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| 2-D Graphics |
| 2-D graphics have been around since the
beginning and they're still one of the most important parts of games today. Every 3-D game
that we're so impressed by today is still dependent on 2-D skills. The character, in a
favorite game, that looks so realistic, wouldn't look like anything without the 2-D textures overlaid onto it. These graphics
are really what gives many games their life.2-D graphics are also used to make the interface for the game. Everything from
the buttons on the side to the health-meter to the main menu are all common items that are
expressed using 2-D graphics. As with most jobs, this requires a lot of communication with the various other aspects of the project. These artists need to talk with the 3-D modelers so they can agree on what the object will finally look like. It is also important for them to communicate with the group in general because the graphics will ultimately help determine the feel of the game, and it's important that everything matches up. There are so many different styles of 2-D graphics and so many different ways to make them that labeling the exact skills needed would be difficult. Instead, here are some general skills. Being a good artist is always a plus - drawing ability, good sense of colors, being able to take what you have in your head to something on paper. There are many more and, obviously, the more skills the better. The 2-D graphics of a game are so important and not many people can fill the shoes. |
| 3D Graphics |
| 3D graphics, in several forms, are a major part of today's
games. When personal computers first emerged, the hardware computing power was very low
(especially when compared to what we have today) and that is why games like
"Pong" and "Asteroids" were made. These simple games did not require
much speed to run well and still be entertaining. But the increasing speed of processors
has allowed programmers to use longer code and much
harder algorithms and still let the game run
seamlessly. The current demand is for life-like 3D environments and characters. The job of the 3D modeler is to take the concept ideas for items that are needed in the game and actually turn them into objects. The way this was originally done (and still is in most cases) was to position many individual polygons so that they connected and created one object. The newer way, which has not been used much yet, is to use a "spline" object. (Quake 3 is a pioneer in splines.) Splines are curves surfaces determined by mathematical equations and can allow a 3D object to have curved surfaces. A real curved surface looks much more realistic than a curved surface made of polygons. The reason that this is just now being used is because it uses a lot of processor power to calculate a shape from the equations and that power is now available. Communication between all members of the team is critical. The objects need to be made within certain predefined criteria because the 3D programmers are writing the code to display these objects and allow objects to interact. If they do not match, then it is possible that things will not function correctly. The modelers also work with the 2D artists because they create the textures which be overlaid onto the model. The dependency of all parts on the others makes communication one of the most important skills. Many in-game, animated cut scenes are also made in 3D and require, both, modeling and animation skills. Animation involves knowing how objects move in relation to one another, a good sense of physics, and the ability to envision things and motions in the environment being created. Animations allow for higher quality than most engines allow and are usually used for key moments in a story or when some event has to happen that is not possible in the actual graphics engine. Animations are usually expected to have a better quality than the rest of the game, although some may be designed to look exactly the same so that the player does not easily recognize that the format has changed. Animations embellish the story and really help to bring the game to life. Overall, 3D graphics is a really interesting area of study if you like to create and can imagine the end product before you even begin. But it also demands great quality, especially now. When people first played "Pong" they were amazed by "Look at how the ball bounces right off the paddle!" Now players want perfection on their screens and are not easily impressed; "That translucent 3D fog doesn't look real at all. And did you see how awful that fireball explosion sequence looked in the floor reflection?" Games further approach reality all the time, and none of it would ever happen without 3D Graphics. |
| Concept Drawing |
| Before games are programmed,
before the software bugs are addressed, before the product is released, and before
you are able to order it online, games are planned out and possible game concepts are
discussed. To express what they want the final product to look like, game artists
use concept drawings. Concept drawings are basically preliminary layouts for the
rooms, levels, characters, and enemies in the game. These illustrations may never be
seen by the gamer but are an important part of the game-making process. While the
game is in production, game makers will fall back on their drawings for inspiration.
If you would like to see an example of this art, you can head to several different game
makers' web sites. For example, the game company, Bungie, has posted some concept art for their new action game, Oni, on their web site. You can also see concept drawings for the upcoming real-time simulation, Command and Conquer 2: Tiberian Sun, from Westwood Studios here. There is more art available at this site if you would like to see early sketches of Descent: Freespace. ASC Games has concept drawings for Werewolf: The Apocalypse at their home page also. |
| Level Design |
| Environment is one aspect that people seem to notice more
than anything else in a game. It may have the best sound, interface, and graphics ever and yet if the levels
are designed poorly, the game simply is not fun to play. The current game genres require more level of detail and immersion and
it is really the environment that makes or breaks these crucial requirements. Level
designers either work with the graphics people
or they fill both roles themselves to make the textures
for walls, floors, etc. Most of the tools level designers use are made "in house" although some companies use professional, preexisting software like AutoCAD. It is hard to put a label on what kind of person would make a good level designer, although knowing architecture is a plus. Some game companies even hire real architects to keep things as real as possible and then have people who know what a level needs make minor changes that keep gameplay interesting. There is also another aspect to level design that does not focus on the environment so much as it does the objects in the environment. This is called level scripting. Basically what level scripting does is watch for certain conditions in the game play and then reacts to them. The conditions and reactions are predefined by the level designer. As AI improves this will probably lessen, but doubtful it will ever go completely away. Some simple examples could be to move an enemy around the level like he's on patrol, or the game can watch for when the main character enters a certain area in the level and triggers some enemies to attack. A system like this can really help to make the game more cinematic and enjoyable. Level design covers quite a few aspects and is one of the most critical in the design of a good game Many in-game, animated cutscenes are also made in 3D and require, both, modeling and animation skills. Animation invloves knowing how objects move in relation to one another, a good sense of physics, and the ability to envision things and motions in the environment being created. Animations allow for higher quality than most engines allow and are usually used for key moments in a story or when some event has to happen that is not possible in the actual graphics engine. Animations are usually expected to have a better quality than the rest of the game, although some may be designed to look exactly the same so that the player does not easily recognize that the format has changed. Animations embelish the story and really help to bring the game to life. Overall, 3D graphics is a really interesting area of study if you like to create and can imagine the end product before you even begin. But it also demands great quality, especially now. When people first played "Pong" they were amazed by "Look at how the ball bounces right off the paddle!" Now players want perfection on their screens and are not easily impressed; "That translucent 3D fog doesn't look real at all. And did you see how awful that fireball explosion sequence looked in the floor reflection?" Games further approach reality all the time, and none of it would ever happen without 3D Graphics. |