Massive document.

I’ve compiled a very large reference document that is designed to be helpful to BGE users of all skill levels. It is however not specific to the BGE and covers many topics outside of that realm. I’ve put a lot of work into this and I hope it’s helpful. If you’ve ever had a question about how a specific effect is created, from simple animation up to water effects, and parallax occlusion mapping, this document should help you learn the answers. It’s designed to take completely new users and be able to inform them of all the basic steps, as well as people very well versed in the GE - teaching them the graphics pipeline, shaders, and different shading techniques. Hopefully I’ve hit all the bases. Topics included are: Concept art, modeling, unwrapping and texture painting, rigging, object animation, character animation, the graphics pipeline, light mapping, shadow mapping, shadow volumes, and vertex and pixel shaders. Included is a helpful glossary, and everything is fully cited for fact checking and further reading.

http://blenderartists.org/forum/showthread.php?t=128794
http://blender3dtutor.com/index.php?view=article&catid=3%3Agame-developmentplanning&id=19%3Ademystifying-the-art-of-video-games&option=com_content&Itemid=2

Here’s the 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.”

If anyone finds any factual errors, please let me know so I can make immediate corrections.

Thanks again to Jason Lin for hosting and formatting this considerable piece of text.

(And yes there are pictures, so it’s not too dry…)

Wow, it’s huge?!
Lots of information, from basic to advanced, written in a clean style!
It’ll be a good companion for Blender’s Game Engine!
Thank you for the effort!

What is it?

What is it?

a very large reference document that is designed to be helpful to BGE users of all skill levels.
you sure wrote a LOT ^^; I skimmed through it, very useful indeed :slight_smile:

Oh wow. I wish you had told me about this earlier. Anyways, If you say no, I understand, but would you be interested in writing a few tutorials. I’m in the process of gathering resources and helping recreate game kits. |Link|
All you would have to do is write a few tutorials. I would like to use the same model as a character throughout the whole series, but it look a little bit like you did part of my job. I feel left out now. :frowning:

peace,
-nick

@OTO: You’re absolutely welcome. I kind of feel like as BGE developers we lose touch a bit with what other engines are out there, and get out of touch with how ours works. Hopefully this Doc solves those things. BTW, did you read the whole thing?

@killer: it is a document that will overview everything you need to know as a game artist. It’s not a how-to, it’s definitely a reference document, not a tutorial. None-the-less, it should answer almost any question you have about game art, or at least give you the vocabulary to pursue the answer by yourself. I’ve heard many questions on these forums along the lines of “how do I create water?” (a question I personally asked not to long ago). This document gives those answers and many more. Check it out, you should learn a lot.

@oblivion: Thank you, that was my goal.

@yournamehere: I told people about it the moment it was up (it was written a while ago but hasn’t been posted because the editting process has been intense and long). You’re more than welcome to use it as a resource if you need. Here’s the original file: (Jason Lin resized some things and changed some formatting so this should give you a bit more versatility). http://www.savefile.com/files/1580032
Please include my citations as well if you use it. Also helpful would be these two projects probably:http://blenderartists.org/forum/showthread.php?t=126466 and http://blenderartists.org/forum/showthread.php?t=126462 Beyond those, I can’t promise anything. I’ve got 3 jobs, so time is tight.

I thank you immensely Dim. I will get right to compiling these tomorrow.

peace,
-nick

Sure thing. Some time just opened up and I may be able to do a tutorial on a character I plan on making in the near future. However, there’s no way it’ll be done by the time you outlined in your game kit thread, so I’m not sure if it’ll still be useful. Let me know.

Just curios if anyone has actually learned anything from this. It’d be great if people posted here for discussion. I’m willing to entertain all sorts of discussion on the topic.

What a great contribution! Thanks for sharing this with us!

I’ll make another thread with the full Doc that I think OTO will sticky.

Just read through most of that other thread, but there is so much of it. Already in my bookmarks list and nominated for sticky :wink:

Very nice job :yes:

Thanks. I pretty much just finished editing it.

Just reading through now. One quick note however that Figure 4 has two X axes.

Thanks for this. As I’ve only recently turned my attention to the game engine, I’m looking forward to reading the rest.

Hah! You’re right! I’ll try to fix it. By the way, the doc is now available on the forums in it’s entirety here: http://blenderartists.org/forum/showthread.php?t=128794

Dim thats so right… you never truly realize, even as someone that uses blender… the SHEER AMOUNT of thought and planning that has to go into the smallest thing… And even MORE-SO making a Game.

I have been working on a game for 7 months now, and im still in the last parts of planning. Its just nuts the things you have to think of…

It is sad that there is a terrible stereo-type when it comes to game creation, we can all thank that stupid Devry commercials with the two douchebags sitting in a chair talking about sound effects… UHG

It makes me cringe to watch that, considering I just finished a 10 page synopsis on the skill progression of the player character as he gains levels and the math involved to calculate damage and success rates of each of the 45 of them…LOL

Terry

Very good read!

Well written and easy to understand. Good job!

Thanks! Means a lot coming from you. Hopefully you learned something.

Epic post is epic. Thanks.