Stylization with a Purpose Stylization with a Purpose Stylization - - PowerPoint PPT Presentation

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Stylization with a Purpose Stylization with a Purpose Stylization - - PowerPoint PPT Presentation

Stylization with a Purpose Stylization with a Purpose Stylization with a Purpose Stylization with a Purpose The Illustrative World The Illustrative World of Team Fortress 2 of Team Fortress 2 Jason Mitchell Jason Mitchell Jason Mitchell


slide-1
SLIDE 1

The Illustrative World The Illustrative World

  • f Team Fortress 2
  • f Team Fortress 2

Jason Mitchell Jason Mitchell Jason Mitchell Jason Mitchell

Stylization with a Purpose Stylization with a Purpose Stylization with a Purpose Stylization with a Purpose

slide-2
SLIDE 2

Outline Outline

  • History of Team Fortress
  • Characters
  • Art direction
  • Shading algorithms
  • Environments
  • Meet the Team
  • Post-ship
  • Sneak Peek of the next Meet the Team short!
slide-3
SLIDE 3

Team Fortress Mod Team Fortress Mod

slide-4
SLIDE 4

INITIAL Team Fortress 2 INITIAL Team Fortress 2

slide-5
SLIDE 5

INITIAL Team Fortress 2 INITIAL Team Fortress 2

Medic!

slide-6
SLIDE 6

Team Fortress 2 Team Fortress 2

slide-7
SLIDE 7

Why The Unique Visual Style? Why The Unique Visual Style?

  • Gameplay
  • Readability
  • Branding
slide-8
SLIDE 8
  • Team – Friend or Foe?
  • Color
  • Class – Run or Attack?
  • Distinctive silhouettes
  • Body proportions
  • Weapons
  • Shoes, hats and clothing folds
  • Selected weapon – What’s he packin’?
  • Highest contrast at chest level, where weapon is held
  • Gradient from dark feet to light chest

Color Swatch

Read Hierarchy

slide-9
SLIDE 9

Early 20th Century Commercial Illustration

Dean Cornwell

  • J. C. Leyendecker

Norman Rockwell

slide-10
SLIDE 10

Early 20th Century Commercial Illustration Early 20th Century Commercial Illustration

  • Chose to adopt specific conventions of the

commercial illustrator J. C. Leyendecker:

  • Shading obeys a warm-to-cool hue shift. Shadows go to

cool, not black

  • Saturation increases at the terminator with respect to a given

light source. The terminator is often reddened.

  • On characters, interior details such as clothing folds are

chosen to echo silhouette shapes

  • Silhouettes are often emphasized with rim highlights rather

than dark outlines

slide-11
SLIDE 11

J.C. Leyendecker Thanksgiving 1628-1928 J.C. Leyendecker Tally-Ho, 1930 Clothing Folds

slide-12
SLIDE 12

J.C. Leyendecker Arrow collar advertisement, 1929 J.C. Leyendecker Swimmin’ Hole, 1935 Rim Highlights Red Terminator

slide-13
SLIDE 13

Rim Highlighting Rim Highlighting

slide-14
SLIDE 14

Rim Highlighting Rim Highlighting

slide-15
SLIDE 15

CHARACTER CREATION CHARACTER CREATION

  • 1. Character silhouette
  • 2. Interior shapes
  • 3. Model sheet
  • 4. 3D Model
  • 5. Character Skin
  • 6. Final Character in game
slide-16
SLIDE 16

Character Silhouette Character Silhouette

  • Building block of character design
  • Identifiable at first read
slide-17
SLIDE 17

