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Game Content Development (Game Content Development)

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Presentation on theme: "Game Content Development (Game Content Development)"— Presentation transcript:

1 Game Content Development (Game Content Development)

2 Diego Colombo colombod@di.unipi.it Game Elements A scenario, for sure! Some characters Something to interact with Something to see Something to ear

3 Diego Colombo colombod@di.unipi.it Production Pipeline

4 Diego Colombo colombod@di.unipi.it 3D Modeling for a game

5 Diego Colombo colombod@di.unipi.it Texturing Each model can have different materials Each material can have different textures Textures can be integrate with FX code

6 Diego Colombo colombod@di.unipi.it Just a note about FX FX are used to achieve realistic materials Water Reflection Glowing

7 Diego Colombo colombod@di.unipi.it Texel, Pixel, Area, and Real world measure Placing a texture is similar to put a sticker on a surface The sticker should be as large as the surface to cover One common assumption is that a 64x64 texture is 1 m 2

8 Diego Colombo colombod@di.unipi.it Texture and distance We can use a mipmap to obtain lower resolution image from a given texture Using lower tex when an object is far from the camera is to reduce memory allocation in favor of near objects

9 Diego Colombo colombod@di.unipi.it We need a skeleton The First step to get a acting character is to give it a skeleton This way defines matrix to be applied to each vertex biased by some weight

10 Diego Colombo colombod@di.unipi.it Rigging a character We need to define a tweak deformation Then we need to give a character some motion curves We would like to blend curves

11 Diego Colombo colombod@di.unipi.it Blending Typical approach for facial animation Number of polygons must match between blending shapes

12 Diego Colombo colombod@di.unipi.it Beware of interaction

13 Diego Colombo colombod@di.unipi.it MotionBuilder snapshot

14 Diego Colombo colombod@di.unipi.it Characterization Pipeline

15 Diego Colombo colombod@di.unipi.it Scenario tweaking Scenario should be as detailed as a detail is visible The more you tune and tweak the more cpu you can use to increase effects

16 Diego Colombo colombod@di.unipi.it Texture and Text 32 x 128 16 x 64

17 Diego Colombo colombod@di.unipi.it Prelightning with image based illumination Vertex contains information about illumination Illumination is achieved through global illumination from an image

18 Diego Colombo colombod@di.unipi.it Geometry details and illumination We can use vertex color illumination Vertex shaders can be used to pertubate the value

19 Diego Colombo colombod@di.unipi.it Daylight changes

20 Diego Colombo colombod@di.unipi.it Shadows Shadows should be smooth Static shadow can be faked Geometry must be corrected to support good shadows

21 Diego Colombo colombod@di.unipi.it Tweaking

22 Diego Colombo colombod@di.unipi.it Almost done

23 Diego Colombo colombod@di.unipi.it Level Completed Prelight + shadows + texturing

24 Diego Colombo colombod@di.unipi.it Low poly does not mean low detail

25 Diego Colombo colombod@di.unipi.it A beautiful ugly game (Matrix path of Neo by Atari) To low resolution models compensated by a rich texturing But an ugly character remains an ugly character

26 Diego Colombo colombod@di.unipi.it A beautiful ugly game (Matrix path of Neo by Atari)

27 Diego Colombo colombod@di.unipi.it Always Faking when possible We can use texture to simulate geometrical details This balcony is a “background” component With just a quad we achieve a great outcome

28 Diego Colombo colombod@di.unipi.it A game goes to the market if..

29 Diego Colombo colombod@di.unipi.it.. It holds the 4 B of success Blade Bop Blood Breast

30 Diego Colombo colombod@di.unipi.it Did anybody say camera? A game is a visual interactive story telling technique Director makes an actor a star Director tells audience what to see, think, and feel Director is the god of camera, he is the ruler of your world

31 Diego Colombo colombod@di.unipi.it Finding similarities..

32 Diego Colombo colombod@di.unipi.it Defining a standard palette Scenes must be “homogeneous” in colors Textures should use a common palette Textures should not mind about lightning Color definition is a key to emotion

33 Diego Colombo colombod@di.unipi.it Motion blur, another lesson Games are moving towards cinema Rendering should be performed as photorealistic as possible Photorealistic is something realistic seen through a realistic camera

34 Diego Colombo colombod@di.unipi.it Dead or Alive 4 (Xbox)

35 Diego Colombo colombod@di.unipi.it Cinematic.. Games move from one level to another through short movies Graphics definition should match as much as possible

36 Diego Colombo colombod@di.unipi.it DevilMayCry3(PS2) & 4(PS3) Game Short Movie

37 Diego Colombo colombod@di.unipi.it How To A good combination of –Low Poly –Textures –Reflection –Refraction –HW Acceleration –Normal Map

38 Diego Colombo colombod@di.unipi.it Ninja Gaiden XBox Game

39 Diego Colombo colombod@di.unipi.it Effects and sparkles (God of War) Games arise from imagination Putting supernatural in game enforce the performance Do it when it is necessary

40 Diego Colombo colombod@di.unipi.it Masses and AI: Colossal Games (Spartan total warrior) Noise is noise, not duplication!

41 Diego Colombo colombod@di.unipi.it Just a shopping list for game makers 3D authoring tool (Maya) 3D Painting tool (3DPaint, 3DPaintUV) Character Animation tool (MotionBuilder) Image editing tool (Photoshop) Game Engine Exporters

42 Diego Colombo colombod@di.unipi.it Resources Discover the Game with Alias Alias|Learning Tools Maya personal training Edition Motion Builder personal training Edition http://www.alias.com


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