Search






My Shopping Cart

[ 0 ] items in cart

View Cart | Checkout


Game Developer Research
bullet Research Reports

Gamasutra
bullet Contractor Listings

GDC Vault
bullet Individual Subscription

GDC Audio Recordings
bullet App Developers Conference 2013
bullet GDC Next 2013
bullet GDC Europe 2013
bullet GDC 2013
bullet GDC Online 2012
bullet GDC Europe 2012
bullet GDC 2012
bullet GDC 2011
bullet GDC 10
bullet GDC 09
bullet GDC Austin 08
bullet GDC Mobile 08
bullet GDC 08
bullet GDC Austin 07
bullet GDC Mobile 07
bullet GDC 07
bullet GDC 06
bullet GDC 05
bullet GDC 04
bullet GDC 03
bullet GDC 01
bullet GDC 2000 & Before


Newest Item(s)
bullet

Why Now Is the Best Time Ever to Be a Game Developer

Ingress: Design Principles Behind Google's Massively Multiplayer Geo Game

Playing with 'Game'

Gathering Your Party with Project Eternity (GDC Next 10)

D4: Dawn of the Dreaming Director's Drama (GDC Next 10)

Using Plot Devices to Create Gameplay in Storyteller (GDC Next 10)

How I Learned to Stop Worrying and Love Making CounterSpy (GDC Next 10)

Luck and Skill in Games

Minimalist Game Design for Mobile Devices

Broken Age: Rethinking a Classic Genre for the Modern Era (GDC Next 10)


Storefront > GDC Vault Store - Audio Recordings > GDC 2006


View larger image
 


QTY:

Creating World-Class Graphics on the PSP
Price $5.95
Adjustment
Type
Stock Unlimited
Status
Weight 0 lb, 0 oz
SKU GDC-06-037
Statistics
Description
Creating World-Class Graphics on the PSP,
1557

Visual Arts, Lecture

Jason Piel
Art Director, Amaze Entertainment

Phil Trumbo
Creative Director, Amaze Entertainment
One challenge of developing great looking PSP games is to do so while taking full advantage of the platform’s small form factor, vivid wide screen display, portability, short play sessions, wireless multi-player capability, and significant memory constraints. This lecture uncovers some of the hard-earned tips and tricks that are essential to creating world-class graphics on this new platform. The speaker will examine similarities and differences between PlayStation 2 and PSP game production. Examples of assets ported directly from PlayStation 2 to PSP are shown to demonstrate the graphics hurdles that must be cleared. This presentation also explores the methodology of developing games of different genres for the PSP. ^/BR^^/BR^ In creating graphic content for the PSP, efficiency and readability are essential. The key constraints are memory, streaming, and bones. Since the screen is limited in the number of polys it can display, environment artists need to be particularly inventive with their level meshes and textures. Robust lighting is possible, but it must be cleverly balanced between pre-lighted or dynamic, depending on the needs of the particular level and game. Characters have a reasonable poly count but are limited in bone number and texture size. Facial animations can be achieved with morph targets or bone-driven animation. The UMD makes it possible to display near DVD-quality cutscenes. It’s a small package, but it can be made to deliver gorgeous graphics when the right strategy is employed. The efficiency and ease of use of the software engine used to build and run the game obviously greatly affects how well the graphics will look and perform. Whether the game engine is internal or a licensed one, it is essential that it be flexible enough to adapt to the specific demands of the PSP. It is crucial that a highly skilled graphics programmer work closely with the art team to adapt the engine to the specific needs of the particular game. Likewise, it is essential for the art lead to set the standard in creating efficient, engine–friendly art. The technology will vary, but the battle for resources on the reduced memory footprint of the PSP will be the same for all who design for it.

Attendees learn strategies for creating visually stunning graphics on the Sony PSP. The lecture demonstrates successful production methods created during the development of The Sims2 PSP, Lord of the Rings Tactics PSP, and other titles. The audience benefits from genre-specific analysis of efficient asset creation for the PSP. The creation of game characters, worlds, animation, effects, and UI is discussed. The lecture details the challenges of PSP memory limitations and allocation as well as load time versus run-time issues. Attendees are exposed to a reality check of the major differences between the general perception of PSP technology and actual production experiences.

Artists, Art Leads, Art Directors and Producers learn specific techniques for creating high-quality art and animation on the PSP. Game production experience is required. The lecture appeals to intermediate and advanced levels of experience. There is an enormous marketplace and publisher demand for PSP games. Many developers are anxious to develop for the platform, but are reluctant to make the investment, in terms of software and new processes. This lecture exposes some of the successful techniques and strategies Amaze Entertainment studios have employed in meeting the challenges of PSP development.

Please leave this field blank.

There are no related products to display.

Related Products...

Please leave this field blank.