Interior Shapes Interior Shapes

  • Solving interior character

design with shadow shapes

  • Keep it iconic
  • Work out design in three

quarter pose

slide-18
SLIDE 18

Model Sheet Model Sheet

  • Use concept painting as

guide

  • Solve design problems using

silhouette only

  • Solve interior design with

shadow shapes

slide-19
SLIDE 19

3D Model 3D Model

  • Match silhouette to model

sheet

  • Solve 3 quarter design with

screenshots / paintovers

  • Model with character in mind
slide-20
SLIDE 20

Base Ambient Occlusion map Base Ambient Occlusion map

slide-21
SLIDE 21

Character Skin Character Skin

slide-22
SLIDE 22

Final Character Final Character

  • 3D model with texture and

basic shading

slide-23
SLIDE 23

Engineer Concept Engineer Concept

slide-24
SLIDE 24

Engineer model Engineer model

slide-25
SLIDE 25

Pyro Concept Pyro Concept

slide-26
SLIDE 26

Pyro model Pyro model

slide-27
SLIDE 27

Character Shading Algorithm Character Shading Algorithm

  • Previous work in Non-Photorealistic Rendering
  • Character lighting equation in Team Fortress 2
slide-28
SLIDE 28

( )

( )

( )

( )

d yellow d blue

k k l n k k l n β α + ⎟ ⎟ ⎠ ⎞ ⎜ ⎜ ⎝ ⎛ ⎟ ⎠ ⎞ ⎜ ⎝ ⎛ + ⋅ − + + ⎟ ⎠ ⎞ ⎜ ⎝ ⎛ + ⋅ 2 1 ˆ ˆ 2 1 1 2 1 ˆ ˆ 2 1

Gooch, 1998 Gooch, 1998

  • Hue and luminance shifts indicate surface
  • rientation relative to light
  • Blend between warm and cool based upon

unclamped Lambertian term, underlying albedo and some free parameters

  • Extreme lights and darks are reserved for edge

lines and highlights

Conventional Shading

Gooch Shading

slide-29
SLIDE 29
  • Typically clamp

N·L to zero at the terminator

  • Half Lambert

scales the -1 to 1 cosine term (red curve) by ½, biases by ½ and squares to pull the light all the way around (blue curve)

Lambertian Term Lambertian Term Half Lambert Half Lambert

  • We have been applying this

curve since Half-Life in 1998

  • Similar to Exaggerated Shading

[Rusinkiewicz06]

Half Lambert Half Lambert

slide-30
SLIDE 30

Lake, 2000 Lake, 2000

  • Lake used a 1D texture lookup

based upon the Lambertian term to simulate the limited color palette cartoonists use for painting cels

  • Also allows for the inclusion of a

view-independent pseudo specular highlight by including a small number of bright texels at the “lit” end of the 1D texture map

N·L

slide-31
SLIDE 31

Barla, 2006 Barla, 2006

  • Barla has extended this technique by using a 2D texture lookup to

incorporate view-dependent and level-of-detail effects.

  • Fresnel-like creates a hard “virtual backlight” which is essentially a

rim-lighting term, though this term is not designed to correspond to any particular lighting environment.

N·L N·L

|N·V|r |N·V|r

slide-32
SLIDE 32

Character Lighting Equation Character Lighting Equation

( )

( )

+ ⎥ ⎦ ⎤ ⎢ ⎣ ⎡ ⎟ ⎟ ⎠ ⎞ ⎜ ⎜ ⎝ ⎛ ⎟ ⎠ ⎞ ⎜ ⎝ ⎛ + ⋅ +∑ 2 1 ˆ ˆ 2 1 ˆ

1 = i i L i d

l n w c n a k

( ) ( )

( )

[ ] (

) ( )

v a k f u n r v k f r v f max k c

r r rim k i r r spec k i s s i L i

ˆ ˆ ˆ ˆ ˆ , ˆ ˆ

1 =

⋅ + ⋅ ⋅

View independent View independent View View-

  • dependent

dependent

slide-33
SLIDE 33

( )

( )

⎥ ⎦ ⎤ ⎢ ⎣ ⎡ ⎟ ⎟ ⎠ ⎞ ⎜ ⎜ ⎝ ⎛ ⎟ ⎠ ⎞ ⎜ ⎝ ⎛ + ⋅ +∑ 2 1 ˆ ˆ 2 1 ˆ

1 = i i L i d

l n w c n a k

View Independent Terms View Independent Terms

  • Spatially-varying directional

ambient

slide-34
SLIDE 34

( )

( )

