u15 art and animation for computer games

35
U15: ART & ANIMATION FOR COMPUTER GAMES

Upload: s-angland

Post on 07-Nov-2014

896 views

Category:

Education


1 download

DESCRIPTION

Support guide for

TRANSCRIPT

Page 1: U15   art and animation for computer games

U15: ART & ANIMATION FOR

COMPUTER GAMES

Page 2: U15   art and animation for computer games

Health Warning Please remember that the Exam Board

doesn’t provide MAs for anything beyond U4, so this is my best interpretation of the markgrids and other paperwork…

Page 3: U15   art and animation for computer games

Scenario

A small games company is trying to break into the more steady education market using a health education game. The ones they’re thinking about are focused on healthy eating.

NOTE that for this Unit you need access to and familiarity with3D animation software! On your own head be it!

Page 4: U15   art and animation for computer games

Task 1: Know the lay of the land

Here you need to be clear about the components of game art. Like many things, the surface that the user/client sees is w-a-y off the reality. The less they are aware of, the better the craft of the composing team.

So let’s break down the components of game art, and you do some serious research into each of these elements…

Page 5: U15   art and animation for computer games

Task 1: Know the lay of the land

Game art components:environmentscharactersobjects, including vehicles and weaponsinterface graphicsbasic texturinglightingrendering

In your research, think the basic 5Ws!

Page 6: U15   art and animation for computer games

Markgrid – AO1

PASSCandidates provide a brief description of

game art components, covering environments, characters, objects and interface graphics.

They use examples from existing games, these may be limited.

Page 7: U15   art and animation for computer games

Markgrid – AO1

MERITCandidates provide a detailed analysis of

game art components, covering environments, characters, objects and interface graphics.

They use a range of suitable examples from existing games.

Page 8: U15   art and animation for computer games

Markgrid – AO1 DISTINCTION

Candidates provide a comprehensive analysis of game art components, covering environments, characters, objects and interface graphics.

They use a wide range of suitable examples from existing games.

Page 9: U15   art and animation for computer games

Task 2: Getting the look right

So in this section we’re looking. Literally. Here’s the concept art section- you need to create some concept art for our healthy eating game.

There are – as always – a range of elements that you need to consider here. You can use a tablet or good ol’ pencil and paper for this one, because this will be concentrated: this is the basis for your game.

And it needs to look good.

Page 10: U15   art and animation for computer games

Task 2: Getting the look right

What your concept art should communicate:visual styleexample environmentterrain/ landscape/ cityscape/ spacescape/

abstractcharacters: player and non-playerobjects: vehicles, weapons, props, devicesinterface design, iconography and layout

Page 11: U15   art and animation for computer games

Task 2: Getting the look right

Me, I’d do this in layers: Where is it set?What happens?Who’s involved?What tools do they use?How do they travel – if at all?What does it ‘feel’ like (communicated through

colour, surface style… you know this…) Do LOTS of sketches. Keep them ALL

Page 12: U15   art and animation for computer games

Markgrid – AO2

PASSCandidates create simple concept art for

most of the game aspects, although they may not have achieved these to any degree of artistic merit.

The concept art produced may not be appropriate.

Page 13: U15   art and animation for computer games

Markgrid – AO2

MERITCandidates achieve a good standard of

concept art that will effectively communicate most of the elements of game art and how it is created.

The concept art produced is appropriate.

Page 14: U15   art and animation for computer games

Markgrid – AO2

DISTINCTIONCandidates demonstrate an extensive

understanding of all elements of game art and how it is created

They have an original approach to the creation of concept art that is executed to a near professional standard.

All the concept art produced is appropriate and effective.

Page 15: U15   art and animation for computer games

Task 3: Back to the techie stuff

So you have the images in your head, and hopefully on paper as close as you can get.

How do you get them to ‘act’ on screen?And before you can think of copping out with

‘tweening’ let me remind you this is Level 3… no gain without pain…

Check and research the list on the next slide

Page 16: U15   art and animation for computer games

Task 3: Back to the techie stuff

The elements with which you need to be comfortable include:Key frames and between frames (tweening)Loops and cyclesDifferent animation techniques:

○ vertex animation○ cluster based○ bones driven○ morphs and morph targets○ Others you can find (extra Brownie points!)

Character animation: bones-based and body parts

Page 17: U15   art and animation for computer games

Markgrid – AO3

PASSCandidates demonstrate a basic

knowledge of animation, both in general and as specifically applied to computer games.

They use examples to illustrate this, these may be limited.

Page 18: U15   art and animation for computer games

Markgrid – AO3

MERITCandidates demonstrate a detailed

knowledge of animation, both in general and as specifically applied to computer games.

They analyse existing animation examples.

Page 19: U15   art and animation for computer games

Markgrid – AO3

DISTINCTIONCandidates demonstrate a

comprehensive knowledge of animation, both in general and as specifically applied to computer games.

They analyse a wide range of existing animation examples.

They show an in-depth understanding of relevant techniques and concepts.

