Week 1
— GAD315 —
— GAD315 —
Before-Class Readings
The pipeline of VFX production:
Sketch - Broad exploration of the look of the effect; the core point of discussion for what an effect should look like, and this can be either one sketch or a sheet of sketches for effect concepts.
Tie-down - Selecting the best choices out of the sketches and refining them—tying them down. This means adding more visual to the sketch to give a better idea of what the effect should look like.
Style target - The concept art stage, where the favourite of the tie-downs is chosen and you really flesh it out to its completed look.
Call-out - Taking your concept art and doing "call-outs" on them; showing where things are going to be, how you're going to build the effect; effectively planning the effect, like a blueprint. This is also a consideration point for optimisation.
Block-in - The prototype of the effect, built inside of the game, with things like simple shapes being used to put more focus on getting the timing and details right.
Creation - The actual building stage of the game, where you're creating the final version of the effect, using systems such as the particle system and building the textures, meshes, etc.
Implementation - Setting up the effect to be produced in the game, e.g. being generated after an attack or environmental effects.
Optimisation - Keeping the framerate and load time high to provide a smooth playing experience; most important when there's a lot of effects on screen. E.g. texture size, system complexity, etc.
Bug-fixing - Fixing bugs in the effects, often with info sent by the QA team.
The three main sections of the VFX pipeline are "pre-production", "production" and "post-production".