Assets and the art pipeline

Every 3D game requires some multimedia assets, whether it's 3D models, image files, sound clips, video clips, or music. This book focuses on the development aspect—how to tie assets and code together and deploy the game. Being able to write source code only takes you halfway there: to develop games, you also need to go through the art pipeline.

By art pipeline we mean the creative process of creating 3D models, composing background music, and so on. The art pipeline runs in stages parallel to your coding milestones:

  1. Lay out concept art, either digital or on paper, to get an idea of what you need; you do this in parallel to planning your Java object model.
  2. Insert mock-up art in alpha builds: these sample files don't look ...

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