Page 20: U15   art and animation for computer games

Task 4: Knowing your limits

While in your games the characters can do all sorts of stuff (think about The Matrix!) the practicality of creation has a number of limitations placed upon the process.

And not all of them are anything to do with me, you, or the network!

What are they..? Check out the next slide…

Page 21: U15   art and animation for computer games

Task 4: Knowing your limits

The three main ones for you to look at are:Realtime 3D renderingPolygon counts and texture sizesComparisons between different engines and

platforms Get yourself a definition, and a sense of

how they affect the process and the final product.

Page 22: U15   art and animation for computer games

Markgrid – AO4

PASSCandidates demonstrate a general

awareness of the technical constraints of computer games art and animation.

They understand in principle how to create optimised art and animation assets..

Page 23: U15   art and animation for computer games

Markgrid – AO4

MERITCandidates demonstrate a detailed

awareness of the technical constraints of computer games art and animation.

They understand how to create optimised and efficient art and animation assets.

They understand some of the technical requirements of various platforms.

Page 24: U15   art and animation for computer games

Markgrid – AO4

DISTINCTIONCandidates demonstrate a comprehensive

awareness of the technical constraints of computer games art and animation.

They demonstrate the ability to create optimised and efficient art and animation assets.

They fully understand and explain the main technical requirements of various platforms.

Page 25: U15   art and animation for computer games

Task 5: Create one Level

Well, let’s steal some ideas… err… be inspired by the work of others in this field.

You need to use examples from existing games to understand/ explain/ demonstrate the concept of game level.

How? Well, I’ve run out of space here… check the next slide for the downlow…

Page 26: U15   art and animation for computer games

Task 5: Create one Level Two parts to this one:

Simple game level sketch:○ draw a plan view or map○ use image or photographic reference if appropriate

Simple level model using 3D package:○ create floor area, terrain, track or course○ add features and/or simple buildings using box

modelling and texturing

Got it? Design, then build. Look back at your earlier concept art sketches to help with details. Like a good writer – stick to something you know to get best results

Page 27: U15   art and animation for computer games

Markgrid – AO5

PASSCandidates conceive and create a very

simple game level using rudimentary objects and textures.

The game level may not work as intended.

Page 28: U15   art and animation for computer games

Markgrid – AO5

MERITCandidates create a 3D game level using

properly modelled surfaces and textured objects.

The game level is based on a coherent and well planned structure and map design.

There is some evidence of original and creative design.

Page 29: U15   art and animation for computer games

Markgrid – AO5 DISTINCTION

Candidates excel in their creation of a 3D game level, demonstrated through a highly detailed level design map and executed using fully modelled and textured terrain.

They include other appropriate elements plus additional objects and details which may well be derived from a candidate’s own investigations and research into level creation through analysis of existing titles and resources.

Page 30: U15   art and animation for computer games

Task 6: Who’s on first?

So you have your context: where your character(s) will live, fight, search, whatever…

Now we need some serious detail on the main character. Now nothing in the world is wholly original – as you know every time you watch TV and someone predicts the ending. So you don’t have to be wholly original – just inspired.

Page 31: U15   art and animation for computer games

Task 6: Who’s on first? Think about your character’s character…

examples from existing games appearance, styling, moves and behaviours

Reference material character image reference Photos cartoon and graphical characters

Game character - initial techniques: Sketching marquette modelling modelling reference: front and side views

Modelling and animating a game character: torso, limbs and head bones, joints and skin creating a simple walk cycle basic character controls

Page 32: U15   art and animation for computer games

Task 6: Who’s on first? For ideas – most of the animated DVD’s have sections on

how the team created their world – the Toy Story one is brilliant, for example. Equally a lot of the Wallace and Gromit stuff is useful too – and for a small fee (paid in chocolate, of course) I’ll let you borrow my copies!

Think about how your character stands, moves, how they hold their head, limbs, how their ‘face’ changes as they talk… You’re down to the minutiae here: and you’re gonna find some of your concept art needs ‘refinement’ as you go..!

Page 33: U15   art and animation for computer games

Markgrid – AO6

PASSCandidates achieve a basic standard of

character design.They conceive and create a simple game

character.Candidates produce artwork and

animation and demonstrate some knowledge of techniques and concepts of computer game animation.

Page 34: U15   art and animation for computer games

Markgrid – AO6 MERIT

Candidates achieve a good standard of character design, both in conception and execution.

They model a simple game character with at least one animation cycle.

Candidates produce artwork, modelling and animation competently and demonstrate good knowledge of techniques and concepts of computer game animation.

There is some evidence of original and creative design.

Page 35: U15   art and animation for computer games

Markgrid – AO6 DISTINCTION

Candidates achieve a fully realised 3D game character of a high standard, with animations incorporated.

They model a simple game character with at least two different animation cycles.

Candidates produce artwork, modelling and animation to a high standard in both 2D and 3D.

They show a high level of aesthetic and creative flair in character creation and animation

The work is completed to a near professional standard, with original ideas and designs fully executed with pleasing aesthetic qualities and evidence of technical prowess.