Ultimate Game Design : Building game worlds
Ultimate Game Design : Building game worlds
Ultimate Game Design : Building game worlds
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C H A P T E R 3<br />
A couple of points to keep in mind are, keep your textures tileable! Don’t have extreme areas of<br />
contrast (some <strong>game</strong> engines create strobing or flickering anomalies from a distance in the <strong>game</strong> …<br />
quite annoying and unattractive!). Maintain some reference conceptual art for the proper color palette<br />
to help coordinate the 3-D lighting to come later. There are tons of little details. Just maintain the<br />
basic principles of color theory and harmony.<br />
TM: How much of a <strong>game</strong>’s visual style is controlled by texturing?<br />
RS: Definitely 110 percent! Let me be clear … it’s in the lighting and textures.<br />
TM: What mistakes have you seen made in producing texture work?<br />
RS: Repeating patterns, strobing, textures that are too saturated, textures that have too little<br />
contrast and look washed out, the overuse of canned textures from texture CDs and texture libraries.<br />
There is nothing really wrong with using them, as long as you can modify them to acquire the desired<br />
effect or look. I’ve seen the same textures used in a variety of <strong>game</strong>s. The truly great ones always<br />
have their own special textures created from scratch.<br />
TM: How does texturing, lighting, and effects come together for you in a scene?<br />
RS: No matter how good your textures are, if the lighting is not right, they will not have the effect<br />
desired and you’ll have created a mediocre-looking <strong>game</strong> that will only be saved by the actual structure of<br />
the <strong>game</strong>—the <strong>game</strong>play (how well the <strong>game</strong> flows, its storyline, and most important … the programming<br />
of the <strong>game</strong> engine itself). Everyone knows that these days eye candy is more than half the battle.<br />
TM: What three tips would you offer for improving your texturing skills?<br />
RS: Master Photoshop! Pay attention to detail, no matter how seemingly insignificant (sometimes<br />
the smallest of scratches or grime can sell your textures and pass them off for the real thing!). Of<br />
course, you should always have plenty of reference books, photos, and paintings, etc. I recommend<br />
Birn and Maestri’s Digital Lighting & Rendering. This is excellent resource material without having to<br />
understand complicated rendering algorithms and advanced-level mathematics.<br />
TM: What are some of the team production challenges in coordinating lighting, texturing, and<br />
effects work?<br />
RS: Well, to be frank, I’ve not had a really difficult challenge as far as the production, coordination,<br />
and distribution of assets for <strong>game</strong>s. It all boils down to having and giving the right support to your<br />
fellow animators, texture artists, modelers, art director, and, yes, even the programmers are invaluable<br />
to giving you vital information, suggestions, and insight as to what can and can’t work to sell an effect<br />
or shot in any <strong>game</strong>. Communication is vital in a team environment. Regular creative and troubleshooting<br />
meetings are essential to maintaining the overall vision of the <strong>game</strong>—keeping it alive and<br />
fresh, solving any glitches or issues that need to be addressed. It is during these meetings that some<br />
of the best (and sometimes wackiest) ideas come to fruition. It’s a collective effort; that’s how great<br />
<strong>game</strong>s are made.<br />
TM: How do you develop as an artist while working towards building <strong>game</strong>s?<br />
RS: You really can’t help but to develop and grow as an artist while working on a project. The daily<br />
tasks and challenges that arise as you encounter artistic dead-ends will force you to reach for answers,<br />
find solutions, to be creative and develop so-called visual cheats to make an effect work, or to sell a<br />
shot—to give the textures or lighting the right effect. All these things allow you to grow as an artist<br />
and as a creative individual.<br />
TM: What specific art skills help you most in your work?<br />
81<br />
Lighting, Texturing, Particles, Effects, and Audio