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            loving the bones




            the beauty of the game asset



            Varoux.                                                                 it still a texture? Consider this
                                                                                    lightmap by Thomas Varoux, with
                                                                                    its countless halos. You might
                                                                                    imagine it lighting a space station
                                                                                    at twilight, or a vast Himalayan
                                                                                    palace at dusk. You imagine
                                                                                    invisible models—impossible
                                                                                    models with non-manifold
                                                                                    geometries. When you can see
                                                                                    only the shadow of a world, its

                                                                                    shape is infinite.
                                                                                      If you did not know what
                                                                                    a lightmap was, then it would
                                                                                    cease to represent light. This
                                                                                    character sprite sheet by Anna
                                                                                    Anthropy, viewed in a similar
                                                                                    way, might cease to represent a
                                                                                    walk cycle. Andy Warhol famously
                                                                                    painted a grid of Campbell’s soup
                                                                                    cans, reducing their individual
                                                                                    characteristics to the sum of an
                                                                                    abstract pattern; the sprite sheet,
                                                                                    then, could reduce each frame’s
                                                                                    differences and emphasize the
                                                                                    common iconography. Does
             Laro.                                                                  each frame depict the same
                                                                                    character in different poses and
                                                                                    perspectives, or is each frame a
            we peel                   It’s great to celebrate the   efficient pack ratio on his   separate character?

            skyscrapers             visual arts in video games—but   texture flat for the Black Box   Or maybe Warhol just liked

            like apples.            concept art is not what defines   tank-buster rocket launcher,   soup, and we just make assets

            We dice light into slivers and   game art. It’s not the actual thing   how very little texture space   that appear in entertainment
            arrange those golden shards into   that goes into the game. We tell   is wasted, yet the overall texel   products and that’s all there is to
            vast mosaics; we transform time   people it’s game art anyway,   resolution is evenly distributed.   it. You can think like that, and you
            and shape into swirling color and   because concept art conforms   Here, Laro has skillfully painted   wouldn’t be wrong. But you might
            use it to map river flows. When   to society’s existing notions   a fantastic gunmetal, a very   end up bored and stuck on easy

            we make people, we chop off their   of paintings as art. This is the   narrow range of matte mid-  mode, and being bored is worse
            faces, flatten and bake these   aesthetic equivalent of easy   gray values that still provides   than being wrong.

            human pelts, then tattoo makeup   mode; this is lazy.  a great sense of contrast in the   —Robert Yang

            onto their unblinking eyes.  Let’s try a higher difficulty   material. This piece is a classic
              As game asset artists, we   setting, a more playful and   in the way most industry game

            perform these countless miracles   complex mode of thought. Let’s   artists might appreciate a flat
            and atrocities every day. But   try to understand and promote   surface; it is topologically
            when it comes time to curate the   the real-time art asset as its own   elegant and demonstrates
            public face of game art, we hide   medium of visual art. I will focus   masterful technique.

            that which imbues our real-time   on the game texture—specifically,    We can also think of
            art with drama and magic. We’re   these three masterworks, coming   textures as more conceptual
            content to tape a dozen landscape   soon to a museum near you.  pieces. What if you produced
            paintings and portraits onto a wall,    If you’ve ever found a new   flat paintings without actually

            then point to that concept art and   hat or weapon in TEAM FORTRESS   texturing anything, or what if
            say that is game art, as we see in   2, there’s a good chance Rob   you never saw the corresponding
            public exhibitions like Into the Pixel.  Laro painted it. Note the very   model? Conceptually, then, is
                                                                                                   Anthropy.
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