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IMGD 1001 - The Game

Development Process:
The Art Pipeline

by
Robert W. Lindeman (gogo@wpi.edu)
Kent Quirk (kent_quirk@cognitoy.com)
(with lots of input from Mark Claypool!)

Outline
 The 2D art pipeline
 Concept
 Creation
 Conversion
 The 3D art pipeline
 Concept
 Modeling
 Texturing
 Lighting
 Asset Management

Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 2

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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 sequence of operations required to move
art assets from concept to the finished
product

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Types of 2D Art
 These are created with tools:
 UI
 Sprites / pixel art
 Type and fonts

 These need a pipeline:


 Character art
 Scenery / worlds
 Characters
 Animation
 Video
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2D Asset Creation

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2D Pipeline (1 of 3)
 Now draw charts for for each of the
remaining things
 Concept:
 Sketches
 Napkin-style
 Detailed design treatments
 Paper prototypes (for UI)

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2D UI Prototype

designersnotebook.com
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Paper Prototype UI

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

Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 9

Assets for a 2D animation

eberlein.org/euphoria
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Another 2D character

cvrpg.com
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One More

aniway.com
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2D Pipeline (3 of 3)
 Conversion
 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

Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 13

3D Asset Creation

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3D Pipeline (1 of 4)
 Concept:
 Sketches
 Napkin-style
 Detailed design treatments
 Paper prototypes (for UI)
 Maquettes
 Animation sketches / flipbooks
 Mockup models
 Texture mockups
 Architectural layout

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3D UI Prototype

lostgarden.com
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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
 Homegrown tools
 Specialized animation systems
 Tools that simulate key game features (UI
layout tool, etc)
 The game engine
 Exporters / plugins
Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 17

3D Studio Max

gamedev.net
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Stages of a Model

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3D Pipeline (3 of 4)
 Animation systems
 Motion capture
 Third party tools
 Homebuilt tools

 Texturing systems
 Shaders / surface tools
 Renderers / video systems

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Texturing and Accessories

garagegames.com
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A Model, Textured

zbrush
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Character and a Skin

secretlair.com
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Another Skin

cresswells.com
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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

Lindeman & Quirk (& Claypool) - WPI Dept. of Computer Science 25

Asset Management
 How do you share the production process
across time, space, and content
creators?
 Source code has many tools -- "solved"
 Data 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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