Game art workflow: Open-source and comercial programs

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...

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Bibliographic Details
Main Author: Aspenfelt, Zebastian
Format: Others
Language:English
Published: Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad 2012
Subjects:
Online Access:http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-12121
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spelling ndltd-UPSALLA1-oai-DiVA.org-hig-121212018-01-13T05:16:16ZGame art workflow: Open-source and comercial programsengAspenfelt, ZebastianHögskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad2012BlenderPixologic Zbrushopen-sourceAdobe PhotoshopAutodesk MayaGimpAlchemyPixologic SculptriscommercialgameComputer SciencesDatavetenskap (datalogi)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. Student thesisinfo:eu-repo/semantics/bachelorThesistexthttp://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-12121application/pdfinfo:eu-repo/semantics/openAccess
collection NDLTD
language English
format Others
sources NDLTD
topic Blender
Pixologic Zbrush
open-source
Adobe Photoshop
Autodesk Maya
Gimp
Alchemy
Pixologic Sculptris
commercial
game
Computer Sciences
Datavetenskap (datalogi)
spellingShingle Blender
Pixologic Zbrush
open-source
Adobe Photoshop
Autodesk Maya
Gimp
Alchemy
Pixologic Sculptris
commercial
game
Computer Sciences
Datavetenskap (datalogi)
Aspenfelt, Zebastian
Game art workflow: Open-source and comercial programs
description 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.
author Aspenfelt, Zebastian
author_facet Aspenfelt, Zebastian
author_sort Aspenfelt, Zebastian
title Game art workflow: Open-source and comercial programs
title_short Game art workflow: Open-source and comercial programs
title_full Game art workflow: Open-source and comercial programs
title_fullStr Game art workflow: Open-source and comercial programs
title_full_unstemmed Game art workflow: Open-source and comercial programs
title_sort game art workflow: open-source and comercial programs
publisher Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad
publishDate 2012
url http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-12121
work_keys_str_mv AT aspenfeltzebastian gameartworkflowopensourceandcomercialprograms
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