In the last post I made talked about the absolute importance of having written standards for all things Art and Programming in documents regarded as Art/Programming Bibles, respectively. Now that the team has had some time to put these Bibles to use, I’m coming to you with an update of how they’ve (sometimes) saved us a lot of headaches.
Texture work has gone swimmingly ever since we agreed upon a color palette, shown below.
With the color palette as a sturdy base, we are able to maintain similar room and object styles throughout the game, no matter what artist creates the texture. Shown below are 3 examples of textures created by 3 different artists.
Now, if you look closely, you can see the color variance and each artist’s interpretation of the color palette. We all have different styles but the Art Bible directs us closer towards one resolved style. Thick outlines and lines to designate texture are big players in making our art look united. I struggled early on with using black lines to imply texture instead of creating the texture with color and detail, but with practice I’ve been able to replicate the style and nearly match the art of my teammates.
We recently ran into one major issue with programming; programmers, comment your code! There’s nothing worse than, on build day, your script breaking the game but you’re unavailable to come in and work so your teammates have to decipher your franken-code and try to solve the issue. Commenting increases readability for anyone who needs to take a quick glance at your code, and it can be a quick refresher of what your code means when you look back at it in 4 months. It’s a quick summary that can save you a lot of time in the long run.
Overall, our Bibles have been invaluable. I’ve personally gone back time and time again if I ever had a question on a naming convention/UV layouts. Without a dedicated color palette our art would look entirely different. The Art and Programming Bibles are the glue that holds our project together. Coherence is created in our game with both of these documents.
Thanks for listening, and I hoped you’re as excited to see the textures in-game as we are here at Two Hat Games!
Part artist, part programmer