Art Development in Gaming: Types, Processes, and Client Needs
VerifiedAdded on  2023/01/03
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AI Summary
This report provides an overview of art development in gaming, focusing on the types of artworks used, the process of art development, and how artwork meets client needs. It explores different art styles in 3D gaming, such as realism, photorealism, unreal realism, cartoony animation, and anime & collages. The report also explains the process of developing art in games, including concept creation, blocking, sculpting, retopology, unwrapping & baking, and texturing. Additionally, it highlights the importance of considering client needs and evaluating the game design to ensure client satisfaction. The content is relevant to the subject of art development in gaming and can be used for courses related to game design, media production, and animation.
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Art Development
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Table of Contents
Introduction......................................................................................................................................1
P1. Illustrate distinct kind of artworks that are utilised within games...................................1
P2. Explicate the process involved in development of arts along with applications in distinct
media production....................................................................................................................2
P3. Specify parameters for developing arts............................................................................2
P7 Illustrate the manner in which artwork accomplish needs of the client............................3
Conclusion.......................................................................................................................................3
References........................................................................................................................................4
Introduction......................................................................................................................................1
P1. Illustrate distinct kind of artworks that are utilised within games...................................1
P2. Explicate the process involved in development of arts along with applications in distinct
media production....................................................................................................................2
P3. Specify parameters for developing arts............................................................................2
P7 Illustrate the manner in which artwork accomplish needs of the client............................3
Conclusion.......................................................................................................................................3
References........................................................................................................................................4
Introduction
Art refers to human activities that comprises of creation of auditory, visuals or
performing artwork for expressing conceptual ideas or imagination of creator. Game art implies
kind of a computerised art that involves video games that involves conception of game as well as
develop rough sketches related with settings, objects, characters, etc (Deliyannis and
Papaioannou, 2017). This report is based on concepts associated with 3D gaming art work. This
report will provide an overview of gaming art development processes and practices.
P1. Illustrate distinct kind of artworks that are utilised within games
Game art implies all the visual entities that are seen when game is played via an
individual. The different art styles that are used within 3D art are illustrated beneath:
i. Realism: This aims at recreation of ways in which world responds to digital platform.
Such kind of artwork is used in simulations and training so that immerse experienced can
be provided to individuals.
ii. Photorealism: This is liable for concurring basic premise associated with realism and is
committed to digitally portray visual experience of the world. Photorealism is used in
recent releases that are for PC gaming platforms AAA is designed. The photo-realistic
depictions are furnished about room, product or property.
iii. Unreal realism: Steampunk, fantasy and sci-fi games are popular video games that are
recently played within the market. In these races, aliens and creatures are used which are
not real and even do not exist. This artwork is used in AR/VR/MR, console etc. and have
countless games in which this form of artwork is used (DeSouto, 2020).
iv. Cartoony animation: This comprises of all the aspects that involves iconic World of
Warcraft to cel-shaded borderlands. This is utilised in animations, gaming and gamified
educational context. Like in shooters hyper-realistic FPS.
v. Anime & collages: Anime is one of the most important genre of art and is further divided
into different forms. This is utilised in aesthetic covers of games that provide distinctive
character feel. Collage depends on content that is being utilised like they involves
childish, goofy to surreal along with provocative art. This aims at children that involves
separate plane like side scrollers.
1
Art refers to human activities that comprises of creation of auditory, visuals or
performing artwork for expressing conceptual ideas or imagination of creator. Game art implies
kind of a computerised art that involves video games that involves conception of game as well as
develop rough sketches related with settings, objects, characters, etc (Deliyannis and
Papaioannou, 2017). This report is based on concepts associated with 3D gaming art work. This
report will provide an overview of gaming art development processes and practices.
P1. Illustrate distinct kind of artworks that are utilised within games
Game art implies all the visual entities that are seen when game is played via an
individual. The different art styles that are used within 3D art are illustrated beneath:
i. Realism: This aims at recreation of ways in which world responds to digital platform.
Such kind of artwork is used in simulations and training so that immerse experienced can
be provided to individuals.
ii. Photorealism: This is liable for concurring basic premise associated with realism and is
committed to digitally portray visual experience of the world. Photorealism is used in
recent releases that are for PC gaming platforms AAA is designed. The photo-realistic
depictions are furnished about room, product or property.
iii. Unreal realism: Steampunk, fantasy and sci-fi games are popular video games that are
recently played within the market. In these races, aliens and creatures are used which are
not real and even do not exist. This artwork is used in AR/VR/MR, console etc. and have
countless games in which this form of artwork is used (DeSouto, 2020).
iv. Cartoony animation: This comprises of all the aspects that involves iconic World of
Warcraft to cel-shaded borderlands. This is utilised in animations, gaming and gamified
educational context. Like in shooters hyper-realistic FPS.
v. Anime & collages: Anime is one of the most important genre of art and is further divided
into different forms. This is utilised in aesthetic covers of games that provide distinctive
character feel. Collage depends on content that is being utilised like they involves
childish, goofy to surreal along with provocative art. This aims at children that involves
separate plane like side scrollers.
1
P2. Explicate the process involved in development of arts along with applications in distinct
media production
The different processes involved in creation of 3D games are specified beneath:
i. Concept: Creation of basic idea of game and sits appearance. This is 3d modelling of
characters and concept designer will develop the sketches.
ii. Blocking: This involves building up proportion of different aspects present in the game
like characters or any objects that are used like purret.
iii. Sculpting: This will include developing detailed 3D model of objects, characters and the
game on the whole. For an instance the skeleton structure will look alike to humans.
