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Game art workflow: Open-source and comercial programs
University of Gävle, Faculty of Engineering and Sustainable Development, Department of Industrial Development, IT and Land Management.
2012 (English)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [en]

For years, game companies have been using different programs for the creation of the newest most inspiring games. A short presentation about different programs used for game art is provided with key aspects in developing art for games in character production. One aim is to showcase the potential of open-source programs. Two projects with two different characters were created for games testing the workflow between open-source, free application and also commercial programs. The results of the projects are discussed and then the document focuses on explaining what the negative side of open-source programs is and why they should not be used. After the discussion, a conclusion is made explaining the similarities and differences between open-source and commercial programs.

Place, publisher, year, edition, pages
2012. , 25 p.
Keyword [en]
Blender, Pixologic Zbrush, open-source, Adobe Photoshop, Autodesk Maya, Gimp, Alchemy, Pixologic Sculptris, commercial, game
National Category
Computer Science
Identifiers
URN: urn:nbn:se:hig:diva-12121OAI: oai:DiVA.org:hig-12121DiVA: diva2:534459
Subject / course
Computer science
Educational program
Creative computer graphics
Uppsok
Technology
Supervisors
Examiners
Available from: 2012-06-25 Created: 2012-06-17 Last updated: 2012-06-25Bibliographically approved

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fulltext(4083 kB)798 downloads
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Computer Science

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CiteExportLink to record
Permanent link

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Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf