Photography as a medium for videogame development

Status
Not open for further replies.

AerialAir

Banned
Hi GAF, So, next year I will be lecturing a class in Photography and Digital Cultures in a big University over here, and seeing that this is a new class, I'm trying to establish the class program, and I'd like to associate a videogames-centred chapter for a month. Though, this is considering that all my students will be majoring in Communication Design and Fine Arts, so I will be exposing contents about photography, not (specifically) videogames (the reason why this is an off-topic thread.

So, since all my research and areas of research are related to photography, and this students aren't "gamers", or they're just "casual" gamers, I'm trying to get opinions on what to research and expose to them, considering that this will always centered around photography serving the videogames industry.

For example, while looking into SMTIVA, I found this page, which states that, curiously, photographs are still present in the data in the final build of the game. I'm curious as to how this kind of photographs might have influenced the game development, what are the associated techniques e terminology.
I'm aware of motion capture for videogames and such other things, but my students will probably won't be interested in that but rather how photography might influence the ideas and design behind some videogames, since what they will be doing is taking photographs, they don't know how to program nor make 3D models.

I know this might be a bit abstract and confusing, and that is why I'm asking gaffers how I've worked on this before for opinions, so that this can be a kickstart for my research.
 
Have you researched photogrammetry used for asset generation?

I know that one of the GDC talks from KojiPro from MGSV covered it and RE7's use of it has been well publicized. Vanishing of Ethan Carter is another notable example you could look up as well as Valve's use of it for VR (Destinations).
 
Well, you could argue Photgraphy is essential for matte painting proccess and the CGI equivalent whose name escapes me.

There are tricks to turn a photograph into a quick 3d background asset with minimal modeling and jus texturing.
 
While I don't think Johnathon Blow actually used/referenced photographs in making The Witness, it might be a good example to talk about how the skills needed to frame a shot and get a good composition can be used for gameplay purposes.

Sounds like an interesting class, definitely one I would be interested in taking if I was still in school
 
Have you researched photogrammetry used for asset generation?

I know that one of the GDC talks from KojiPro from MGSV covered it and RE7's use of it has been well publicized. Vanishing of Ethan Carter is another notable example you could look up as well as Valve's use of it for VR (Destinations).

Well, you could argue Photgraphy is essential for matte painting proccess and the CGI equivalent whose name escapes me.

There are tricks to turn a photograph into a quick 3d background asset with minimal modeling and jus texturing.

I have done some research on photogrammetry, and it looks very interesting, especially considering it can also be applied to some exact sciences, but every time I read about it, the conclusion was always the benefits of photogrammetry for 3D asset generation, but they have no background on 3D, and they're supposed to create something that can be exposed at a gallery (i'm in the faculty of fine arts), and handle me some research on the topic.

While I don't think Johnathon Blow actually used/referenced photographs in making The Witness, it might be a good example to talk about how the skills needed to frame a shot and get a good composition can be used for gameplay purposes.

Sounds like an interesting class, definitely one I would be interested in taking if I was still in school

I didn't know about it, but thanks, I will certainly investigate it. And I do hope everyone finds it interesting, they keep a short leash on young professors.
 
Status
Not open for further replies.
Top Bottom