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Building Worlds for Big Robots

Building Worlds for Big Robots. The Art Process used on Transformers (PS2). Pre Production. Pre Production. Design Game Design defines world, scale, content, style etc. Pre Production. Design Game Design defines world, scale, content, style etc Concepting

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Building Worlds for Big Robots

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  1. Building Worlds for Big Robots The Art Process used on Transformers (PS2) Speaker: Garth Midgley Copyright Atari Melbourne House

  2. Pre Production Speaker: Garth Midgley Copyright Atari Melbourne House

  3. Pre Production • Design • Game Design defines world, scale, content, style etc Speaker: Garth Midgley Copyright Atari Melbourne House

  4. Pre Production • Design • Game Design defines world, scale, content, style etc • Concepting • Sketches, Reference material, Style Guides, Plastic Worlds Speaker: Garth Midgley Copyright Atari Melbourne House

  5. Pre Production • Design • Game Design defines world, scale, content, style etc • Concepting • Sketches, Reference material, Style Guides, Plastic Worlds • Memory • AI, Animation, Sound, Polygons, Textures, effects, shaders Speaker: Garth Midgley Copyright Atari Melbourne House

  6. Pre Production • Design • Game Design defines world, scale, content, style etc • Concepting • Sketches, Reference material, Style Guides, Plastic Worlds • Memory • AI, Animation, Sound, Polygons, Textures, effects, shaders • Timeline (stress’ometer) • Time vs content/creativity, Aiming for the sky vs falling back to Earth. Stress = mistakes Speaker: Garth Midgley Copyright Atari Melbourne House

  7. Fundementals Speaker: Garth Midgley Copyright Atari Melbourne House

  8. Fundementals • Poly Distribution • Defined by Draw distance, Detail vs Content, Silhouette, Lighting (vertex or per pixel), near or far playing distance. Speaker: Garth Midgley Copyright Atari Melbourne House

  9. Fundementals • Poly Distribution • Defined by Draw distance, Detail vs Content, Silhouette, Lighting (vertex or per pixel), near or far playing distance. • Texture • Style, lighting, compression, using vertex and material colours Speaker: Garth Midgley Copyright Atari Melbourne House

  10. Fundementals • Poly Distribution • Defined by Draw distance, Detail vs Content, Silhouette, Lighting (vertex or per pixel), near or far playing distance. • Texture • Style, lighting, compression, using vertex and material colours • Lighting • Vertex - per poly = more polys, dynamic – per pixel = less poly’s but more textures and passes. • Defines mood, Atmosphere, Emotion, Visibility … • Direction, Orientation, draw player attention, interest Speaker: Garth Midgley Copyright Atari Melbourne House

  11. Fundementals • Poly Distribution • Defined by Draw distance, Detail vs Content, Silhouette, Lighting (vertex or per pixel), near or far playing distance. • Texture • Style, lighting, compression, using vertex and material colours • Lighting • Vertex - per poly = more polys, dynamic – per pixel = less poly’s but more textures and passes. • Defines mood, Atmosphere, Emotion, Visibility … • Direction, Orientation, draw player attention, interest • Collision • Simplify, integrity, accuracy, loding Speaker: Garth Midgley Copyright Atari Melbourne House

  12. Considerations Speaker: Garth Midgley Copyright Atari Melbourne House

  13. Considerations • Colour Theory • Palette defined by Style guide (Art Bible) Speaker: Garth Midgley Copyright Atari Melbourne House

  14. Considerations • Colour Theory • Palette defined by Style guide (Art Bible) • Space • Gamezone. Time between gameplay elements • Tight corridors, vast halls, rolling hills • Objects within space • Cluttered rooms – barren fields Speaker: Garth Midgley Copyright Atari Melbourne House

  15. Considerations • Colour Theory • Palette defined by Style guide (Art Bible) • Space • Gamezone. Time between gameplay elements • Tight corridors, vast halls, rolling hills • Objects within space • Cluttered rooms – barren fields • Culling • Cell and Portal, Occlusion, Sphere tree … • Changes building methods Speaker: Garth Midgley Copyright Atari Melbourne House

  16. Candy Speaker: Garth Midgley Copyright Atari Melbourne House

  17. Candy • Shaders • Material • Reflection, refraction, bump and normal map, glow • Light • Movement, Colour, Intensity Speaker: Garth Midgley Copyright Atari Melbourne House

  18. Candy • Shaders • Material • Reflection, refraction, bump and normal map, glow • Light • Movement, Colour, Intensity • Animation • Background (mesh) • Machinery (pistons, cogs), wind, birds • Texture • Waterfalls, monitors, city lights Speaker: Garth Midgley Copyright Atari Melbourne House

  19. Candy • Shaders • Material • Reflection, refraction, bump and normal map, glow • Light • Movement, Colour, Intensity • Animation • Background (mesh) • Machinery (pistons, cogs), wind, birds • Texture • Waterfalls, monitors, city lights • Effects • Particles, vector (electricity) Speaker: Garth Midgley Copyright Atari Melbourne House

  20. Candy • Shaders • Material • Reflection, refraction, bump and normal map, glow • Light • Movement, Colour, Intensity • Animation • Background (mesh) • Machinery (pistons, cogs), wind, birds • Texture • Waterfalls, monitors, city lights • Effects • Particles, vector (electricity) • Interaction • Tagging, burning, breaking, exploding – Players changing the worlds Speaker: Garth Midgley Copyright Atari Melbourne House

  21. Pipeline Speaker: Garth Midgley Copyright Atari Melbourne House

  22. Pipeline • Efficiency • Speed of compiles vs motivation Speaker: Garth Midgley Copyright Atari Melbourne House

  23. Pipeline • Efficiency • Speed of compiles vs motivation • Tools • Off the shelf • Professional, Worldwide Q&A, Stability, writing plug-ins • In house • Streamlined for project, fast updates • In game • WYSIWYG, fast Speaker: Garth Midgley Copyright Atari Melbourne House

  24. Objective Speaker: Garth Midgley Copyright Atari Melbourne House

  25. Objective • Stand back • Be brutal if you have to • The 3D world is not set in stone Speaker: Garth Midgley Copyright Atari Melbourne House

  26. Objective • Stand back • Be brutal if you have to • The 3D world is not set in stone • Quality Assurance • Bug fixing • Outside opinions • Focus testing • A fresh look at your world Speaker: Garth Midgley Copyright Atari Melbourne House

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