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Raw Crude: Twists And Turns In The Concept Pipeline
 
 
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  Raw Crude: Twists And Turns In The Concept Pipeline
by Steve Theodore [Visual Art]
2 comments Share on Twitter Share on Facebook RSS
 
 
March 4, 2009 Article Start Page 1 of 4 Next
 

[Seeking advice on your art pipeline? In this article, originally published in Game Developer magazine in 2008, Bungie's Steve Theodore delves deep into the issues behind taking a piece of art from 2D concept sketch to finished in-game model, with the least waste and complication.]

You could build a nice cozy two-bedroom bungalow out of all the verbiage the games business has expended on "the content pipeline" over the years. The term "pipeline" makes it all sound very rational and linear, the sort of high-tech industrial process that involves hard hats and jumpsuited henchmen.


But let's be honest. If what artists do fits into any pipeline, it's one of those that you find in Dr. Seuss books, full of crazy loopbacks, recirculations, and about-faces.

Partly this is because even the simple part of the pipeline -- the software that's supposed to get the art out of your content tools and into the game -- is mutating and morphing constantly as game designs and engines evolved. But mostly it's due to us. Even the part of this mythical "pipeline" that we control, the concept and design side, is iterative, messy, and nonlinear. We're artists. We aren't built for assembly line production.

If you don't face that fact (and build your process and schedules around it), you'll ship stuff you hate, full of bugs you know you could have avoided, or full of crappy content that should never have left the building.

On the other hand, once you accept that the art process is fundamentally not linear, you can make some common-sense adjustments that will help make the whole crazy business a little more manageable. So this month let's look at some of the ways a concept can get jammed in the pipeline, and some of the virtual Drano you can use to muck out that old pipeline and get things moving.

Down the Tubes

If you still subscribe to the myth of the pipeline, you know that creating concepts is the key to production. It seems logical, after all, that you should try to work out all the messy creative issues in sketches, where they can be tackled quickly and cheaply.

A concept artist and an art director can spin up lots of images quickly as they grope for the elusive soul of the new character. They can also use those images to sell the new concept to the rest of the team, getting feedback from other departments to head off potential problems.

And of course -- ah, sweet naivety! -- since the character has been carefully defined in the concept stage, turning it over to modeling and thence to animation is just a matter of execution.

You can see why this is an appealing idea. Strong, thorough concept work is undoubtedly a Good Thing. It keeps the whole production cycle attuned to clear vision and goals.

It allows you to iterate cheaply and minimize risk. It also has the seductive side effect of centralizing the creative work, meaning the team can get by with less experienced artists on the production line.

There's nothing particularly innovative about any of these observations, of course; they are the stuff of many a GDC talk. They're also music to a publisher's ears since it helps them pretend that their teams have a master plan that can be followed rationally, step by step and milestone by milestone.

Unfortunately, "appealing" and "likely" are two very different things.

 
Article Start Page 1 of 4 Next
 
Comments

Bryan Norton
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Perhaps the moral of this story is respect to nature should play a critical role in creature design and development. To tackle this in the future it might be helpful to pay more attention to how form follows function. Ask yourself why does an insect have the shape that its legs have? versus why a dog has the shape that its legs have? Plausible creature design is dependent on understanding the evolutionary science behind animal adaptation and locomotion which could have played a more pivotal role in this case...fantasy creature or not.

Almantas Šukelis
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I agree with Bryan, but this knowledge goes little way. It still would not have solved the ranged attack problem, however versed you are in evolutionary biology. Not to mention the list of would-be problems that they solved early on with a lot of stress.
The author has suggested a very nice pipeline for an art asset. After all, all the artists do work in iterations and spreading that iteration over all of the artists is a great idea, which I hope will gain popularity.

As another pitfall which needs to be pointed out, too much of a burden for the concept artist. Did the modeller and animator not discuss the concept with the concept guy? Currently it's as if modellers (and animators to a certain extent) are held as complete crasftmen instead of artists. I do agree on that most of the 3D guys are not too literate in the arts and design, but making them copy everything from the concept department is derogatory. With that said, some of the blame would have shifted evenly on the sculpturist as well, ha ha, making it easier for the original artist to bear such a hindsight.

Personally, if there weren't any time to redo this character, I would have asked the animator to just break the character and do the normal wolf run. Most game animations of creatures are quite bad and unbelievable anyway, what's one more going to change?


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