how valve connects art direction to gameplay

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Moby Francke Randy Lundeen How Valve Connects Art Direction to Gameplay

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Page 1: How Valve Connects Art Direction to Gameplay

Moby FranckeRandy Lundeen

How Valve Connects Art Direction to Gameplay

Page 2: How Valve Connects Art Direction to Gameplay

Introduction

Team Fortress 2Distinctive SilhouettesStylized shading

Left 4 DeadCreating a Dark, Gritty Horror experienceApplying lessons learned from TF2Utilizing “Filmic” effects

Page 3: How Valve Connects Art Direction to Gameplay

Team Fortress Mod

Page 4: How Valve Connects Art Direction to Gameplay

Initial Team Fortress 2

Page 5: How Valve Connects Art Direction to Gameplay

Initial Team Fortress 2

Medic

!

Page 6: How Valve Connects Art Direction to Gameplay

Team Fortress 2

Page 7: How Valve Connects Art Direction to Gameplay

Why The Unique Visual Style?

GameplayReadabilityBranding

Page 8: How Valve Connects Art Direction to Gameplay

Team – Friend or Foe?Color

Class – Run or Attack?Distinctive silhouettesBody proportionsWeaponsShoes, hats and clothing folds

Selected weapon – What’s he packin’?Highest contrast at chest level, where weapon is heldGradient from dark feet to light chest

Color Swatch

Read Hierarchy

Page 9: How Valve Connects Art Direction to Gameplay

Early 20th Century Commercial Illustration

Dean Cornwell

J. C. Leyendecker

Norman Rockwell

Page 10: How Valve Connects Art Direction to Gameplay

Early 20th Century Commercial Illustration

Chose to adopt specific conventions of the commercial illustrator J. C. Leyendecker:

Shading obeys a warm-to-cool hue shift. Shadows go to cool, not blackSaturation increases at the terminator with respect to a given light source. The terminator is often reddened.On characters, interior details such as clothing folds are chosen to echo silhouette shapesSilhouettes are often emphasized with rim highlights rather than dark outlines

Page 11: How Valve Connects Art Direction to Gameplay

J.C. LeyendeckerThanksgiving 1628-1928

J.C. LeyendeckerTally-Ho, 1930

Clothing Folds

Page 12: How Valve Connects Art Direction to Gameplay

J.C. LeyendeckerArrow collar advertisement,

1929

J.C. LeyendeckerSwimmin’ Hole, 1935

Rim Highlights

Red Terminator

Page 13: How Valve Connects Art Direction to Gameplay

Before Rim HighlightingEarly Production Still from Meet the HeavyEarly Production Still from Meet the Heavy

Page 14: How Valve Connects Art Direction to Gameplay

2D Rim Highlighting Paintover

Early Production Still from Meet the HeavyEarly Production Still from Meet the Heavy

Page 15: How Valve Connects Art Direction to Gameplay

Character Creation1.Character silhouette

2. Interior shapes

3.Model sheet

4.3D Model

5.Character Skin

6.Final Character in game

Page 16: How Valve Connects Art Direction to Gameplay

Character SilhouetteBuilding block of character designIdentifiable at first read

Page 17: How Valve Connects Art Direction to Gameplay

Interior ShapesSolving interior character design with shadow shapesKeep it iconicWork out design in three quarter pose

Page 18: How Valve Connects Art Direction to Gameplay

Model SheetUse concept painting as guideSolve design problems using silhouette onlySolve interior design with shadow shapes

Page 19: How Valve Connects Art Direction to Gameplay

3D ModelMatch silhouette to model sheetSolve 3 quarter design with screenshots / paintoversModel with character in mind

Page 20: How Valve Connects Art Direction to Gameplay

Base Ambient Occlusion map

Page 21: How Valve Connects Art Direction to Gameplay

Character Skin

Page 22: How Valve Connects Art Direction to Gameplay

Final Character3D model with texture and basic shading

Page 23: How Valve Connects Art Direction to Gameplay

Engineer Concept

Page 24: How Valve Connects Art Direction to Gameplay

Engineer model

Page 25: How Valve Connects Art Direction to Gameplay

Pyro Concept

Page 26: How Valve Connects Art Direction to Gameplay

Pyro model

Page 27: How Valve Connects Art Direction to Gameplay

Environment DesignCreating a compelling, immersive worldTeam distinction through material hue/value/saturation.Impressionistic painterly look

Page 28: How Valve Connects Art Direction to Gameplay

Contrasting Team PropertiesRed

Warm colorsNatural materialsAngular geometry

BlueCool colorsIndustrial materialsOrthogonal forms

Page 29: How Valve Connects Art Direction to Gameplay

World texturing

Texture map In-game Screenshot

Page 30: How Valve Connects Art Direction to Gameplay

World texturing

Texture map In-game Screenshot

Page 31: How Valve Connects Art Direction to Gameplay

World texturing

Texture map In-game Screenshot

Page 32: How Valve Connects Art Direction to Gameplay

World texturing

Texture map In-game Screenshot

Page 33: How Valve Connects Art Direction to Gameplay

Model texturing

Texture map In-game Screenshot

Page 34: How Valve Connects Art Direction to Gameplay
Page 35: How Valve Connects Art Direction to Gameplay