⎥ ⎦ ⎤ ⎢ ⎣ ⎡ ⎟ ⎟ ⎠ ⎞ ⎜ ⎜ ⎝ ⎛ ⎟ ⎠ ⎞ ⎜ ⎝ ⎛ + ⋅ +∑ 2 1 ˆ ˆ 2 1 ˆ

1 = i i L i d

l n w c n a k

View Independent Terms View Independent Terms

  • Spatially-varying directional

ambient

  • Modified Lambertian terms
slide-35
SLIDE 35

( )

( )

⎥ ⎦ ⎤ ⎢ ⎣ ⎡ ⎟ ⎟ ⎠ ⎞ ⎜ ⎜ ⎝ ⎛ ⎟ ⎠ ⎞ ⎜ ⎝ ⎛ + ⋅ +∑ 2 1 ˆ ˆ 2 1 ˆ

1 = i i L i d

l n w c n a k

View Independent Terms View Independent Terms

  • Spatially-varying directional

ambient

  • Modified Lambertian terms
  • Unclamped Lambertian term
slide-36
SLIDE 36

( )

( )

⎥ ⎦ ⎤ ⎢ ⎣ ⎡ ⎟ ⎟ ⎠ ⎞ ⎜ ⎜ ⎝ ⎛ ⎟ ⎠ ⎞ ⎜ ⎝ ⎛ + ⋅ +∑ 2 1 ˆ ˆ 2 1 ˆ

1 = i i L i d

l n w c n a k

View Independent Terms View Independent Terms

  • Spatially-varying directional

ambient

  • Modified Lambertian terms
  • Unclamped Lambertian term
  • Scale, bias and exponent
slide-37
SLIDE 37

( )

( )

⎥ ⎦ ⎤ ⎢ ⎣ ⎡ ⎟ ⎟ ⎠ ⎞ ⎜ ⎜ ⎝ ⎛ ⎟ ⎠ ⎞ ⎜ ⎝ ⎛ + ⋅ +∑ 2 1 ˆ ˆ 2 1 ˆ

1 = i i L i d

l n w c n a k

View Independent Terms View Independent Terms

  • Spatially-varying directional

ambient

  • Modified Lambertian terms
  • Unclamped Lambertian term
  • Scale, bias and exponent
  • Warping function
  • Albedo

( )

2 1 ˆ ˆ 2 1 + ⋅l n

slide-38
SLIDE 38

( )

( )

⎥ ⎦ ⎤ ⎢ ⎣ ⎡ ⎟ ⎟ ⎠ ⎞ ⎜ ⎜ ⎝ ⎛ ⎟ ⎠ ⎞ ⎜ ⎝ ⎛ + ⋅ +∑ 2 1 ˆ ˆ 2 1 ˆ

1 = i i L i d

l n w c n a k

View Independent Terms View Independent Terms

  • Spatially-varying directional

ambient

  • Modified Lambertian terms
  • Unclamped Lambertian term
  • Scale, bias and exponent
  • Warping function
slide-39
SLIDE 39

( )

( )

⎥ ⎦ ⎤ ⎢ ⎣ ⎡ ⎟ ⎟ ⎠ ⎞ ⎜ ⎜ ⎝ ⎛ ⎟ ⎠ ⎞ ⎜ ⎝ ⎛ + ⋅ +∑ 2 1 ˆ ˆ 2 1 ˆ

1 = i i L i d

l n w c n a k

View Independent Terms View Independent Terms

  • Spatially-varying directional

ambient

  • Modified Lambertian terms
  • Unclamped Lambertian term
  • Scale, bias and exponent
  • Warping function
  • Albedo
slide-40
SLIDE 40

( )

( )

⎥ ⎦ ⎤ ⎢ ⎣ ⎡ ⎟ ⎟ ⎠ ⎞ ⎜ ⎜ ⎝ ⎛ ⎟ ⎠ ⎞ ⎜ ⎝ ⎛ + ⋅ +∑ 2 1 ˆ ˆ 2 1 ˆ

1 = i i L i d

l n w c n a k

View Independent Terms View Independent Terms

  • Spatially-varying directional

ambient

  • Modified Lambertian terms
  • Unclamped Lambertian term
  • Scale, bias and exponent
  • Warping function
  • Albedo
slide-41
SLIDE 41

( ) ( )

( )

[ ] (

) ( )

v a k f u n r v k f r v f max k c

r r rim k i r r spec k i s s i L i

ˆ ˆ ˆ ˆ ˆ , ˆ ˆ

1 =

⋅ + ⋅ ⋅

View View-

  • dependent Terms

dependent Terms

slide-42
SLIDE 42

( ) ( )

( )

[ ] (

) ( )

v a k f u n r v k f r v f max k c

r r rim k i r r spec k i s s i L i

ˆ ˆ ˆ ˆ ˆ , ˆ ˆ

1 =

⋅ + ⋅ ⋅

View View-

  • dependent Terms

dependent Terms

  • Multiple Phong terms per light
slide-43
SLIDE 43

( ) ( )

( )

[ ] (

) ( )

v a k f u n r v k f r v f max k c

r r rim k i r r spec k i s s i L i

ˆ ˆ ˆ ˆ ˆ , ˆ ˆ

1 =

⋅ + ⋅ ⋅

View View-

  • dependent Terms

dependent Terms

  • Multiple Phong terms per light
  • krim broad, constant exponent
slide-44
SLIDE 44

( ) ( )

( )

[ ] (

) ( )

v a k f u n r v k f r v f max k c

r r rim k i r r spec k i s s i L i

ˆ ˆ ˆ ˆ ˆ , ˆ ˆ

1 =

⋅ + ⋅ ⋅

View View-

  • dependent Terms

dependent Terms

  • Multiple Phong terms per light
  • krim broad, constant exponent
  • kspec exponent (constant or texture)
slide-45
SLIDE 45

( ) ( )

( )

[ ] (

) ( )

v a k f u n r v k f r v f max k c

r r rim k i r r spec k i s s i L i

ˆ ˆ ˆ ˆ ˆ , ˆ ˆ

1 =

⋅ + ⋅ ⋅

View View-

  • dependent Terms

dependent Terms

  • Multiple Phong terms per light
  • krim broad, constant exponent
  • kspec exponent (constant or texture)
  • fs

artist tuned Fresnel term

slide-46
SLIDE 46

( ) ( )

( )

[ ] (

) ( )

v a k f u n r v k f r v f max k c

r r rim k i r r spec k i s s i L i

ˆ ˆ ˆ ˆ ˆ , ˆ ˆ

1 =

⋅ + ⋅ ⋅

View View-

  • dependent Terms

dependent Terms

  • Multiple Phong terms per light
  • krim broad, constant exponent
  • kspec exponent (constant or texture)
  • fs

artist tuned Fresnel term

  • fr

rim Fresnel term, (1-(n·v))4

slide-47
SLIDE 47

( ) ( )

( )

[ ] (

) ( )

v a k f u n r v k f r v f max k c

r r rim k i r r spec k i s s i L i

ˆ ˆ ˆ ˆ ˆ , ˆ ˆ

1 =

⋅ + ⋅ ⋅

View View-

  • dependent Terms

dependent Terms

  • Multiple Phong terms per light
  • krim broad, constant exponent
  • kspec exponent (constant or texture)
  • fs

artist tuned Fresnel term

  • fr

rim Fresnel term, (1-(n·v))4

  • kr

rim mask texture

slide-48
SLIDE 48

( ) ( )

( )

[ ] (

) ( )

v a k f u n r v k f r v f max k c

r r rim k i r r spec k i s s i L i

ˆ ˆ ˆ ˆ ˆ , ˆ ˆ

1 =

⋅ + ⋅ ⋅

View View-

  • dependent Terms

dependent Terms

  • Multiple Phong terms per light
  • krim broad, constant exponent
  • kspec exponent (constant or texture)
  • fs

artist tuned Fresnel term

  • fr

rim Fresnel term, (1-(n·v))4

  • kr

rim mask texture

  • ks

specular mask texture

slide-49
SLIDE 49

( ) ( )

( )

