What In the Gaming Industry Gameplay prototypes are required as proofofconcept that is required for investors to give the approval for production These prototypes still require the use of rough data for the demonstration of the necessary gameplay ID: 403325
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Slide1
Sketched Based Game Prototype Model Production ToolSlide2
What
In the Gaming Industry:
Game-play prototypes are required as proof-of-concept that is required for investors to give the approval for production.
These prototypes still require the use of rough data for the demonstration of the necessary game-play.
Prototypes should still utilize game/character models similar to the ones represented by the 2d concept art.Slide3
Why
Rough Data is for:
Providing investors with the appeal of the game while demonstrating the intended game mechanics.
However, prototype data production is still costly as it requires both combinations of Concept Artists and 3D Character Modelers, as well as iteration time.
2 Step process
Concept Art Team
3D Model TeamSlide4
How
We will try to cut costs by:
Developing an application that would allow for easy creation of game prototype 3D models based on simple sketches
with the usage of created concept art.
So instead of 2 job classes being needed, the concept artist can simply create the 3D models himself.Slide5
Problem
We will need to:
With 4+ years industry experience, we understand the requirements of the game developer.
However, we have to look into how sketches in a program can then be transformed into the intended 3D model.Slide6
Reference
We will reference:
2 main papers for the purpose of this project.
1)
Sketch-based Modeling with Few Strokes, Cherlin, J.J., Samavati, F.F., Sousa, M.C., abd Jorge, J.A., Best Presentation Award, Proceedings of the 21st Spring Conference on Computer Graphics (SCCG'05), in association with ACM SIGGRAPH and Eurographics, Budmerice, Slovakia, May 12-14, 2005
2) Image-Assisted Modeling from Sketches, Olsen, L., and Samavati, F.F., Proceedings of the Graphics Interface 2010 (GI'10), Ottawa, Canada, May 31-Jun 2, 2010.
Location of papers:http://pages.cpsc.ucalgary.ca/~samavati/recent-paper.htmSlide7
Goal
Within the allotted time:
Create a sketch-based modeling program that allows us to assist and reduce the resources needed to create in-game models for the purposes of prototyping video game concepts.Slide8
Objectives
Planned Features:
Image Import
Free hand mouse sketch
ingCamera
ZoomColoring
Model File ExportMultiple Model Object Parts
Surface rendering
Input Stroke De-noising
Primary:
Smooth curve mouse sketching
Image Texture Mapping
Automatic
Image Model Generation
Secondary:Slide9
Platform
We will utilize:
- C
++, Visual Studio.
- OpenGL 3.0- FreeImagePlus (the c++ wrapper for FreeImage, a image loading library: http://freeimage.sourceforge.net/)- GLUI (openGL User Interface: http://www.cs.unc.edu/~rademach/glui/)- GLM (vectors, matrices, and all the math for them: http://glm.g-truc.net/ )- GLEW (openGL Extension Wrangler: exposes opengl 3 functions http://glew.sourceforge.net/ )Slide10
Member Responsibilities
Image Import
Free hand mouse sketch
ing
Camera ZoomModel File Export
Adam Kromm:
Input Stroke
De-noising
Surface Rendering
Interface design and planning
Multiple Model Object
Parts
Nat Tan:
Image Texture Mapping
Smooth curve mouse sketching
Debugging
Charles
Wang:
Automatic
Image Model Generation
Model Color assignment
Debugging
Andrew
Pugi
:
Tenatitive
task assignmentsSlide11
Schedule:
Our estimation:
Oct 30 – Image Import, Freehand mouse sketching.
Nov 10 – Input stroke de-noising, surface rendering, camera zoom
Nov 20 – color assignment, multiple model object parts, smooth mouse curve sketching.Nov 30 – Image texture mapping, model file export.Dec 10 – Automatic image model generation, debugging.Estimated feature schedule