IntroductionCo-op, first-person horror gameDynamic shared narrative

Experience a scary action movie with your friends

AI DirectorProcedurally generated character performance, pacing, effects and music

Available this Fall

Page 36: How Valve Connects Art Direction to Gameplay

Art Direction and GameplayCreating a dark, scary cinematic

environmentAppling lessons learned from TF2Utilizing “Filmic” EffectsIncorporating shaders that enhance a dark setting

Page 37: How Valve Connects Art Direction to Gameplay

Filmic effectsColor CorrectionGrainVignetteLocal Contrast EnhancementDynamically communicate game state

Page 38: How Valve Connects Art Direction to Gameplay

No Post-processingNo Post-processing

Page 39: How Valve Connects Art Direction to Gameplay

Color CorrectionColor Correction

Page 40: How Valve Connects Art Direction to Gameplay

GrainGrain

Page 41: How Valve Connects Art Direction to Gameplay

No GrainNo Grain GrainGrain

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Before VignetteBefore Vignette

Page 43: How Valve Connects Art Direction to Gameplay

VignetteVignette

Page 44: How Valve Connects Art Direction to Gameplay

Local ContrastLocal Contrast

Page 45: How Valve Connects Art Direction to Gameplay

Filmic Effects OFFFilmic Effects OFF

Page 46: How Valve Connects Art Direction to Gameplay

Filmic Effects ONFilmic Effects ON

Page 47: How Valve Connects Art Direction to Gameplay

Normal StateNormal State

Page 48: How Valve Connects Art Direction to Gameplay

Third StrikeThird Strike

Page 49: How Valve Connects Art Direction to Gameplay

Hunter PounceHunter Pounce

Page 50: How Valve Connects Art Direction to Gameplay

Normal StressNormal Stress

Page 51: How Valve Connects Art Direction to Gameplay

High StressHigh Stress

Page 52: How Valve Connects Art Direction to Gameplay

Lighting for DarknessHorror/suspense themeLighting that supports fiction/navigationImportance of SilhouettePlayer as light source

Page 53: How Valve Connects Art Direction to Gameplay

Too many areas of contrastToo many areas of contrast

Page 54: How Valve Connects Art Direction to Gameplay

Simplified lightingSimplified lighting

Page 55: How Valve Connects Art Direction to Gameplay

In-game headlightsIn-game headlights

Page 56: How Valve Connects Art Direction to Gameplay

In-game headlightsIn-game headlights

Page 57: How Valve Connects Art Direction to Gameplay

Smoking the SetSeparate foreground from background

FogLight colored fog in dark areas to contrast with silhouettes of infected in mid-ground

ParticlesAdds atmosphere and helps accentuate silhouettes of infected against lighter particles

Page 58: How Valve Connects Art Direction to Gameplay

Black FogBlack Fog Light FogLight Fog

Page 59: How Valve Connects Art Direction to Gameplay

Without particlesWithout particles With particlesWith particles

Page 60: How Valve Connects Art Direction to Gameplay

Reload, Shove & Muzzle FlashPlayer is the light source

Increases drama and immersionFlashlight is attached to the weapons

ReloadingShovingMuzzle flash

Encourages players to coordinate actions

Page 61: How Valve Connects Art Direction to Gameplay

Self Shadowed Normal MappingNormal mapping

locally alters surface orientation, causing detailed lighting effects

Narrow dark area from normal facing away from the light

Light Intensity

Page 62: How Valve Connects Art Direction to Gameplay

Self Shadowed Normal MappingNormal mapping

locally alters surface orientation, causing detailed lighting effectsSSNM incorporates local self-shadowing information for greater surface richnessReacts to lighting from radiosity as well as dynamic lights in the scene, such as the player’s flashlightRefactoring our shader code, this turns out to be free

Narrow dark area from normal facing away from the light

Self-Shadowed Region

Light Intensity

Page 63: How Valve Connects Art Direction to Gameplay

Self-Shadowed Normal Mapping in EngineSelf-Shadowed Normal Mapping in Engine

Page 64: How Valve Connects Art Direction to Gameplay

Wetness / PuddlesFilm techniqueAdds details to dark settingsEnhances moodiness

Page 65: How Valve Connects Art Direction to Gameplay

In-game screenshotIn-game screenshot

Page 66: How Valve Connects Art Direction to Gameplay

Summary

Team Fortress 2Distinctive SilhouettesStylized shading

Left 4 DeadCreating a Dark, Gritty Horror experienceApplying lessons learned from TF2Utilizing “Filmic” effects

Page 67: How Valve Connects Art Direction to Gameplay

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© 2008 Microsoft Corporation. All rights reserved.This presentation is for informational purposes only.

Microsoft makes no warranties, express or implied, in this summary.