5 ms·
I bet more of the art will be procedurally generated.
by rorrr 16y ago
I bet more of the art will be procedurally generated.
- johngunderman 16y agoI feel like we need a "library" of freely available hi-res textures and models that can be adapted for a given game. From what I understand, a huge part of the development costs go into the art, and having a huge library to draw from seems like it would mitigate that somewhat.
- dan335 16y agoIt's not that simple. There is more to a game artist's job than just creating a generic model and texture. The art has to be in a specific art style, it has to be within a certain budget, it has to be made in a certain way to work in the game engine. The textures have to be made to work with the shaders that it will be using and look good in the game's lighting system. Physics might need to be setup. Destruction states. Lightmaps generated. It might need to be created so that it can be rigged and animated. There are places like cgtextures.com for textures, and there are artists who turn those textures textures into the art you see in the game. You can't replace the game artist.
- johngunderman 16y agoBelieve me, I'm not trying to replace game artists or belittle their work in any way. I'm just musing about whether or not there is a way to streamline an artist's job, to make it easier for them to create content. Which, when phrased that way, seems like it is more an issue with the available tools rather then the library of previous works.
- dan335 16y agoMost companies have lots of in-house tools and scripts they have written to help artists do their job. A company like Bungie will have people dedicated to working on tools for artists. The positions are called tech artist or tools programmer. Some companies have much better tools than others.
- dkersten 16y agoGreat, yet more games that look exactly the same. That is not the answer.
- icefox 16y agoCan anyone in the game industry comment on this? Why type of problems are game companies paying for? I have seen at least one company that sells procedurally generated trees and am curious how good of an idea this is. Being customer oriented, what are the problems game companies have today?
- bmalicoat 16y agoI'm peripherally in the industry, but even I can say middleware is huge. Speedtree, as you mentioned, shows how niche the suites can be. You also have FMV players (especially on mobile) and of course physics engines are huge. Look for Havok and you'll see it powers most AAA games. I don't know specific pain points you can ease, but if you can generalize it, game companies will probably pay for it.
- icefox 16y agopotatolicious mentioned animation systems http://news.ycombinator.com/item?id=2303453 http://news.ycombinator.com/item?id=2303453 Is this an area that is just not very important (wont buy) or one that just is low on the list of todo items? speedtree begs the question of what about speedFOOBAR such as buildings, cities, caves, worlds, fish or how about speedanimal (generating animal + animation)? Is the big place to find a nitch in Art or are there better places to invest such as physics engines? What about audio? Is that an area that is uncharted or an area that is low on the list of items?
- georgemcbay 16y agoAnimation? Granny. Audio? Miles Sound. If you want to know what sorts of libraries the game industry wants to license, take a look at RAD Game Tools, they are the masters of this stuff. Some of the stuff they are currently focused on are large data-set compression/decompression (Charles Bloom) and I would guess some sort of tool/library to generically handle sparse virtual texture rendering (Sean Barrett) which is similar to id's megatexture technology... though the SVT guess is more speculation on my part than public knowledge. In any case, this market is probably not a great one to get into unless you are a deep subject matter expert in one of these areas (or you want to become one and have a lot of time to spend doing so), the bar is set pretty high already and few game development studios are willing to put any effort into exploring solutions that aren't either well-proven or from people they already know and trust (the game industry is still rather incestuous).
- Devilboy 16y agoHow about scanning real-world locations? That should save loads of time.
- iwwr 16y agoFallen Earth MMO is based on real topographic maps of the Grand Canyon. http://en.wikipedia.org/wiki/Fallen_Earth http://en.wikipedia.org/wiki/Fallen_Earth