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	<title>Comments on: You Don&#8217;t Need Game Art In The Beginning of Your Game Project</title>
	<atom:link href="http://www.gameproducer.net/2006/01/21/you-dont-need-3d-models-nor-other-game-art-in-the-beginning-of-your-game-project/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.gameproducer.net/2006/01/21/you-dont-need-3d-models-nor-other-game-art-in-the-beginning-of-your-game-project/</link>
	<description>I bake games. Indie style.</description>
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		<title>By: Colonel_Klink</title>
		<link>http://www.gameproducer.net/2006/01/21/you-dont-need-3d-models-nor-other-game-art-in-the-beginning-of-your-game-project/comment-page-1/#comment-132587</link>
		<dc:creator>Colonel_Klink</dc:creator>
		<pubDate>Thu, 08 Jan 2009 10:37:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/01/21/you-dont-need-3d-models-nor-other-game-art-in-the-beginning-of-your-game-project/#comment-132587</guid>
		<description>I agree when you are at the beginning of any game project and wanting to get a feel for the controls of the game, and to test model movement, physics, etc., then basic shapes are all you need.
If you are working with an established game engine and the goal is to rapidly prototype a couple of levels, then create basic models. These basic representations of the final models could be used as lods.

Google 3D Warehouse can be a good place to look for basic models.</description>
		<content:encoded><![CDATA[<p>I agree when you are at the beginning of any game project and wanting to get a feel for the controls of the game, and to test model movement, physics, etc., then basic shapes are all you need.<br />
If you are working with an established game engine and the goal is to rapidly prototype a couple of levels, then create basic models. These basic representations of the final models could be used as lods.</p>
<p>Google 3D Warehouse can be a good place to look for basic models.</p>
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		<title>By: Juuso - Game Producer</title>
		<link>http://www.gameproducer.net/2006/01/21/you-dont-need-3d-models-nor-other-game-art-in-the-beginning-of-your-game-project/comment-page-1/#comment-25121</link>
		<dc:creator>Juuso - Game Producer</dc:creator>
		<pubDate>Wed, 13 Dec 2006 11:57:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/01/21/you-dont-need-3d-models-nor-other-game-art-in-the-beginning-of-your-game-project/#comment-25121</guid>
		<description>Very good point.</description>
		<content:encoded><![CDATA[<p>Very good point.</p>
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		<title>By: zppz</title>
		<link>http://www.gameproducer.net/2006/01/21/you-dont-need-3d-models-nor-other-game-art-in-the-beginning-of-your-game-project/comment-page-1/#comment-25107</link>
		<dc:creator>zppz</dc:creator>
		<pubDate>Wed, 13 Dec 2006 10:42:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/01/21/you-dont-need-3d-models-nor-other-game-art-in-the-beginning-of-your-game-project/#comment-25107</guid>
		<description>I think the important thing is that you need art if you want OTHER people to show interest in your game. So you might not need art during the prototyping and early development, but when it comes to testing it&#039;s sure gonna help. My game couldn&#039;t even catch 5 seconds of attention from my girlfriend until the player became a proper character model...</description>
		<content:encoded><![CDATA[<p>I think the important thing is that you need art if you want OTHER people to show interest in your game. So you might not need art during the prototyping and early development, but when it comes to testing it&#8217;s sure gonna help. My game couldn&#8217;t even catch 5 seconds of attention from my girlfriend until the player became a proper character model&#8230;</p>
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		<title>By: GameProducer.Net &#187; Archive &#187; How to Find Artist For Your Game Project</title>
		<link>http://www.gameproducer.net/2006/01/21/you-dont-need-3d-models-nor-other-game-art-in-the-beginning-of-your-game-project/comment-page-1/#comment-24051</link>
		<dc:creator>GameProducer.Net &#187; Archive &#187; How to Find Artist For Your Game Project</dc:creator>
		<pubDate>Thu, 07 Dec 2006 11:52:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/01/21/you-dont-need-3d-models-nor-other-game-art-in-the-beginning-of-your-game-project/#comment-24051</guid>
		<description>[...] [1] Do you really need an artist, yet? Ask yourself: do you really need an artist for your project right now? Or could you use placeholders? Usually you don&#8217;t need game art in the beginning of the project. Try survive without real art before you really need it - because if you start getting art in the beginning there&#8217;s always the chance that you change plans, artist leaves or something else happens. If you have just started out the project, I really recommend to do a some sort of prototype before even thinking about getting artist into your team. [...]</description>
		<content:encoded><![CDATA[<p>[...] [1] Do you really need an artist, yet? Ask yourself: do you really need an artist for your project right now? Or could you use placeholders? Usually you don&#8217;t need game art in the beginning of the project. Try survive without real art before you really need it &#8211; because if you start getting art in the beginning there&#8217;s always the chance that you change plans, artist leaves or something else happens. If you have just started out the project, I really recommend to do a some sort of prototype before even thinking about getting artist into your team. [...]</p>
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		<title>By: Game Producer</title>
		<link>http://www.gameproducer.net/2006/01/21/you-dont-need-3d-models-nor-other-game-art-in-the-beginning-of-your-game-project/comment-page-1/#comment-184</link>
		<dc:creator>Game Producer</dc:creator>
		<pubDate>Fri, 03 Feb 2006 17:57:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/01/21/you-dont-need-3d-models-nor-other-game-art-in-the-beginning-of-your-game-project/#comment-184</guid>
		<description>@Harry: Yes, I agree that there are times when it&#039;s not enough. Per-polygon collisions and accurate physics would need more accurate graphics, but even then you can use untextured models which roughly look like the game character. You could use untextured walls etc. for polygon collisions. It is not necessary to bring all art at once. 

