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Behind every immersive world lies a meticulously crafted game art pipeline, a process where raw ideas evolve into interactive, polished assets. In the early days of game development, creating assets was a fragmented, time-consuming process. But how exactly does a simple sketch transform into a fully animated, game-ready asset?
Almost every 3D asset is painted using only one atlas texture. We created 4 UV sets of each car and wrote a shader that swaps them. Players are able to create their own tracks using road parts, obstacles and props. Majority of props work on the same principles as the rest of assets. Track components .
A single shot or asset will often travel through numerous artists and multiple departments before being finalized. As an asset takes shape, it must be presented in a turntable so its look can be properly inspected and approved or given notes by relevant supervisors or clients. So, where do you fit into the production pipeline?
: ITweenOption was forcibly set to object, causing errors in strict mode; issue Fixed the issue where Tween would change the property type of the target object during the process; PR Fixed the issue where custom progress and easing types were missing in the props parameter of Tween.to/by;
: ITweenOption was forcibly set to object, causing errors in strict mode; issue Fixed the issue where Tween would change the property type of the target object during the process; PR Fixed the issue where custom progress and easing types were missing in the props parameter of Tween.to/by;
Keeps tabs on all of the incoming art assets to make sure they adhere to style and meet requirements. Writes shaders, writes scripts, works with code. Prop Artist : Creates the wire frames that form the shape of not living things. Technical Director - Engineering lead. All engineers report to her.
Back in the world of environmental concepts, another of our artists, Ila, took on a concept from our ever-growing list of items and props. Next up in the realm of items and props are the Kotakayan weapon concepts pictured below that were created by our super talented Concept Artist, James.
Once finished with the environmental concepts for the six clan capital cities, Harold then joined James in completing a few designs for items that still needed to be replaced with custom assets in the Kristala game build: Modular tunnel pieces. In-tact and broken Amulets. Check it out! 3D Modeling. Several intact and crumbling gravestones.
Due to its extensive asset store, versatility, and a multitude of tutorials and online courses, Unity has become the most popular 2D and 3D development platform in the world. Luckily both engines offer asset stores that allow users to download free and paid props, shading, textures, and many more.
3D Asset Design. With the armor and character revisions completed, Nick moved on to a brand new task: a dungeon prop list! We can't wait to see this come to life even further as Nick continues working through his list of assets. Let's get immersed in the dark fantasy world of Kristala. Check it out!
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