Archive for the 'How To' Category

Getting Licensed Characters Approved

Thursday, March 6th, 2008
Author of this post: Ee Leng Chang | About Notes on Game Dev Authors »

In my short career in this industry, I’ve worked on 4 licensed titles. Initially, I had no contact with the Licensors, but since moving into the role of Project Coordinator, one of my responsibilities involves liaising with our Licensors. Here’s a step-by-step run through of how to get a licensed character approved to appear in the game:
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Texture Artists: Final Stages

Monday, February 25th, 2008
Author of this post: Adam Capone | About Notes on Game Dev Authors »

In Adam Capone’s last two entries, Know Your Assets and Diffuse and Normals, he covered the basics any texture artist should know about the process of making textures and the skills you’ll need. In this final how-to piece, he covers specular extra map techniques with a closing on final stages and more advice about how to get ahead in your career.

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Texture Artists: Diffuse and Normals

Thursday, February 7th, 2008
Author of this post: Adam Capone | About Notes on Game Dev Authors »

Last week I talked about assets, mapping, and light bake in Know Your Assets. Currently in industry, meshes are far more complicated and require various other maps, which in some cases require different tools from one another, so I’ve put together a breakdown of how I generally work. This week, I’ll talk about Diffuse Map and Normal Map.

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Texture Artists: Know Your Assets

Thursday, January 31st, 2008
Author of this post: Adam Capone | About Notes on Game Dev Authors »

What is a game texture artist? The most basic answer to that is to say a texture artist’s job working for a game developer is to bring meshes created in 3D to life. The roles of a texture artist has expanded quite a bit in recent years since back in the early days of 3D graphics (Sony PlayStation 1 and Nintendo 64) texture artists were only really required to paint colours onto one single map which would wrap around a very simple 3Dmesh. The difference now is that meshes are far more complicated and require various other maps which in some cases require different tools from one another. I will provide a breakdown of how I generally work with regards to current technology.

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