I would argue that graphics would take 90% of the time... the most time consuming task in the production is (as far as I have experience about this) definitely programming. Programming game engine, fixing bugs, coding those physics... it all takes a lot time - most of the time. I would estimate coding to take maybe 60-70% (whereas sounds 5-10%, art 20-30%) for an average project where I have been involved. (of course these figures vary... but roughly this is the case). In this sense using placeholders can be good. 

Now, what comes to the question about FPS: If you want to create bullet time, or code artificial intelligence, or gun physics you don&#039;t need much art. You can bring your great ideas in the game without need to use art. 

Of course if your game is mainly focused on graphics (like some adventure game could be) it might be worth bringing in the content &amp; art sooner. It depends.</description>
		<content:encoded><![CDATA[<p>@Harry: Yes, I agree that there are times when it&#8217;s not enough. Per-polygon collisions and accurate physics would need more accurate graphics, but even then you can use untextured models which roughly look like the game character. You could use untextured walls etc. for polygon collisions. It is not necessary to bring all art at once. </p>
<p>I would argue that graphics would take 90% of the time&#8230; the most time consuming task in the production is (as far as I have experience about this) definitely programming. Programming game engine, fixing bugs, coding those physics&#8230; it all takes a lot time &#8211; most of the time. I would estimate coding to take maybe 60-70% (whereas sounds 5-10%, art 20-30%) for an average project where I have been involved. (of course these figures vary&#8230; but roughly this is the case). In this sense using placeholders can be good. </p>
<p>Now, what comes to the question about FPS: If you want to create bullet time, or code artificial intelligence, or gun physics you don&#8217;t need much art. You can bring your great ideas in the game without need to use art. </p>
<p>Of course if your game is mainly focused on graphics (like some adventure game could be) it might be worth bringing in the content &#038; art sooner. It depends.</p>
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		<title>By: Harry Kalogirou</title>
		<link>http://www.gameproducer.net/2006/01/21/you-dont-need-3d-models-nor-other-game-art-in-the-beginning-of-your-game-project/comment-page-1/#comment-183</link>
		<dc:creator>Harry Kalogirou</dc:creator>
		<pubDate>Fri, 03 Feb 2006 17:39:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/01/21/you-dont-need-3d-models-nor-other-game-art-in-the-beginning-of-your-game-project/#comment-183</guid>
		<description>This is in general a good advice, but there are times that it is not enough. Specialy in modern games with per-polygon collision, accurate physics etc.

Also today graphics tend to be the most expensive resource (in time and money) for games. If you are making an FPS for example.. what is the point of working with boxes? The gameplay is pretty much the same for most(all?!) games today. It is the graphics tha make the difference...

The gameplay development is 10% of the time and graphics 90%. So you are basicaly optimizing the wrong part...</description>
		<content:encoded><![CDATA[<p>This is in general a good advice, but there are times that it is not enough. Specialy in modern games with per-polygon collision, accurate physics etc.</p>
<p>Also today graphics tend to be the most expensive resource (in time and money) for games. If you are making an FPS for example.. what is the point of working with boxes? The gameplay is pretty much the same for most(all?!) games today. It is the graphics tha make the difference&#8230;</p>
<p>The gameplay development is 10% of the time and graphics 90%. So you are basicaly optimizing the wrong part&#8230;</p>
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		<title>By: Craig Fry</title>
		<link>http://www.gameproducer.net/2006/01/21/you-dont-need-3d-models-nor-other-game-art-in-the-beginning-of-your-game-project/comment-page-1/#comment-129</link>
		<dc:creator>Craig Fry</dc:creator>
		<pubDate>Tue, 24 Jan 2006 19:13:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/01/21/you-dont-need-3d-models-nor-other-game-art-in-the-beginning-of-your-game-project/#comment-129</guid>
		<description>I thought you were talking about concept art for a second.  Whew.

