Table of Contents
Preamble Post 13
Introduction Post 1
The Art Process Posts 1-4
- The Vision: Conceptual Art - Post 1
- Changing Dimensions: Mesh Modeling - Post 2
- A Splash of Color: Vertex and Texture Painting - Post 3
- Dropping the Ball: Object Animation - Post 4
- Twist and Shout: Character Animation - Post 4The Graphics Pipeline Post 5
Lighting and the Miracle of Shaders Posts 6-7
- Flip the Switch: Lighting - Post 6
- The Reflecting Pool: Shaders - Post 7Conclusion Post 7
Footnotes Post 8
Glossary Post 10
Works Consulted Post 11
Introduction
Every year, millions of video games fly off the shelves of retail stores around the world, and even more are purchased online. In 2007 alone the computer games industry posted a gross profit of $17.94 billion according to the NPD group, a number that far surpasses box-office cinema’s $9.7 billion gross profit (YVG Staff). After purchase, many hours are spent in the games, creating characters, building civilizations, defeating enemies, solving mysteries, and plumbing the depths of archaic dungeons in some distantly imagined world. As these games have progressed and hardware has improved, the experiences offered have become far more visceral and engaging as the artists behind these titles are given the freedom to imagine unique worlds, and they use today’s bleeding edge software and methodology to create them. According to nVIDIA Corporation, “As 3D graphics hardware has evolved over the years, new features have been continuously added resulting in steady improvements to image quality” (Technical brief pixel). Despite the universal appeal of these games, however, as they become more complex, and, more importantly, the processes used to create them become more intricate, the lay audience has less and less knowledge of how they are constructed and how they operate.
Compare this once again to the movie industry. Despite the intricacies of filmmaking, most people who watch movies have at least a fundamental knowledge of how they are made: a camera is used to capture images, usually actors conversing or interacting in some way. It’s common knowledge that a script is followed, and there are stunt men, and intricate lighting, and large set pieces etc. None of this should sound particularly new, and this understanding of the industry leads movie-goers to appreciate particularly good films. On the other hand, most people don’t know how the character they play in a video game is created, nor do they understand how the water in the game flows, or how the light reflects off windows, or even how the doors of the houses swing open. Does anyone outside of the industry understand what UV texturing is? Or could perhaps define a shader? This lack of awareness of the industry is understandable; the concepts behind game development are far less tangible than that of film making, but this ignorance is worrisome when compared to other artistic entertainment mediums. This lack of transparency is a problem because if no one understands the process that games endure from the conceptual phase to become the sometimes breathtaking products that grace retail shelves, then it is easy to dismiss them as some cheap, easy to create market fad. The lack of appreciation is damaging to the reputation and understanding of the gaming community as a whole and severely inhibits its progression as an art form. The artists within the industry need to take the initiative to promote the understanding of the art form just as the audience needs to be responsible for the absorption of this knowledge. The following is intended as a step in that direction by promoting education of the subject.
The Art Process
As a game artist myself, I am often asked a question that makes me want to slap my head in frustration: “So did you make that or did the computer make that?” The reason this is frustrating to me is that people, when they see those images on the computer screen or television, assume the art they view is created largely by the computer, when in fact the machine does nothing artistically. The other frustrating circumstance is when someone who has played a lot of video games feels like they are competent enough to create their own grade A title. While this is a step in the right direction, the assumption that one can build a car just because they can drive it is uneducated and reflects an ignorance of the intricacies of mechanics. The same is true for video game art. The thing that sets video game artists apart from many other artists is simply the wide range of skills required to produce finished assets for a game, and the sheer number of people required to ship a product. Thirty nine artists were used to create the assets for 2K’s “Bioshock” (Finley). Different game artists have to be able to fill many roles, from envisioning the final product they will make, sculpting it in 3D much like traditional sculpture, being able to slice it open and unwrap that 3D object, and painting like traditional painters. On top of that, they will also often have to give the object a bone structure, and then give it motion using the bones to create animation. The computer’s impact on these creative processes is minimal to none (with the exception of unwrapping the object).
The Vision
The entire process begins in the conceptual phase. While not actually seen by the end-user, this phase is one of the more important because it really determines the way the asset it depicts will look at the end of production.
During this phase, an artist (usually conceptual artists are fairly specialized) will draw sketches or paintings of environments or characters (Fig. 1, Fig 2).
Fig. 1
http://www.philipstraub.com/death_dealer.htm
Fig. 2
http://www.markbehm.com/
This is usually done as a mixture of both traditional and digital processes. Many conceptual artists sketch with paper and pencil to get the form of what the product will look like. They will then often color them digitally by painting in programs like Photoshop. This is nearly identical to traditional painting (in terms of the methods used, rather than the medium) since now, with the advent of tablets (1), artists have much more flexibility in their work. Tablets are basically a surface that tracks the motion of a special pen that then transposes everything onto the screen (Graphics Tablet). This is important because it gives artists the benefit of having a more tactile interface with their artwork that artists in more traditional, non-digital fields have always enjoyed. Aaron St. Goddard is an artist who employs this dual method. He says: “I work with natural media (paper, pencils, pens) for all my drawing, and Adobe Photoshop 7 for my coloring” (Concept Art).
The purpose of the conceptual art is many-fold. First it establishes the basic details: does character A have red hair? Is it tied up in a pony tail, or cropped short? Does his belt carry pouches attached to it, or is it more ornate with a huge buckle? Conceptual art gives the answers to all these questions by allowing artists to see a representation of the final product before creating it. Conceptual art essentially sets up a roadmap for the rest of the creative process.
On top of this vision, conceptual art helps in establishing the materials related to the asset, and how they interact with light. If character A is wearing a leather jacket, is it a soft suede leather that gently scatters the light it receives, or is it a harshly treated set of leather armor, complete with scratches and scuffs? While figuring out the way that a material interacts with light may seem fairly trivial, it’s vital to achieving the believability of the material. How could you tell glass from a concrete wall if it wasn’t smooth and didn’t reflect and refract light while letting some pass through so that it’s transparent? The way we are able to identify glass or any other material is through the way that light interacts with it. While this may have been far less important five years ago, it’s vital now as the expectations of the audience have risen and technology has met that increased demand on visual fidelity.
Concept art also is used to create believability in character or creature art. When designing a creature, a concept artist will want to make sure it moves correctly, and include details that would allow the viewer to interpret its functions. When designing creatures, Aaron St. Goddard tries “to create a level of realism in my designs which will make people think that it really can exist and function in the real world” (Concept Art).
And finally, and probably most importantly, concept art is used to establish the overall look of the asset. Knowing what the end product will look like is incredibly important for all games, but especially when creating a game with some sort of stylistic choice like a cartoon style game, or perhaps an anime game (Fig. 3).
Fig. 3
Valve Software
It’s vital that the overall visual style of the game is established so that all of the art assets maintain that style. According to art director Michael Khaimzon with the German-based developer Crytek, to establish the look of their aliens in the game “Crysis”, they went through “hundreds” of concept sketches before they found what they wanted. Furthermore, says project director and executive producer Cevat Yerli, “we spent more time and money and resources ever in one creature than probably the entire budget of FarCry [their 2004 title]” (Making of Crysis).



