[ ] (

) ( )

v a k f u n r v k f r v f max k c

r r rim k i r r spec k i s s i L i

ˆ ˆ ˆ ˆ ˆ , ˆ ˆ

1 =

⋅ + ⋅ ⋅

View View-

  • dependent Terms

dependent Terms

  • Multiple Phong terms per light
  • krim broad, constant exponent
  • kspec exponent (constant or texture)
  • fs

artist tuned Fresnel term

  • fr

rim Fresnel term, (1-(n·v))4

  • kr

rim mask texture

  • ks

specular mask texture

slide-50
SLIDE 50

( ) ( )

( )

[ ] (

) ( )

v a k f u n r v k f r v f max k c

r r rim k i r r spec k i s s i L i

ˆ ˆ ˆ ˆ ˆ , ˆ ˆ

1 =

⋅ + ⋅ ⋅

View View-

  • dependent Terms

dependent Terms

  • Multiple Phong terms per light
  • krim broad, constant exponent
  • kspec exponent (constant or texture)
  • fs

artist tuned Fresnel term

  • fr

rim Fresnel term, (1-(n·v))4

  • kr

rim mask texture

  • ks

specular mask texture

slide-51
SLIDE 51

( ) ( )

( )

[ ] (

) ( )

v a k f u n r v k f r v f max k c

r r rim k i r r spec k i s s i L i

ˆ ˆ ˆ ˆ ˆ , ˆ ˆ

1 =

⋅ + ⋅ ⋅

View View-

  • dependent Terms

dependent Terms

  • Multiple Phong terms per light
  • krim broad, constant exponent
  • kspec exponent (constant or texture)
  • fs

artist tuned Fresnel term

  • fr

rim Fresnel term, (1-(n·v))4

  • kr

rim mask texture

  • ks

specular mask texture

slide-52
SLIDE 52

( ) ( )

( )

[ ] (

) ( )

v a k f u n r v k f r v f max k c

r r rim k i r r spec k i s s i L i

ˆ ˆ ˆ ˆ ˆ , ˆ ˆ

1 =

⋅ + ⋅ ⋅

View View-

  • dependent Terms

dependent Terms

  • Multiple Phong terms per light
  • krim broad, constant exponent
  • kspec exponent (constant or texture)
  • fs

artist tuned Fresnel term

  • fr

rim Fresnel term, (1-(n·v))4

  • kr

rim mask texture

  • ks

specular mask texture

  • Dedicated rim lighting
  • a(v) Directional ambient evaluated with v
slide-53
SLIDE 53

( ) ( )

( )

[ ] (

) ( )

v a k f u n r v k f r v f max k c

r r rim k i r r spec k i s s i L i

ˆ ˆ ˆ ˆ ˆ , ˆ ˆ

1 =

⋅ + ⋅ ⋅

View View-

  • dependent Terms

dependent Terms

  • Multiple Phong terms per light
  • krim broad, constant exponent
  • kspec exponent (constant or texture)
  • fs

artist tuned Fresnel term

  • fr

rim Fresnel term, (1-(n·v))4

  • kr

rim mask texture

  • ks

specular mask texture

  • Dedicated rim lighting
  • a(v) Directional ambient evaluated with v
  • kr

same rim mask

slide-54
SLIDE 54

( ) ( )

( )

[ ] (

) ( )

v a k f u n r v k f r v f max k c

r r rim k i r r spec k i s s i L i

ˆ ˆ ˆ ˆ ˆ , ˆ ˆ

1 =

⋅ + ⋅ ⋅

View View-

  • dependent Terms

dependent Terms

  • Multiple Phong terms per light
  • krim broad, constant exponent
  • kspec exponent (constant or texture)
  • fs

artist tuned Fresnel term

  • fr

rim Fresnel term, (1-(n·v))4

  • kr

rim mask texture

  • ks

specular mask texture

  • Dedicated rim lighting
  • a(v) Directional ambient evaluated with v
  • kr

same rim mask

  • fr

same rim Fresnel

slide-55
SLIDE 55

( ) ( )

( )

