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	<title>Comments on: Production Art&#8217;s role in grayworlding (Part 2 of 4)</title>
	<link>http://www.spacetimestudios.com/2008/03/08/production-arts-role-in-grayworlding/</link>
	<description>Game Development, Spacetime Style</description>
	<pubDate>Thu, 20 Nov 2008 14:49:48 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.3.1</generator>
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		<title>By: Maximum Greyworld &#124; Madness &#38; Games</title>
		<link>http://www.spacetimestudios.com/2008/03/08/production-arts-role-in-grayworlding/#comment-155</link>
		<dc:creator>Maximum Greyworld &#124; Madness &#38; Games</dc:creator>
		<pubDate>Wed, 12 Mar 2008 02:29:00 +0000</pubDate>
		<guid>http://www.spacetimestudios.com/2008/03/08/production-arts-role-in-grayworlding/#comment-155</guid>
		<description>[...] The production art team then creates a &#8220;greyworld.&#8221; These are extremely low resolution versions of the assets, usually using a &#8220;scale&#8221; texture or a completely grey texture. The greyworld tries to be 100% gameplay functional. So if it&#8217;s a greyworld character, we put it on a basic rig and give it a basic skeleton &#38; animation set. If it&#8217;s a greyworld environment, designers build up any triggers needed for gameplay functionality. [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] The production art team then creates a &#8220;greyworld.&#8221; These are extremely low resolution versions of the assets, usually using a &#8220;scale&#8221; texture or a completely grey texture. The greyworld tries to be 100% gameplay functional. So if it&#8217;s a greyworld character, we put it on a basic rig and give it a basic skeleton &amp; animation set. If it&#8217;s a greyworld environment, designers build up any triggers needed for gameplay functionality. [&#8230;]</p>
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