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Character Design Pipeline

Stage 4.1

Stage 1

Stage 2

Stage 3

Game Director, Combat Design, Story

Provides overall vision of the character while working on Combat Design and Story

Creates cast list for the game

Combat design categorizes AI into classes

High level player actions & abilities definition

Character Write-Up

Hero

Any information that in important to the character (Costume changes, wounded, weapon options, weather conditions, etc)

Player actions/abilities should also be defined at a mid-level this point

Animation lists

Technical requirements

AI Classes

What the character needs to do from a gameplay standpoint (Weapon, fighting style, armor, props, etc.)

Where in the story the AI shows up

Enemy actions/abilities should also be defined at a mid-level this point

Animation lists

Technical requirements

Age/Sex/Size      

 

Bosses

What the character needs to do from a gameplay standpoint (Weapon, fighting style, armor, props etc.)

Where in the story the AI shows up

Animation lists

Technical requirements

Age/Sex/Size

Cinematic NPC

Where in the location, character independencies and story details and of where the player meets this character

Any information that in important to the character (Economic/Social level, wounded, carrying something, weather conditions, etc)

Technical requirements

Age/Sex/Size

Combat Design & Animation

Prototype

AI and Bosses with existing models/rigs and quick mock up animations with defined metrics. 

Player actions & abilities should also be prototyped in parallel too as these will be required to support what works (and doesn’t) against our enemy agents

Identify what is fun about fighting the AI and Bosses as soon as possible

Animation Planning

Design and iterate through the animation requirements for PC these include:

Core navigation set animations

Contextual navigation/attack set animations

Attack set animations

Reaction set animations

Execution set animations

Facial set animations

Stage 2

Character Write-Up

Stage 4

Concept Art

  • Classified between Hero, AI, Bosses and Cinematic NPC
  • Important character information is defined
  • Animation lists created
  • Possible actions/abilities identified
  • Technical requirements identified

Stage 1

Hero

  • Any information that is important to character- costume changes, wounded, weapon options, weather conditions, etc.
  • Player actions/abilities defined
  • Technical requirements defined
  • Animation lists

Vision

AI Classes

Cinematic NPC

Stage 3

  • Gameplay Character needs (Weapon, fighting style, armor, props, etc.)
  • AI placement in story
  • Enemy actions/abilities defined
  • Animation lists
  • Technical requirements (More will be known after the concept is finished)
  • Age/Sex/Size

  • Character interdependency and story details of where the player meets this character
  • Any information that is important to the character (Economic/Social level, wounded, carrying something, weather conditions, etc)
  • Possible technical requirements
  • Age/Sex/Size

Bosses

  • Gameplay Character needs(Weapon, fighting style, armor, props etc.)
  • Bosses placement in story
  • Animation lists
  • Technical requirements (More will be known after the concept is finished)
  • Age/Sex/Size

  • Overall vision of the characters
  • Cast list created
  • AI categorized into classes
  • High level player actions & abilities definition

Concept Kick off Meeting & Combat and Animation begin prototyping.

Concept Artist creates silhouettes, rough sketches, line action poses

Work/Review with ...

Lead Concept (Daily)

Game Director (Daily/Twice a week)

Art Director (Daily/Twice a week)

Lead Combat/Combat Designer (At least 1 review)

Concept Artist flushes out rough sketch into final ¾ pose

Work/Review with...

Lead Concept (Daily)

Game Director (Daily/Twice a week)

Art Director (Daily/Twice a week)

Lead Character (At least 2 reviews)

Lead Animator (At least 2 reviews)

Lead Combat (At least 2 reviews)

Lead Tech Art/Rigging (At least 1 review)

Combat Design

Game Director

  • High level player actions & abilities defined
  • AI are categorized into classes

Story

  • Provides overall vision of the character while working on Combat Design and Story
  • Creates cast list for the game
  • High level player actions & abilities definition

Combat Design & Animation

  • Overall vision of characters in accordance with combat design and Game Director's vision
  • Cast list created with Game Director

Concept Kick-Off Meeting

  • Prototype the AI and Bosses with existing models/rigs and quick mock up animations with defined metrics.
  • What is fun?
  • Hero’s actions & abilities prototyped in parallel too as these will be required to support what works (and does not) against the AI.
  • Update Animation lists with requests that were learned through Prototyping
  • Design and iterate through the animation requirements for PC & NPC characters

Game Director/Lead Combat/Combat Designer pitch the character to Art Director, Lead Concept, and Concept

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