, etc)

The game engine

Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 10

Assets for a 2D animation

eberlein.org/euphoria

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Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 11

Another 2D character

cvrpg.com

Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 12

One More

aniway.com

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Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 13

2D Pipeline (3 of 3)

Conversion

Putting the assets into the final form

File type conversion

PSD to TGA / JPG, for example Compression Collection (zip files, pak files, etc)

Testing in the game Debug / fix

Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 14

3D Asset Creation

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Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 15

3D Pipeline (1 of 4)

Concept:

Sketches

Napkin-style Detailed design treatments Paper prototypes (for UI) Maquettes Animation sketches / flipbooks Mockup models Texture mockups Architectural layout

Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 16

3D UI Prototype

lostgarden.com

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Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 17

3D Pipeline (2 of 4)

Creation

Commercial / third party 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 Exporters / plugins

Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 18

3D Studio Max

gamedev.net

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Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 19

Stages of a Model

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3D Pipeline (3 of 4)

Animation systems

Motion capture Third party tools Homebuilt tools

Texturing systems Shaders / surface tools Renderers / video systems

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Texturing and Accessories

garagegames.com

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A Model, Textured

zbrush

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Character and a Skin

secretlair.com

Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 24

Another Skin

cresswells.com

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Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 25

3D Pipeline (4 of 4)

Conversion

Export from modeling to custom formats Putting the assets into the final form

File type conversion

PSD to TGA / JPG, for example Compression Collection (zip files, pak files, etc)

Testing in the game Debug / fix

Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 26

Asset Management

How do you share the production process

across time, space, and content creators?

Source code has many tools -- "solved" Data is harder

Not easily merged Dependencies not obvious Relationships complex

Some commercial systems are trying Typically a combination of:

Homegrown tools Convention and process