- Unity and Unreal Engine development
- Cross-platform development
- Full-cycle game development
- Unreal Engine
- Godot Engine
The project is under NDA. For more details please contact us.
AAA (triple-A) is a term used in the games industry to refer to the most high-budget computer games designed for a mass audience and requiring huge costs for both the development of the game and its advertising. The development of AAA games involves high costs since the company should allocate substantial resources to produce a quality product. For the game to be paid off, a company should sell a huge number of copies worldwide. This concept is similar to the term “blockbuster” from the film industry as it stands for high-quality games that come with exceptional graphics and impressive game design.
AAA games can be characterized by:
- High quality
- High revenues
- High investment
- Polished sound
- Perfect technical and artistic performance
- The use of virtual and augmented reality
- Exciting plot
- Perfect usability
- Continuous, perfectly balanced gameplay from start to finish
A game is an interaction between a person and a virtual world. Therefore, the main focus of game developers and artists should be placed on making the game as realistic as possible. Realism remains to be a leading trend nowadays, which means game developers together with artists should do their best to produce quality content. The gameplay also has a significant share in game’s success since it defines the way players interact with their characters and how they feel in the game.
The main stages of creating 3D objects in AAA games are:
- Modeling — creation of 3D objects, characters props and environments.
- Unwrapping – the process of unfolding an object to add 2D textures.
- Texturing — imposition of textures and materials on 3D-models.
- Rigging – creation of a skeleton of a character before it gets animated.
- Animation — making characters alive with the help 2D/3D animation tools.
Before a fully-fledged asset is placed in the game, artists have to create a model, which could be adjusted and transformed based on the client’s requirements. It serves as the base on which artists can add textures and other details to make it look like a real-life object. The more polygons the object has, the better is detailing and quality. In this regard, high poly and low poly models are distinguished. AAA games usually apply high poly models, which serve as the main challenge for game developers. They need to create a product that will function smoothly while preserving art quality. Such games usually have strict technological requirements, which make them inaccessible to a broad audience of users.
Although releases of some new games demonstrate a qualitative improvement in graphics, the modeler has a difficult task of creating a high-quality picture with a limited polygon as the visualization takes place right in the gaming process.
After a 3D model is created, our specialists start unwrapping an object to add textures onto the model and make it more detailed. The object is uncovered and prepared for further texturing and detailing.
Texturing is not just a selection of colors and materials for a model. Texture is a 2D raster image that will be further placed onto the model. At this stage, the surface of a model is given a particular shape and color to make it look more realistic. After a set of textures are created, they are drawn and attached to the model. It creates a ready-made visual image of a model or a character.
Rigging is the process of preparing a character for further animation. First, our artists draw a “skeleton” of a character that will help to make this hero alive in the game. Joints and bones are drawn after which Kevuru Games animators get down to work to make the character alive. This process requires certain expertise from a specialist to make an object realistic, evoke emotions and convey a particular trait through mimics and gestures.
To make a 3D object alive, animators are taken to work. The main task of the animator is to make the movements of the model as realistic as possible. The animator indicates the character’s position in the initial and final motion frames. The position in the intermediate frames is calculated by the program. This is an easy-to-implement method but time-consuming in terms of creating complex movements and requires a great skill of the animator to obtain a realistic character.