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Game Content Development

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Game Content Development (Game Content Development) Game Elements A scenario, for sure! Some characters Something to interact with Something to see Something to ear ... – PowerPoint PPT presentation

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Title: Game Content Development


1
Game Content Development
  • (Game Content Development)

2
Game Elements
  • A scenario, for sure!
  • Some characters
  • Something to interact with
  • Something to see
  • Something to ear

3
Production Pipeline
4
3D Modeling for a game
5
Texturing
  • Each model can have different materials
  • Each material can have different textures
  • Textures can be integrate with FX code

6
Just a note about FX
  • FX are used to achieve realistic materials
  • Water
  • Reflection
  • Glowing

7
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 m2

8
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
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
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
Blending
  • Typical approach for facial animation
  • Number of polygons must match between blending
    shapes

12
Beware of interaction
13
MotionBuilder snapshot
14
Characterization Pipeline
15
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
Texture and Text
16 x 64
32 x 128
17
Prelightning with image based illumination
  • Vertex contains information about illumination
  • Illumination is achieved through global
    illumination from an image

18
Geometry details and illumination
  • We can use vertex color illumination
  • Vertex shaders can be used to pertubate the value

19
Daylight changes
20
Shadows
  • Shadows should be smooth
  • Static shadow can be faked
  • Geometry must be corrected to support good shadows

21
Tweaking
22
Almost done
23
Level Completed
  • Prelight shadows texturing

24
Low poly does not mean low detail
25
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
A beautiful ugly game(Matrix path of Neo by
Atari)
27
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
A game goes to the market if . .
29
. . It holds the 4 B of success
  • Blade
  • Bop
  • Blood
  • Breast

30
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
Finding similarities . .
32
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
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
Dead or Alive 4 (Xbox)
35
Cinematic . .
  • Games move from one level to another through
    short movies
  • Graphics definition should match as much as
    possible

36
DevilMayCry3(PS2) 4(PS3)
Short Movie
Game
37
How To
  • A good combination of
  • Low Poly
  • Textures
  • Reflection
  • Refraction
  • HW Acceleration
  • Normal Map

38
Ninja Gaiden XBox
Game
39
Effects and sparkles(God of War)
  • Games arise from imagination
  • Putting supernatural in game enforce the
    performance
  • Do it when it is necessary

40
Masses and AI Colossal Games(Spartan total
warrior)
  • Noise is noise, not duplication!

41
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
Resources
  • Discover the Game with AliasAliasLearning Tools
  • Maya personal training Edition
  • Motion Builder personal training Edition
  • http//www.alias.com
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