3 different production pipelines for video game characters (found at chapter three of the paper)
Concept – Finalise the design for the two characters. After this has been completed create pose and expression sheets for them to bring life to the characters.
Modelling – Due to the power limitations of video game consoles, polygon counts are essential to keep an eye on the character. Characters such as Nathan Drake of the first Uncharted game had up to 30,000 polygons. http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/
Texturing – The texture memory for consoles needs to be kept on top of and the UV maps need to be kept clean and compact to utilise memory.
Baking – Using the alpha channels in a variety of different ways to add other information. Combining opacity, specularity, incandescence, reflectivity, bump maps, normal maps and displacement maps to make an impressive looking character even if it is has a low-poly count
Rigging – Much the same as the polycount the amount of joints need to be kept on top of to make sure that memory is utilised and keep within the limitations of game consoles.
Turnaround – Showcasing the characters in lighting and creating wireframes to showcase the geometry of the character and up close of characters textures.
For a more theatrical pipeline the focus will be the final product being driven by the outcome of the characters coming to life with animation to see how the characters would look in the environment of the game.