[ ] (

) ( )

v a k f u n r v k f r v f max k c

r r rim k i r r spec k i s s i L i

ˆ ˆ ˆ ˆ ˆ , ˆ ˆ

1 =

⋅ + ⋅ ⋅

View View-

  • dependent Terms

dependent Terms

  • Multiple Phong terms per light
  • krim broad, constant exponent
  • kspec exponent (constant or texture)
  • fs

artist tuned Fresnel term

  • fr

rim Fresnel term, (1-(n·v))4

  • kr

rim mask texture

  • ks

specular mask texture

  • Dedicated rim lighting
  • a(v) Directional ambient evaluated with v
  • kr

same rim mask

  • fr

same rim Fresnel

  • n·u term that makes rim highlights tend to

come from above (u is up vector)

slide-56
SLIDE 56

( ) ( )

( )

[ ] (

) ( )

v a k f u n r v k f r v f max k c

r r rim k i r r spec k i s s i L i

ˆ ˆ ˆ ˆ ˆ , ˆ ˆ

1 =

⋅ + ⋅ ⋅

View View-

  • dependent Terms

dependent Terms

  • Multiple Phong terms per light
  • krim broad, constant exponent
  • kspec exponent (constant or texture)
  • fs

artist tuned Fresnel term

  • fr

rim Fresnel term, (1-(n·v))4

  • kr

rim mask texture

  • ks

specular mask texture

  • Dedicated rim lighting
  • a(v) Directional ambient evaluated with v
  • kr

same rim mask

  • fr

same rim Fresnel

  • n·u term that makes rim highlights tend to

come from above (u is up vector)

slide-57
SLIDE 57

( ) ( )

( )

[ ] (

) ( )

v a k f u n r v k f r v f max k c

r r rim k i r r spec k i s s i L i

ˆ ˆ ˆ ˆ ˆ , ˆ ˆ

1 =

⋅ + ⋅ ⋅

View View-

  • dependent Terms

dependent Terms

  • Multiple Phong terms per light
  • krim broad, constant exponent
  • kspec exponent (constant or texture)
  • fs

artist tuned Fresnel term

  • fr

rim Fresnel term, (1-(n·v))4

  • kr

rim mask texture

  • ks

specular mask texture

  • Dedicated rim lighting
  • a(v) Directional ambient evaluated with v
  • kr

same rim mask

  • fr

same rim Fresnel

  • n·u term that makes rim highlights tend to

come from above (u is up vector)

slide-58
SLIDE 58

( ) ( )

( )

[ ] (

) ( )

v a k f u n r v k f r v f max k c

r r rim k i r r spec k i s s i L i

ˆ ˆ ˆ ˆ ˆ , ˆ ˆ

1 =

⋅ + ⋅ ⋅

View View-

  • dependent Terms

dependent Terms

  • Multiple Phong terms per light
  • krim broad, constant exponent
  • kspec exponent (constant or texture)
  • fs

artist tuned Fresnel term

  • fr

rim Fresnel term, (1-(n·v))4

  • kr

rim mask texture

  • ks

specular mask texture

  • Dedicated rim lighting
  • a(v) Directional ambient evaluated with v
  • kr

same rim mask

  • fr

same rim Fresnel

  • n·u term that makes rim highlights tend to

come from above (u is up vector)

slide-59
SLIDE 59

ENVIRONMENT DESIGN ENVIRONMENT DESIGN

  • Creating a compelling,

immersive world

  • Team distinction through

material hue/value/saturation.

  • Impressionistic painterly look
slide-60
SLIDE 60

CONTRASTING TEAM PROPERTIES CONTRASTING TEAM PROPERTIES

  • Red
  • Warm colors
  • Natural materials
  • Angular geometry
  • Blue
  • Cool colors
  • Industrial materials
  • Orthogonal forms
slide-61
SLIDE 61

Red base in 2fort map Red base in 2fort map

slide-62
SLIDE 62
slide-63
SLIDE 63

Blue Base in 2 fort map Blue Base in 2 fort map

slide-64
SLIDE 64
slide-65
SLIDE 65

ROUGH SHELL ROUGH SHELL

Early game screenshot Early game screenshot

slide-66
SLIDE 66

CONCEPT CONCEPT

2D 2D Paintover Paintover

slide-67
SLIDE 67

ART PASS ART PASS

Final in Final in-

  • game screenshot

game screenshot

slide-68
SLIDE 68

Impressionistic textures Impressionistic textures

Shot from Shot from Spirited Away Spirited Away

slide-69
SLIDE 69

Miyazaki Miyazaki – – Brush Width Foreshortened Brush Width Foreshortened

Background plates from Spirited Away Background plates from Background plates from Spirited Away Spirited Away

