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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

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