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 � Conversion � The 3D art pipeline � Concept � Modeling � Texturing � Lighting � Asset Management Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 2 1
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 3 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 Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 4 2
2D Asset Creation Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 5 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) Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 6 3
2D UI Prototype designersnotebook.com Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 7 Paper Prototype UI boxesandarrows.com Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 8 4
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 9 Assets for a 2D animation eberlein.org/euphoria Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 10 5
Another 2D character cvrpg.com Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 11 One More aniway.com Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 12 6
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 13 3D Asset Creation Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 14 7
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 15 3D UI Prototype lostgarden.com Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 16 8
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 17 3D Studio Max gamedev.net Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 18 9
Stages of a Model Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 19 3D Pipeline (3 of 4) � Animation systems � Motion capture � Third party tools � Homebuilt tools � Texturing systems � Shaders / surface tools � Renderers / video systems Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 20 10
Texturing and Accessories garagegames.com Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 21 A Model, Textured zbrush Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 22 11
Character and a Skin secretlair.com Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 23 Another Skin cresswells.com Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 24 12
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 25 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 Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 26 13
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