3. • describes the artistic approach
•
• identifies the key art assets
• establishes standards for art development
• communicates with the team
• created by the art director
• less words/more images
4. MOOD
mood in the game reinforced by the visual design
mood should match the design otherwise the player disbelief is broken
5. Palette
style guide must include palettes
for the major areas of the game
and colors that should be used
for achieving the particular mood
6. Characters
• concept drawings for the major characters (PC and NPC)
• clothing options
• multiple views, color options
• character based on a real actor, reference photographs included
• textures
7. Environments
and Objects
• each major environment must
by described in the ASG
• reference images, sketches
must be included
• landmarks, points of interest
• objects shown from different
angles
• world coordinate system -used
by all artists in the project
8. SAMPLE SCENES
should be modeled, textured and rendered;
used for indication of the target resolution,
quality, style
sample scenes are the benchmarks and must be
as accurate as possible
9. Icons
for the user interface
ASG must describe their look,
size, position
icons look must be consistent
with the overall visual style of the
game
10. Menus
• ASG includes the look of the
menus
• provide info about transitions
and animation
• Visual Asset List and
Dependencies
• target resolution(s) indicated
• explanation where each asset
will be used along with
interdependencies
• real objects or characters:
noted and legal clearance
must be obtained
12. ArtProductionSTAGES
description
detailed art description
all of the arts elements need for the game must be described
the art must fit the game needs
concept drawing
storyboard
placeholder art (no texture) for complex objects, until the final art work is
created
modeling - 3D models around the concept drawings
animation rigging
texturing 256X256
mipmaps - lower resolution version of a texture
baked lighting - for a fixed object that does not move: the lights and the
shadows are drawn into the texture - save time for shadow and lights
calculations in gameplay
15. Video
Resolution and
Aspect Ratio
• resolution: horizontal px
/vertical px
• aspect ratio: w/h
• high definition: 16:9; 1080p:
1920X1080 (can be supported
by 17" screen monitor);
PlayStation 3, XBox 360:
1920X1080
• storyboard must consider the
aspect ratio
• camera placement,
environmental layout should
take under account the aspect
ratio and the resolution
16. SAFE AREA
the area of the screen that can be seen on all newer flat panel and
LCD TVs user interface and text must be place into the safe area