A Glimpse Into The Game Design Pipeline.

Researcher(s)

  • Mike LaStella, Visual Communications, University of Delaware

Faculty Mentor(s)

  • Austin Caskie, Art and Design, University of Delaware

Abstract

In the game design industry, optimizing workflows to minimize time while maximizing product quality is crucial. This process, known as the “pipeline,” involves several stages of development. Over the summer, I undertook the challenge of creating a virtual world in 3D space, akin to those found in modern video games. My objective was to uncover the specific nuances involved in building such a world, understand the decision-making process of game developers, and gain insights into the underlying mechanics of video games.

My primary focus was on the modeling-to-engine pipeline, the shader pipeline, and the texturing pipeline. To start, I designed a new-age cyberpunk city set on a distant alien planet. This world was crafted to convey a story through its environment, inviting viewers to unravel its narrative. I learned to model objects based on concept art provided by an outsourced artist, a common practice in the industry.

Throughout this project, I explored the use of tileable textures, modular building kits, shape language, and post-processing effects to create a realistic and efficient environment. These techniques significantly accelerated the development process. I also familiarized myself with various essential software tools, including Unreal Engine, Substance Designer, Substance Painter, SpeedTree, and Blender. Each of these programs integrates with one another to perform specific tasks crucial to creating a virtual world.

I am excited to present my work and offer a glimpse into the artistry involved in 3D modeling and design.