game content development (game content development)

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Page 1: Game Content Development (Game Content Development)

(Game Content Development)

Page 2: Game Content Development (Game Content Development)

Diego Colombo [email protected]

Game Elements

• A scenario, for sure!

• Some characters

• Something to interact with

• Something to see

• Something to ear

Page 3: Game Content Development (Game Content Development)

Diego Colombo [email protected]

Production Pipeline

Game Design 3D ModelingUV Map

generationTexturing Prelightining

Game Engine Integration

Scenography

Rigging ActorsChatacter Animation

Motion Capturing

Game Production

Painting

Game Design 3D ModelingUV Map

generationTexturing Prelightining

Game Engine Integration

Scenography

Rigging ActorsChatacter Animation

Motion Capturing

Game Production

Painting

Page 4: Game Content Development (Game Content Development)

Diego Colombo [email protected]

3D Modeling for a game

Character Details and Background

Physical Protoype

3D model generation

Model Acquisition

Character Design TuningCharacter Details and

Background

Physical Protoype

3D model generation

Model Acquisition

Character Design Tuning

Page 5: Game Content Development (Game Content Development)

Diego Colombo [email protected]

Texturing

• Each model can have different materials

• Each material can have different textures

• Textures can be integrate with FX code

Page 6: Game Content Development (Game Content Development)

Diego Colombo [email protected]

Just a note about FX

• FX are used to achieve realistic materials

• Water

• Reflection

• Glowing

Page 7: Game Content Development (Game Content Development)

Diego Colombo [email protected]

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

Page 8: Game Content Development (Game Content Development)

Diego Colombo [email protected]

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

Page 9: Game Content Development (Game Content Development)

Diego Colombo [email protected]

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

Page 10: Game Content Development (Game Content Development)

Diego Colombo [email protected]

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

Page 11: Game Content Development (Game Content Development)

Diego Colombo [email protected]

Blending

• Typical approach for facial animation

• Number of polygons must match between blending shapes

Page 12: Game Content Development (Game Content Development)

Diego Colombo [email protected]

Beware of interaction

Page 13: Game Content Development (Game Content Development)

Diego Colombo [email protected]

MotionBuilder snapshot

Page 14: Game Content Development (Game Content Development)

Diego Colombo [email protected]

RiggingChatacter Animation

Motion Capturing

KeyFrames editing

RiggingChatacter Animation

Motion Capturing

KeyFrames editing

Characterization Pipeline

Page 15: Game Content Development (Game Content Development)

Diego Colombo [email protected]

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

Page 16: Game Content Development (Game Content Development)

Diego Colombo [email protected]

Texture and Text

32 x 12816 x 64

Page 17: Game Content Development (Game Content Development)

Diego Colombo [email protected]

Prelightning with image based illumination

• Vertex contains information about illumination

• Illumination is achieved through global illumination from an image

Page 18: Game Content Development (Game Content Development)

Diego Colombo [email protected]

Geometry details and illumination

• We can use vertex color illumination

• Vertex shaders can be used to pertubate the value

Page 19: Game Content Development (Game Content Development)

Diego Colombo [email protected]

Daylight changes

Page 20: Game Content Development (Game Content Development)

Diego Colombo [email protected]

Shadows

• Shadows should be smooth

• Static shadow can be faked

• Geometry must be corrected to support good shadows

Page 21: Game Content Development (Game Content Development)

Diego Colombo [email protected]

Tweaking

Page 22: Game Content Development (Game Content Development)

Diego Colombo [email protected]

Almost done

Page 23: Game Content Development (Game Content Development)

Diego Colombo [email protected]

Level Completed

Prelight + shadows + texturing

Page 24: Game Content Development (Game Content Development)

Diego Colombo [email protected]

Low poly does not mean low detail

Page 25: Game Content Development (Game Content Development)

Diego Colombo [email protected]

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

Page 26: Game Content Development (Game Content Development)

Diego Colombo [email protected]

A beautiful ugly game(Matrix path of Neo by Atari)

Page 27: Game Content Development (Game Content Development)

Diego Colombo [email protected]

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

Page 28: Game Content Development (Game Content Development)

Diego Colombo [email protected]

A game goes to the market if . .

Page 29: Game Content Development (Game Content Development)

Diego Colombo [email protected]

. . It holds the 4 B of success

• Blade

• Bop

• Blood

• Breast

Page 30: Game Content Development (Game Content Development)

Diego Colombo [email protected]

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

Page 31: Game Content Development (Game Content Development)

Diego Colombo [email protected]

Finding similarities . .

Page 32: Game Content Development (Game Content Development)

Diego Colombo [email protected]

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

Page 33: Game Content Development (Game Content Development)

Diego Colombo [email protected]

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

Page 34: Game Content Development (Game Content Development)

Diego Colombo [email protected]

Dead or Alive 4 (Xbox)

Page 35: Game Content Development (Game Content Development)

Diego Colombo [email protected]

Cinematic . .

• Games move from one level to another through short movies

• Graphics definition should match as much as possible

Page 36: Game Content Development (Game Content Development)

Diego Colombo [email protected]

DevilMayCry3(PS2) & 4(PS3)

Game

Short Movie

Page 37: Game Content Development (Game Content Development)

Diego Colombo [email protected]

How To

• A good combination of– Low Poly– Textures– Reflection– Refraction– HW Acceleration– Normal Map

Page 38: Game Content Development (Game Content Development)

Diego Colombo [email protected]

Ninja Gaiden XBox

Game

Page 39: Game Content Development (Game Content Development)

Diego Colombo [email protected]

Effects and sparkles(God of War)

• Games arise from imagination

• Putting supernatural in game enforce the performance

• Do it when it is necessary

Page 40: Game Content Development (Game Content Development)

Diego Colombo [email protected]

Masses and AI: Colossal Games(Spartan total warrior)

• Noise is noise, not duplication!

Page 41: Game Content Development (Game Content Development)

Diego Colombo [email protected]

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

Page 42: Game Content Development (Game Content Development)

Diego Colombo [email protected]

Resources

• Discover the Game with AliasAlias|Learning Tools

• Maya personal training Edition

• Motion Builder personal training Edition

• http://www.alias.com