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Senior Research Topic Help

Started by March 05, 2006 05:32 PM
2 comments, last by LorenzoGatti 18 years, 10 months ago
I'm a college student and I'm really excited about my senior research topic that I will be writing a huge paper on. I will also be giving a half an hour presentation on my topic. My topic is called : Graphic Software Used in Game Design. I'm working mostly with Maya at the moment and I'm beginning to learn polygonal modeling. Could someone add on a few topics to my research that they would find interesting to learn about creating graphics for games? Here are the topics that I want to discuss in my paper so far. They mostly revolve around Maya. -Two Dimensional Graphics (Sprites used in 2D and 3D games) -Three Dimensional Graphics (Polygonal and NURBS Modeling) -Cel-Shading -Hardware specifications and constraints for detail in graphics (Ex. How much memory is necessary for today's graphic complex games?) -Maya -My Personal Experience with Maya -Video Games that have used Maya for their graphics -The Legend of Zelda: The Wind Waker -Resident Evil 4 -Maya’s MEL Scripting Thanks!
"Graphic Software Used in Game Design" is a broad and abstract topic: you shouldn't focus on specific programs like Maya, because they are just one of the many possible answers to very general problems: how to create 3d models, how to render scenes, how to automate workflow, how to manage assets and coordinate team development, etc.
Graphic software is used for game development, not game design; the design of graphics ends with the technical (e.g. the engine uses 200-500 vertices models with one truecolour skin texture) and artistical (e.g. there must be a walking, jumping and crouching space marine) requirements that constrain the asset development tools and process.

The outline you give seems more appropriate for "Maya Used for Three Dimensional Game Graphics", which is a worthwhile but completely different subject; if you choose to discuss Maya you might want to cut or reduce the first few items in the outline, except polygonal and NURBS shapes, since 2d graphics and performance are out of topic and cel shading is only one of the countless shader types that a generic modeling program needs to support.

Lorenzo Gatti

Omae Wa Mou Shindeiru

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I had a bad feeling that my title would be too abstract. I like the sound of your title even better than mine. I've been researching into my project for about 8 weeks now and I only have a few more left before it's due.

I still plan on researching about the earliest of games and how 2D sprites were generated in Atari, NES and older video games, becuase this is something that really interests me. Then I will talk about how games today can use Maya to create their 3D Models. Cel-Shading really interests me as well and I will keep it since the deadline is only about five weeks away.

I don't think I'll be looking into "automating workflow", "how to manage assets and coordinate team development " or anything about controlling the game project.

Thank you very much for your opinion.

Derek

Quote:
Original post by derek_nofsinger

I still plan on researching about the earliest of games and how 2D sprites were generated in Atari, NES and older video games, becuase this is something that really interests me. Then I will talk about how games today can use Maya to create their 3D Models. Cel-Shading really interests me as well and I will keep it since the deadline is only about five weeks away.


You could combine a general discussion of 3d modeling and Maya with an almost coherent case study about how cel shading is related to the graphic style of cartoons and old 2d games, and how you used Maya for high-quality cel shading.

"How 2D sprites were generated": they were (and are) drawn by hand, with palette-based pixel painting programs and later, partly, with truecolour painting programs and offline rendering of 3D models and procedural systems.
It is so different from 3D modeling, from a technical point of view, that it is really off topic (unless you discuss the common ground of resource constraints and asset development workflow, which you aren't interested in).

Good luck!

Omae Wa Mou Shindeiru

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