The Content Creation Workflow of the Ship Simulator Game - A Case Study

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    The Content Creation Workflow of the Ship Simulator Game - A Case Study - Presentation Transcript

    1. The content creation workflow of the Ship Simulator game – a case study CASA workshop on 3D Advanced Media in Gaming And Similation, June 2009 Pjotr van Schothorst, founder and CTO
    2. 19 • • • • • 97 – Si 19 m 98 Sh el – lp O ro 19 il ri je 99 g ct in – Q in O it ia 20 il ua ri ke te 00 g d – in 2 Q U en Who are we? ue nr gi 20 st ea ne 01 3D le – de ng Fi in rs ve e Privately held company 20 t lo 02 ur pm ba – n en V w t ST st 20 EP al kt ar 03 fo hr te – un ou d Sh de gh 20 ip d 04 ev ac – 40 employees in the Benelux, UK, India Headquarters in Rotterdam, Netherlands ST ua C ti 20 W on 05 Fi tr –D re ai -fi ni ri gh ng 20 ve 06 r ti ng si – m tr Sh ul ai ip at ni 20 io ng Si 07 m n, N – 40+ Serious Game projects delivered on time, on budget Sh 20 av 20 ip 06 y ,T tr 08 Si ai – m ra ni N in ng response training simulators and related entertainment games 20 S 08 dr 20 R ,R iv 09 ai er lw es si – ay cu m Sh ip st eS Objective: To become a leading developer of maritime and emergency at im Si io m ns Pr o
    3. What do we do? Emergency Response Training Training Simulators Simulation Games 3
    4. Our clients Note: this is not a full list 4
    5. Ship Simulator Series: Over 400.000 copies sold to date!
    6. Find the CAD files
    7. Find the details
    8. Create a high-detail 3D model
    9. Create a texture
    10. Model without textures
    11. Model with textures
    12. Create windows as separate surfaces
    13. Create separate models of all the moving parts
    14. Put it all together
    15. Create a lightmap
    16. Lightmap
    17. Create a walkthrough collision model
    18. Create a physics collision model
    19. Create the bridge interior model
    20. Create models of the controllers
    21. Create a low-detail model for distant viewing
    22. Create a low-detail model for the water reflection
    23. Paint the hull vertex model according to possible damage
    24. Create a chart icon model
    25. Import in game engine Set basic physical properties
    26. Apply hydrodynamic and propulsion properties
    27. Support tools • SVN: Document Management System. Mostly used by programmers, not for artwork (yet) • Well-organised fileserver, transparent folder structure • VPN: Integrate remote workers • Secure FTP: access to parts of the file server by volunteers and customers • Bug tracker: beta testers and clients • Forum: part public, part restricted to volunteers • E-mail, Live Messenger, Skype

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