Art pipeline: Difference between revisions
m typo(s) fixed: etc → etc. (2) using AWB |
No edit summary |
||
| Line 10: | Line 10: | ||
'''Design''' is the stage where the look, flow, story, etc. is created. storyline, story boards, dialogue, character design, plot, and the like. This is where a coherent game is created. Characters are designed, developed, and completed, storyline is dictated with a distinct plot flow and (where the game warrants such treatment) CG Cut away scenes are conceptualized for the forward momentum of the game’s story. Here is where the game’s overall appearance is dictated, such as how will the levels look, what kind of environment are we building, etc. Costumes, equipment, game play, major level goals, etc. are all decided here. In essence, this is where the “meat” of the game is put together. | '''Design''' is the stage where the look, flow, story, etc. is created. storyline, story boards, dialogue, character design, plot, and the like. This is where a coherent game is created. Characters are designed, developed, and completed, storyline is dictated with a distinct plot flow and (where the game warrants such treatment) CG Cut away scenes are conceptualized for the forward momentum of the game’s story. Here is where the game’s overall appearance is dictated, such as how will the levels look, what kind of environment are we building, etc. Costumes, equipment, game play, major level goals, etc. are all decided here. In essence, this is where the “meat” of the game is put together. | ||
'''Pre-production''' is the actual building of the game. Artists, programmers, technicians, producers, and directors are all involved in this stage. This is the stage that has brought rise to the new designation of “technical artists.” | '''Pre-production''' is the actual building of the game. Artists, programmers, technicians, producers, and directors are all involved in this stage. This is the stage that has brought rise to the new designation of “technical artists.” Artists and programmers work closely together to make sure the vision comes fully to life. Deviations from the original conceptualization are common here as the technical and artistic goals are found ineffective, or impossible. This is where the actual games take shape This is where the “alpha” copy is made. During this stage the developers work closely with marketing specialists so they can start building an advertising campaign. | ||
'''Post-production''' is the initial testing of the game wherein game testers are paid to play through the alpha and spot obvious problem areas and game glitches. The details are ironed out her and 3rd party critiques are taken into account. The Find what needs fixing, report the bugs, and then the designers and producers fix them. When the initial testing and correcting is done, we get the beta copy. This is the copy that often is produced in small quantities for specially selected, non-industry individuals can play through and further investigate glitches and bugs, as well as giving the producers an idea of the overall effectiveness of the game. After all this is done we finally get the final, shipable copy that makes its way to stores for the enjoyment of the masses. | '''Post-production''' is the initial testing of the game wherein game testers are paid to play through the alpha and spot obvious problem areas and game glitches. The details are ironed out her and 3rd party critiques are taken into account. The Find what needs fixing, report the bugs, and then the designers and producers fix them. When the initial testing and correcting is done, we get the beta copy. This is the copy that often is produced in small quantities for specially selected, non-industry individuals can play through and further investigate glitches and bugs, as well as giving the producers an idea of the overall effectiveness of the game. After all this is done we finally get the final, shipable copy that makes its way to stores for the enjoyment of the masses. | ||