In this report I am going to go through the process of creating the 3d graphics for the game Midnight produced at Gotland university spring 2010. Midnight is a real time strategy game who utilizes the rock, paper, scissor principal in the balancing of the teams. My main focus will be the pipeline of the workflow that was used during production of the graphics. What worked and what didn´t and how to make it more efficient. In the method part of this report, I am going to explain how the pipeline looked and worked. The process that was used started with the production of concept art, turnarounds were produced and it was then modeled and textured. When it was complete, rigging and animation were commenced, and the artifacts were then put into the game. The pipeline worked rather good later in the production, but was inefficient in the beginning because of other projects and courses colliding with this one. There were some problems with the structuring of the different teams. Everybody wanted to be a part of everything. This led to inefficiency. It could be resolved with stricter and better structure of the teams in the group.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:hgo-683 |
Date | January 2010 |
Creators | Andersen, Tobias Peulicke |
Publisher | Högskolan på Gotland, Institutionen för speldesign, teknik och lärande |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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