Procedural Game Environment Design Practices for Visual Effects Artists
Savannah, Ga. : Savannah College of Art and Design
Thesis (M.F.A.) -- Visual Effects
Savannah College of Art and Design -- Department of Visual Effects
Includes bibliographical references (p.39).
Includes "Procedural Game Environment Design Practices for Visual Effects Artists" demo.
Side Effects' Houdini Engine is meant to facilitate the exchange of information between Houdini and other Digital Content Creation (DCC) applications, allowing for Houdini tools to be used in multiple software environments. A new methodology of design within Houdini is necessary in order for artists to effectively use the Houdini Engine. The example discussed here focuses on creating custom building floor plans and interior spaces. The relevance of this new outlook is justified by examining current games (Blizzard Entertainment's dungeon crawlers Diablo II and Diablo III) featuring interiors lacking in variety that could benefit from a procedural approach. Floor plans, generated from sketches created in Adobe Illustrator, are traced in Houdini and used to generate a building. Then, that building is imported into the Unity game engine. The workflow highlights the ability of the artist to alter the results quickly and frequently. Such a process will contribute a new methodology of environment design to the realm of digital game production, useful to the visual effects community of Houdini users and to the community of game environment artists alike.
CHAIR: Fowler, Deborah
PDF : 40 p. : ill; MP4
Copyright is retained by the authors or artists of items in this collection, or their descendants, as stipulated by United States copyright law.