I agree with you.  If you put the art first then your making a 3D art gallery.  Create great gameplay FIRST, then great art.</description>
		<content:encoded><![CDATA[<p>I thought you were talking about concept art for a second.  Whew.</p>
<p>I agree with you.  If you put the art first then your making a 3D art gallery.  Create great gameplay FIRST, then great art.</p>
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		<title>By: Game Producer</title>
		<link>http://www.gameproducer.net/2006/01/21/you-dont-need-3d-models-nor-other-game-art-in-the-beginning-of-your-game-project/comment-page-1/#comment-122</link>
		<dc:creator>Game Producer</dc:creator>
		<pubDate>Mon, 23 Jan 2006 06:19:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/01/21/you-dont-need-3d-models-nor-other-game-art-in-the-beginning-of-your-game-project/#comment-122</guid>
		<description>@Tony: Yes, I agree with this. I remember Lionhead presented their Black &amp; White game couple of years before it was completed. They showed only &quot;moving boxes&quot; and it didn&#039;t get much attention and was commented like &quot;they have lots to do yet&quot; (if I remember correctly). The next year they have built models, added lots of graphics etc.... and this time the press really took it well: &quot;looking really good &amp; interesting... zooming was nice&quot; etc. Polished art will make your game look more complete. 

@Jyskal: Yes, that&#039;s a very true. Very good point!</description>
		<content:encoded><![CDATA[<p>@Tony: Yes, I agree with this. I remember Lionhead presented their Black &amp; White game couple of years before it was completed. They showed only &#8220;moving boxes&#8221; and it didn&#8217;t get much attention and was commented like &#8220;they have lots to do yet&#8221; (if I remember correctly). The next year they have built models, added lots of graphics etc&#8230;. and this time the press really took it well: &#8220;looking really good &amp; interesting&#8230; zooming was nice&#8221; etc. Polished art will make your game look more complete. </p>
<p>@Jyskal: Yes, that&#8217;s a very true. Very good point!</p>
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		<title>By: Jyskal</title>
		<link>http://www.gameproducer.net/2006/01/21/you-dont-need-3d-models-nor-other-game-art-in-the-beginning-of-your-game-project/comment-page-1/#comment-121</link>
		<dc:creator>Jyskal</dc:creator>
		<pubDate>Sun, 22 Jan 2006 19:55:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/01/21/you-dont-need-3d-models-nor-other-game-art-in-the-beginning-of-your-game-project/#comment-121</guid>
		<description>And if you really feel the urge to use them complex models anyway, you can always get some free ones. You can find some @ www.turbosquid.com for example.</description>
		<content:encoded><![CDATA[<p>And if you really feel the urge to use them complex models anyway, you can always get some free ones. You can find some @ <a href="http://www.turbosquid.com" rel="nofollow">http://www.turbosquid.com</a> for example.</p>
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		<title>By: Tony Stevens</title>
		<link>http://www.gameproducer.net/2006/01/21/you-dont-need-3d-models-nor-other-game-art-in-the-beginning-of-your-game-project/comment-page-1/#comment-117</link>
		<dc:creator>Tony Stevens</dc:creator>
		<pubDate>Sun, 22 Jan 2006 00:34:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/01/21/you-dont-need-3d-models-nor-other-game-art-in-the-beginning-of-your-game-project/#comment-117</guid>
		<description>While it&#039;s true that you don&#039;t need final-quality graphics to test your gameplay, you certainly do need final-quality graphics to *sell* your game idea.  Publishers are looking for any reason to say no to you, and &quot;placeholder graphics&quot; will kill your chances faster than a crash mid-demo.</description>
		<content:encoded><![CDATA[<p>While it&#8217;s true that you don&#8217;t need final-quality graphics to test your gameplay, you certainly do need final-quality graphics to *sell* your game idea.  Publishers are looking for any reason to say no to you, and &#8220;placeholder graphics&#8221; will kill your chances faster than a crash mid-demo.</p>
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