MASH toolkit can be utilised in this case (LeGrand and et. al, 2016).
iv. Retopology. In this process the number of polys will be declined to optimal. This means
that aspects that weigh more must be eliminated as it will consume space along with
processing capabilities which makes game unreasonable and might crash.
v. Unwrapping & baking: This comprises of transfer of three dimensional model into plane
surface through which textures can be applied from highpoly to lowpoly model. Unwrap
will be used for doing so and this is created from lowpoly model.
vi. Texturing: It involves applying textures into models for rationale of transfer. In this case,
substance painter program can be used through which Marmoset can be loaded and
paining process can be started.
These aspects can also be used in media production while working on animations or any
3D media to give impelling glance.
P3. Specify parameters for developing arts
The concept art has to be created of turret that will be further utilised within creating 3D
model of turret. This is important that poly count is mentioned along with topology. The reason
behind this is that the size of game can be identified so that it can be evaluated that game will
work on different machines or not in context of their processing capabilities (Utke and et. al,
2020). Here, 3D modelling application like 3Ds Max will be utilised and UE4 game engine. The
animation model must be developed along with its interactivity so that it functions in game
engine.
2
media production
The different processes involved in creation of 3D games are specified beneath:
i. Concept: Creation of basic idea of game and sits appearance. This is 3d modelling of
characters and concept designer will develop the sketches.
ii. Blocking: This involves building up proportion of different aspects present in the game
like characters or any objects that are used like purret.
iii. Sculpting: This will include developing detailed 3D model of objects, characters and the
game on the whole. For an instance the skeleton structure will look alike to humans.
MASH toolkit can be utilised in this case (LeGrand and et. al, 2016).
iv. Retopology. In this process the number of polys will be declined to optimal. This means
that aspects that weigh more must be eliminated as it will consume space along with
processing capabilities which makes game unreasonable and might crash.
v. Unwrapping & baking: This comprises of transfer of three dimensional model into plane
surface through which textures can be applied from highpoly to lowpoly model. Unwrap
will be used for doing so and this is created from lowpoly model.
vi. Texturing: It involves applying textures into models for rationale of transfer. In this case,
substance painter program can be used through which Marmoset can be loaded and
paining process can be started.
These aspects can also be used in media production while working on animations or any
3D media to give impelling glance.
P3. Specify parameters for developing arts
The concept art has to be created of turret that will be further utilised within creating 3D
model of turret. This is important that poly count is mentioned along with topology. The reason
behind this is that the size of game can be identified so that it can be evaluated that game will
work on different machines or not in context of their processing capabilities (Utke and et. al,
2020). Here, 3D modelling application like 3Ds Max will be utilised and UE4 game engine. The
animation model must be developed along with its interactivity so that it functions in game
engine.
2
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P7 Illustrate the manner in which artwork accomplish needs of the client
The artwork is specified along with different parameters that will be utilised within this.
It is important that 3D turret is developed by taking into account the demand of consumers as at
the end they will be making its use (Whiteley and et. al, 2019). It becomes crucial that each
minute detail related with the project is considered through which it will become easy to
complete the project without any problems. Furthermore, when details are taken precisely and
implemented within the design, clients will be captivated to play them. For this, the game must
be evaluated completely even after developing its single aspect.
Conclusion
From above it can be concluded that, art development is an innovative perspective which
makes one different from the other. There are different forms of 3D gaming art and depending
upon the requirements of client it can be utilised.
3
The artwork is specified along with different parameters that will be utilised within this.
It is important that 3D turret is developed by taking into account the demand of consumers as at
the end they will be making its use (Whiteley and et. al, 2019). It becomes crucial that each
minute detail related with the project is considered through which it will become easy to
complete the project without any problems. Furthermore, when details are taken precisely and
implemented within the design, clients will be captivated to play them. For this, the game must
be evaluated completely even after developing its single aspect.
Conclusion
From above it can be concluded that, art development is an innovative perspective which
makes one different from the other. There are different forms of 3D gaming art and depending
upon the requirements of client it can be utilised.
3
References
Books and Journals
Deliyannis, I. and Papaioannou, G., 2017. Combining interaction design and gaming
technologies for the development of interactive archaeological content presentation
systems. International Journal of Advancements in Technology, 8(1).
DeSouto, D., 2020. Gaming Art History: A Study of Game-Based Pedagogy and Its Applications
in Art History.
LeGrand, S. and et. al, 2016. Epic Allies: development of a gaming app to improve antiretroviral
therapy adherence among young HIV-positive men who have sex with men. JMIR
serious games, 4(1), p.e6.
Utke, M. and et. al, 2020. NDNetGaming-development of a no-reference deep CNN for gaming
video quality prediction. Multimedia Tools and Applications, pp.1-23.
Whiteley, L. and et. al, 2019. Creating a theoretically grounded gaming app to increase
adherence to pre-exposure prophylaxis: lessons from the development of the viral combat
mobile phone game. JMIR serious games, 7(1), p.e11861.
4
Books and Journals
Deliyannis, I. and Papaioannou, G., 2017. Combining interaction design and gaming
technologies for the development of interactive archaeological content presentation
systems. International Journal of Advancements in Technology, 8(1).
DeSouto, D., 2020. Gaming Art History: A Study of Game-Based Pedagogy and Its Applications
in Art History.
LeGrand, S. and et. al, 2016. Epic Allies: development of a gaming app to improve antiretroviral
therapy adherence among young HIV-positive men who have sex with men. JMIR
serious games, 4(1), p.e6.
Utke, M. and et. al, 2020. NDNetGaming-development of a no-reference deep CNN for gaming
video quality prediction. Multimedia Tools and Applications, pp.1-23.
Whiteley, L. and et. al, 2019. Creating a theoretically grounded gaming app to increase
adherence to pre-exposure prophylaxis: lessons from the development of the viral combat
mobile phone game. JMIR serious games, 7(1), p.e11861.
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