Hey yall,
So, how complex can assets be for Wii titles?
This isn’t just a technical niggle - this is the basis of a business decision for many small developers.
If you’re considering porting your Unity game to Wii, one of the key questions is “how much work will I have to do to my artwork to make it work on the Wii”?
As we all know, a great deal of game development costs depend on assets (3d models, textures, animations).
This question should be answered BEFORE getting your Nintendo development kit. Yet I can’t find much public info. However, I’ve found this with a little digging:
This flying game art has some tech budgets in the images.
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One airplane model uses 1000 polygon, 1024x1024 color map
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for the buildings on the ground: “Each building is approximately 1000 triangles. The rubble bases at the bottom were created to be interchangable between buildings with the same footprint. I art-directed the concept artist and then modeled and UVed the assets pictured before passing them to a texture artist. Once the texture work was completed, I art teched the assets for use with the game engine. I then placed the buildings using Factor 5’s proprietary level design tool.”
Also, a little discussion of Wii shaders and lighting is here: http://boards.polycount.net/showthread.php?t=65787
Graphics chip details are interesting, but a little far removed from asset production budgets. Too much depends on code.
ANyone else have some tidbits like this, please post, and/or point me to them. I’d be very interested to see details about shaders and lighting, texture memory implementations, etc.