imgd 1001 - the game development process: the art pipeline

13
1 IMGD 1001 - The Game Development Process: The Art Pipeline by Robert W. Lindeman ([email protected]) Kent Quirk ([email protected]) (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

Upload: others

Post on 03-Feb-2022

11 views

Category:

Documents


0 download

TRANSCRIPT

1

IMGD 1001 - The GameDevelopment Process:

The Art Pipeline

by

Robert W. Lindeman ([email protected])

Kent Quirk ([email protected])

(with lots of input from Mark Claypool!)

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

Outline

The 2D art pipelineConcept

CreationConversion

The 3D art pipelineConceptModelingTexturingLighting

Asset Management

2

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

What's a Pipeline?

In the pipelineInformal. in the process of being developed,

provided, or completed; in the works; underway. (Random House)

For our purposesThe sequence of operations required to moveart assets from concept to the finishedproduct

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

3

Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 5

2D Asset Creation

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

2D Pipeline (1 of 3)

Now draw charts for for each of theremaining things

Concept:Sketches

Napkin-style

Detailed design treatments

Paper prototypes (for UI)

4

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

5

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

2D Pipeline (2 of 3)

CreationCommercial / third party tools:

Photoshop, The Gimp, sprite editors,HTML/browsers, Flash...

Homegrown toolsSpecialized animation systems

Tools that simulate key game features (UIlayout tool, etc)

The game engine

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

Assets for a 2D animation

eberlein.org/euphoria

6

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

7

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

2D Pipeline (3 of 3)

ConversionPutting the assets into the final form

File type conversionPSD 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

8

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

9

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

3D Pipeline (2 of 4)

CreationCommercial / third party tools:

Photoshop, The Gimp, sprite editors,HTML/browsers, Flash...

3D tools: 3D Studio Max, Maya, Lightwave,Blender

Homegrown toolsSpecialized animation systems

Tools that simulate key game features (UIlayout tool, etc)

The game engine

Exporters / plugins

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

3D Studio Max

gamedev.net

10

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

Stages of a Model

Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 20

3D Pipeline (3 of 4)

Animation systemsMotion capture

Third party tools

Homebuilt tools

Texturing systems

Shaders / surface tools

Renderers / video systems

11

Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 21

Texturing and Accessories

garagegames.com

Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 22

A Model, Textured

zbrush

12

Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 23

Character and a Skin

secretlair.com

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

Another Skin

cresswells.com

13

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

3D Pipeline (4 of 4)

ConversionExport from modeling to custom formats

Putting the assets into the final formFile 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 processacross time, space, and contentcreators?

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

Not easily mergedDependencies not obviousRelationships complex

Some commercial systems are tryingTypically a combination of:

Homegrown toolsConvention and process