Game Development for Gamers #2 – “Camille, I 0010101110101 you!”

I got a little stuck planning out my posts for Game Development for Gamers, because I honestly have no idea how little or how much you know about game development. My mind has become so warped lately I froth at the mouth thinking about parallax maps – is this a subject that excites the general gaming public?

I’m constantly being suprised both in the extremes of how much some of you do know, and also with comments like “games are made on PS3’s”. (If you are of the “games are made on PS3’s” school; they aren’t. Games are made on PC’s and Macs.)

So to get the ball rolling, I want to start at a level everyone will understand, and give myself time to work on something of the 3-dimensional pretty variety to show you in GDG#3.

Artists “Make Things”

A Concept Artist, as the name suggests, produces concept art (!) from using traditional methods with paintbrushes and pencils to digital painting with a graphics tablet. For an art team, concept art will demonstrate an art style that should be used to give the game a consistent look throughout. This is why with an exciting game in the works, concept art could be the first glimpse you get to see. Concept art may also be used to illustrate points in a pitch document for prospective publishers, or for promotional purposes in the PR department. I’ve run out of P’s now, so it’s time to move along.

TS4

I’m not sure if “3D Artist” is an official role in a regular studio, but that’s usually what I call myself (see also: chocolate fiend, grammar policewoman and captain whinge). 3D artists use software like Max, Maya, Modo and Mudbox to create all the 3D models you’ll see in-game. If blueprints are available or model sheet has been produced (line drawings of the front, side and top views of a model), these can be loaded into the 3D package as a semi-transparent texture and used as guidelines to stick to during the modelling process.

In this image I took photos of my own hand to use as a template.

Hand modelling

Have you ever seen someone taking a close-up photo of road tarmac? Lamp posts? Drain covers, brick walls, or pavement curbs? Because the chances are they’re a complete nutcase. Or a texture artist. Possibly both.

Texture artists gather, create, and manipulate images that are used to create a texture map, which is applied to the surface of a 3D model.ย  Roof Texture

Unfortunately this isn’t as simple as finding a texture, making it seamless or tilable and clicking ‘apply’. Using UVW unwrap in Max, for example, a model must be unwrapped into seperate sections so it can be laid out flat. Once unwrapped, Each section of the model will need resizing into a limited square area, but it must be resized appropriately so enough space is given to areas of the texture that require the most amount of detail. All your gathered textures will need to fit into the correct space without overlapping. (THEN it’s as simple as clicking ‘apply’)

Animators “Make Things Move”

This isn’t my area at all- but in brief, an animator will typically have a fully modelled, textured character passed onto them, which they will have to animate. The most self-explanitory method is motion capture, but not everyone has the luxury of a motion capture studio and a collection of willing actors.

I can vaguely describe that a “rig” provides a set of bones and joints which will need to allign with a model, giving an animator control over the model’s movement across each individual limb and joint. Obviously then, standard humanoid characters with the same dimensions can all use the same rig, but a hideously malformed double-jointed triple-headed twelve-legged monster would need a rig of a completely different shape and design.

Programmers “Make Things Happen”

From my perspective, this is where the title comes in.

I would loosely describe programming (in any form) as having to learn another language, so you are able to communicate to a computer what you would like it to do. For games programming, there are specific languages that a programmer may have to use, such as Java Script or C++. This is why when I google “C++ Programming” I see this image that means absolutely nothing to me, because it’s in a language I do not understand.

Programming

When Lara Croft falls into a pit of spikes, a programmer will have instructed Lara’s death animation to activate when her model collides with the spikes (or an invisible collider laid over the spikes).

Without programming, you do not have a game, because programming is everything a game needs in order to function and be interactive. Without programming, you could have a magnificent set of models and terrain, but nothing would be triggered by your exploration, a character would not respond to button presses, and Lara wouldn’t go “AAAAAAAAAAAAAA!”.

Programmers are the brains, animators are the bones, and artists are the shape and colour.

In GDG#3 I’m going to talk more about modelling and texturing, but not parallax mapping, not yet, I know you CAN’T WAIT to hear about it! Ha. I’ll fetch the mop. Mmmmhh… they’re just so damn clever!


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9 responses to “Game Development for Gamers #2 – “Camille, I 0010101110101 you!””

  1. Tony avatar
    Tony

    Despite having done C++ throughout my entire university degree, that block of code above still fills me with fear. Although to be fair, it’s mainly so horrifying because the middle section is actually written in assembler and not C++. Yuck.

  2. MarkuzR avatar
    MarkuzR

    I found this really interesting because I genuinely had no idea that this is how a games studio worked! I, very stupidly, assumed that there would certainly be a concept artist and an actual writer to come up with the concepts in the first place… but thought the graphic artists would have created all the wireframe models themselves, then the skeletons (or rigs, which I now know is the correct term) and then textured them for the programmer to then take hold of.

    I’ve not even touched 3D animation in more than 10 years, but I had to do everything from the ground up to completion… so it’s really good to see that people are now being given roles rather than being expected to just do everything themselves.

    Cool ๐Ÿ™‚

  3. Emily avatar
    Emily

    Tony- I couldn’t tell one language from another, my mistake with the image really highlights how baffling it is to me!

    I want someone to leave a comment between */ and /*.

  4. Jake avatar

    Ah that old, old story. Droid meets droid, droid falls in love with droid, droid loses droid, droid turns out to be blob, droid gets blob back again. A classic tale.

    Nice Blog Em. I am looking forward to the next part fo’ sho’ – you’re awakening my tech geek…

  5. theBlackHalo avatar
    theBlackHalo

    I believe it depends on the studio in terms of what the official roles are, even then the role ‘3D artist’ can be sub categorised to those that are ‘Character Modellers’ and those that are ‘Environmental Artists.’ Then (again depending on studio) you might have ‘Technical Artists’ too… no doubt there are other roles but I’ll stop here.

    Indeed, Coders are probably, if not, THE most important aspect of game development. They are generally paid the most ๐Ÿ™‚ in the industry. But seriously, it’s vital that there is good communication from the art side, to ensure the assets are integrated as designed.

    Good ‘in a nutshell’ post.

  6. Dan Forever avatar
    Dan Forever

    Nice to see a new dev studio in the North East (is nearly 18 months still considered new?).

    Is the studio you work for a similar project to that of 3rd Dimension? Worked with them a couple of times in the past.

    I’m currently programming away at Mere Mortals myself. I hope whatever you’re currently working on turns out to be a success!

  7. Emily avatar
    Emily

    We’ve only really united ourselves in full-time work this June and become a registered company, so doing this ‘properly’ (or trying to) still feels new ๐Ÿ™‚

    We’re friends with Sean at 3rd Dimension – I have a vivid memory of him sitting down with us and telling us it’d be hard and most the team would pack in, he was right!

  8. ZeroMark avatar
    ZeroMark

    Great read,

    I really want to get into game design, hopefully going to Uni next year. Ive never really looked into art or coding and always concentrated on the creation of design docs. Ill need to get some 3D experiance i think.

    Congrats on the studio. Loving the series cant wait for the next one.

  9. Trevor Montour avatar

    Nice Post! I’m gonna spread the word that way you get more readers! Game Players will control the world!

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