0% found this document useful (0 votes)
361 views44 pages

Modular Design for Game Artists

Kevin Johnstone discusses his career in environment art and lessons learned. He shares that using modular elements and a grid system allows for more efficient production of assets while reducing texture load. This approach simplifies UV mapping and makes assets more adaptable. Planning ahead and ensuring adaptability are important. While the work may seem boring, optimization is critical. The goal is to create art that level designers can use to complete their missions.

Uploaded by

Catalin Marius
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
361 views44 pages

Modular Design for Game Artists

Kevin Johnstone discusses his career in environment art and lessons learned. He shares that using modular elements and a grid system allows for more efficient production of assets while reducing texture load. This approach simplifies UV mapping and makes assets more adaptable. Planning ahead and ensuring adaptability are important. While the work may seem boring, optimization is critical. The goal is to create art that level designers can use to complete their missions.

Uploaded by

Catalin Marius
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Modular environment Design

Or how I learned to stop worrying and love the grid!

Kevin Johnstone Senior Environment Artist


Scotland Quake 1st job at Reflections Met a woman ,travelled round Europe Developed a love of European buildings

Built my portfolio up until I could get to Epic

Shipped Titles

What I do at Epic
I make fancy pieces of LEGO for Level Designers
Concept artist Environment Artist LDs Shelling first Visuals After My goal is to make art that the LDs can use

Main Environment art problems


Time required to author content

Heavier texture load ( D + S + E + N ) Maintaining texture resolution


Building pieces that are useful and adaptable

Element based modularity


Spotting the patterns of repetition
Most designs are a number of merged elements Grid allows superior control of elements

Is a rectangle also a half circle?


Complex designs - complex UVWs Simpler shapes - more texture res

Lessons learned?

Repetition of forms = authenticity Rate of production UP - Texture load DOWN Asset count

Taking off

Production of more meshes at once Simplified UVWs The return of BSP walls ( sort of )

Gears 3 ambitions

It has to be bigger! Planning ahead Robust asset creation

Becoming obsessive with the Grid, Trust it and it will help you

Processing is how we transfer from detailed meshs to simple ones

You NEVER know for sure how the art will be used in game

Completing the mission

Optimization Problem solving

Boring to Look , but still the most critical part of the work

Summary
Think Ahead and plan it out The GRID is your friend Its not about being a great modeler its about being a great problem solver Ensure Adaptability, you need to take requests You have to love it enough to make others love it

Thats the end

Thanks for listening

[Link]@[Link]

[Link]

You might also like