|
[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.
|
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?