Game Development Reference
In-Depth Information
In addition, by reading the lore or script, you'll note that perhaps a character
or characters always fly through the world; if so, you'll need to consider design-
ing bird's-eye views (what the world looks like when the character is flying
through treetops or between mountain peaks). By the same token, your char-
acter may travel the world by boring through the Earth's crust, in which case
you'll need to design worm's-eye views for some of your scenes.
Understanding basic perspective is also critical when doing drawings. Because
part of your job, when creating backgrounds for a game, is to give the sense of
depth and distance, reviewing one-point, two-point, and three-point perspective
is helpful. One-point perspective shows a dead-on view of the world, as if you're
standing on railroad tracks and seeing how they disappear on the horizon line.
Two-point perspective gives a more interesting three-quarter view, and three-
point helps you draw bird's-eye and worm's-eye views.
previsualization
Previsualization ( previs ) is an overarching term that refers to any aspect of
designing the concept work for the game's visual elements and making deci-
sions about how the final work needs to be produced. If, during the concept
phase, art is created to show examples of a character as a 2D element and also
as a 3D element, then a decision must be made about how the final design will
be implemented: 2D or 3D. Once that decision is made—let's say the decision
is 3D—then the final design and production of the character go to the artist or
department that specializes in creating 3D work.
t y P e s o F P r e v I s
Previs can be broken down into five categories:
p i t c h v i s Shows potential for an unproduced project; a pitch
D - V i s Design visualization
Technical previs Dimensional work
On-set previs Re al-time wor k , u sually done on the f ly dur ing
production
p o is t v i is Refinement after production is underway
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