  • Can easily imagine a 3D camera

move between these 2D views of the same space

slide-70
SLIDE 70

World texturing World texturing

Texture map Texture map In In-

  • game Screenshot

game Screenshot

slide-71
SLIDE 71

World texturing World texturing

Texture map Texture map In In-

  • game Screenshot

game Screenshot

slide-72
SLIDE 72

World texturing World texturing

Texture map Texture map In In-

  • game Screenshot

game Screenshot

slide-73
SLIDE 73

World texturing World texturing

Texture map Texture map In In-

  • game Screenshot

game Screenshot

slide-74
SLIDE 74

Model texturing Model texturing

Texture map Texture map In In-

  • game Screenshot

game Screenshot

slide-75
SLIDE 75

Class Class =

=

Character Character

  • Defined personalities and

archetypes up front

  • Consistent voice casting
  • In-game taunt animations and

context-sensitive emotes

  • “So much blood…”
  • Meet the Team shorts
  • Character vignette movies

rendered with game engine

  • Game assets except:
  • Up-rezzed hands
  • More facial morph targets
  • More facial wrinkle maps
  • We find ourselves mixing the

terms “Class” and “Character”

slide-76
SLIDE 76

EA LA EA LA

How did fans react? How did fans react?

Volition Volition Nihilistic Nihilistic NC Soft NC Soft Blizzard Blizzard Bioware Bioware

slide-77
SLIDE 77

Where do we go from here? Where do we go from here?

  • Successful multiplayer games live for a long time
  • Regular updates via Steam
  • Shipped 28 times since the Beta in September
  • New features, code optimizations and exploit fixes
  • This is why we built Steam & Steamworks in the first place
  • Steam is not just a digital distribution system
  • Can ship updates extremely quickly and fully engage the community
  • Extend experience for dedicated players
  • Maps
  • Game modes
  • Achievements
  • Unlockable weapons in Team Fortress 2
  • Can ship more quickly than new maps and game modes

New Medigun concept

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SLIDE 78

Meet The Scout Meet The Scout

  • Things to look for…
  • Distinct character classes
  • Shape and Shading
  • Analogous color palette
  • Painterly world texturing
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SLIDE 79

Conclusion Conclusion

  • History
  • Characters
  • Art direction
  • Shading algorithms
  • Environments
  • Meet the Team
  • Post-ship
  • Meet the Scout
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SLIDE 80

References References

  • Barla, P., Thollot, J., & Markosian, L. 2006. “X-Toon: An Extended Toon

Shader,” NPAR 2006

  • Gooch, A. A., Gooch, B., Shirley, P., and Cohen, E. “A Non-

Photorealistic Lighting Model for Automatic Technical Illustration,” SIGGRAPH98.

  • Lake, A., Marshall, C., Harris, M., and Blackstein, M. 2000. “Stylized

Rendering Techniques for Scalable Real-Time 3D Animation,” ACM Press, New York, J.-D. Fekete and D. Salesin, Eds., 13–20.

  • Jason Mitchell, Moby Francke and Dhabih Eng, “Illustrative Rendering

in Team Fortress 2,” ACM Symposium on Non-Photorealistic Animation and Rendering, 2007

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SLIDE 81

Reading List Reading List

  • Art History, Cinematography & Graphic Design
  • Painting with Light by John Alton
  • The Science of Art: Optical Themes in Western Art from

Brunelleschi to Seurat by Martin Kemp

  • Secret knowledge: Rediscovering the Lost Techniques
  • f the Old Masters by David Hockney
  • On Reflection by Jonathan Miller
  • Anything by Edward Tufte or Marcel Minnaert
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SLIDE 82

Questions? Questions?