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IMGD 1001: The Game Art Pipeline. IMGD 10012 (Visual) Art Courses  AR 1100. Essentials of Art.  AR 1101. Digital Imaging and Computer Art.  IMGD/AR.

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Presentation on theme: "IMGD 1001: The Game Art Pipeline. IMGD 10012 (Visual) Art Courses  AR 1100. Essentials of Art.  AR 1101. Digital Imaging and Computer Art.  IMGD/AR."— Presentation transcript:

1 IMGD 1001: The Game Art Pipeline

2 IMGD 10012 (Visual) Art Courses  AR 1100. Essentials of Art.  AR 1101. Digital Imaging and Computer Art.  IMGD/AR 2101. 3D Modeling.  IMGD/AR 2200. The Art of Animation.  IMGD 2005. Machinima.  IMGD 3500. Artistic Game Development I.  IMGD 4500. Artistic Game Development II.  (AR 200x. Figure Drawing.)  (IMGD 201x. Digital Painting.)  (IMGD 401x. Concept Art.)

3 IMGD 10013 Introduction  "The computer artist is modern-day alchemist“ -- Matthew Omernick Turn polygons and pixels into wondrous worlds  Sources of inspiration Playing games!  How can make fun game if not having fun yourself? The real world  The real world is always more interesting than anything we can make up Based on Foreword, Creating the Art of the Game, by Matthew Omernick

4 IMGD 10014 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 of technology All disciplines: engineering, design, sound But often constraints biggest on artist Based on Foreword, Creating the Art of the Game, by Matthew Omernick

5 IMGD 10015 Outline  The art pipeline (this deck)  Concept art  2D Art Animation Tiles  3D Art Modeling Texturing Lighting

6 IMGD 10016 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 art pipeline is … The sequence of operations required to move art assets from concept to the finished product  The Art pipeline Concept Creation Conversion Asset management

7 What are some type of 2D Art? IMGD 10017

8 8 Types of 2D Art  Character art Sprites and other pixel art  Scenery / worlds Tiles, backgrounds, …  User Interface (UI) Text types and fonts  Animation  Video  All these need a pipeline!

9 IMGD 10019 2D Asset Creation

10 IMGD 100110 2D Pipeline (1 of 3): Concept  Sketches Napkin-style Detailed design treatments Prototypes  Animation Flip books Story boards

11 IMGD 100111 "Napkin-style" Concept Art

12 IMGD 100112 2D UI Prototype designersnotebook.com

13 IMGD 100113 Paper UI Prototype boxesandarrows.com

14 Flip books  Stick Fight (video) Stick Fight  Matrix Style (video) Matrix Style IMGD 100114 www.michaelspornanimation.com

15 Story Boards IMGD 100115 accad.osu.edu www.royzy.co.uk

16 Story Boards for Animation IMGD 100116 gamespot.com

17 IMGD 100117 2D Pipeline (2 of 3): Creation  Commercial / third party tools: Photoshop, The Gimp, sprite editors/creators, HTML/browsers, Flash...  Homegrown tools Specialized animation systems Tools that simulate key game features (UI layout tool, etc.) A game engine …

18 IMGD 100118 Example Assets for 2D Animation (1 of 3) eberlein.org/euphoria

19 IMGD 100119 Example Assets for 2D Animation (2 of 3) cvrpg.com

20 IMGD 100120 Example Assets for 2D Animation (3 of 3) aniway.com

21 IMGD 100121 2D Pipeline (3 of 3): Conversion  Putting the assets into the final form File type conversion  Examples: PSD to TGA / JPG  Compression  Collection (zip files, pak files, etc.) Testing in the game Debug / fix

22 IMGD 100122 Group Exercise  Break into your project groups  At the top of a piece of paper, each person writes the description (text) of a visual concept for a character/item/object in your game (3-4 minutes) About 1 small paragraph  Rotate papers among group  In the middle of the paper, draw a concept art sketch based on the text (5 minutes)  Pass back to the original person  Provide feedback (verbally), and briefly in text on bottom (2-3 minutes)  (Hand in)

23 IMGD 100123 3D Asset Creation

24 IMGD 100124 3D Pipeline (1 of 4): Concept  Sketches Napkin-style Detailed design treatments Prototypes Animation sketches / flipbooks Maquettes (a small scale model) Mockup models Texture mockups Architectural layout

25 IMGD 100125 3D UI Prototype lostgarden.com

26 IMGD 100126 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, Zbrush  Homegrown tools Specialized animation systems Tools that simulate key game features (UI layout tool, etc.) A game engine Exporters / plugins

27 IMGD 100127 3D Studio Max gamedev.net

28 IMGD 100128 Stages of a Model

29 IMGD 100129 3D Pipeline (3 of 4): Texturing  Animation systems Motion capture Third party tools Homebuilt tools  Texturing systems  Shaders / surface tools  Renderers / video systems

30 IMGD 100130 Texturing and Accessories garagegames.com

31 IMGD 100131 A Model, Textured zbrush

32 IMGD 100132 Character and a Skin (1 of 2) secretlair.com

33 IMGD 100133 Character and a Skin (2 of 2) cresswells.com

34 IMGD 100134 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

35 IMGD 100135 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


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