- 1、本文档共41页,可阅读全部内容。
- 2、原创力文档(book118)网站文档一经付费(服务费),不意味着购买了该文档的版权,仅供个人/单位学习、研究之用,不得用于商业用途,未经授权,严禁复制、发行、汇编、翻译或者网络传播等,侵权必究。
- 3、本站所有内容均由合作方或网友上传,本站不对文档的完整性、权威性及其观点立场正确性做任何保证或承诺!文档内容仅供研究参考,付费前请自行鉴别。如您付费,意味着您自己接受本站规则且自行承担风险,本站不退款、不进行额外附加服务;查看《如何避免下载的几个坑》。如果您已付费下载过本站文档,您可以点击 这里二次下载。
- 4、如文档侵犯商业秘密、侵犯著作权、侵犯人身权等,请点击“版权申诉”(推荐),也可以打举报电话:400-050-0827(电话支持时间:9:00-18:30)。
查看更多
By growing beyond someone who writes simple scripts to skilled group that can create full art pipelines, manage art asset creation and tracking, and generally improve the efficiency of artists we have established ourselves within the industry. Companies want us and understand what we do and why it benefits them. To me this is the biggest accomplishment of the past five years. Instead of being in a reactionary position we are now called upon during pre-production. Back when I started making games in the mid 1990s programmers set how things would work and the artists were just expected to live with those decisions, even having to work long hours to get their work done if the programmers’ choice was a bad one. Now our input is as important as programmers and designers. The programmers and designers will give us specifications for how things should work in the game and we will pipelines, tools and exporters, to allow the artists to focus on art and not have to worry about the technical issues involved in getting their art into the game. We even have the ability to push back against bad decisions and offer up alternative ways accomplish the same goal...ways that won’t be as harmful to the artists. For all we’ve managed to accomplish it looks like we’re not done yet. Each year I host a series of technical artist roundtables at GDC. I’ve noticed some trends appearing that seem to point where technical art is going. Where there used to be “the guy that made scripts” there are now many different types of technical artists. * TAs that specialize in vehicle creation workflows, rigging, physics, and the such. * Technical Animators. TAs that deal solely with character rigging, keyframe animation tools, motion capture, facial capture, etc... * Lighters * Shader authors While we all share the same basic skills and all work to support the art department, we each have different areas of interest. This allows us to provide the highest quality of support possible. Many studios
您可能关注的文档
- Ⅱ考试目标(考核知识点、考核要点).doc
- A06000力学类编号软件名称研制者定价备注A06001全国普通.doc
- APD雪崩光电二极管.ppt
- ASMEDigitalCollectionASCELibrary美国机械-河北工程大学图书馆.ppt
- Australia-ChinaInstituteforArtsandCulture澳中艺术与文化研究院.PDF
- BASICPRINCIPLESINOCCUPATIONALHYGIENE职业卫生基本原则.ppt
- BB平台课程建设建议.doc
- BudgetandFinanceManagement美国公共图书馆财政管理.ppt
- C1313班第六周班级周刊.ppt
- CAI网络教学系统的设计.doc
文档评论(0)