Cool!!I have to stop you at this one. Asset creation are not as easy as it sounds. The entire process takes a fair bit of time, no matter how skilled our team, let alone for any person is. Time is the greatest issue when it comes to quality.
- Has to go through an initial design phase and iterations of the design.
- Has to go through an approval process for the design.
- Designer begins work on the approved design in a 3DCG application.
- If rigging is required (if it's animated, it'll probably end up here), it has to go through the hoops for that (skeletal framework for dynamic objects, be it physics or general joint movement).
- If sounds are required, the audio team will end up having to spend a fair amount of time recording a real world sound, an improvised sound, or simulated sound. (Hundreds of items in game have some sort of audio tagged onto it)
- Item is then ported to the game engine's native rendering code.
- Quality Assurance team does checks on the asset created in the game or as a black-box item to test. If it fails the intended design, it goes back to the artist/designer who made it, or whoever is responsible for a said process of the item.
- If the final result from internal checks out, it'll show up in the game - barring any game-breaker/show-stopper bugs.
While this list isn't 100% correct, it's very close to the process that generally happens.
I have always wondered what the process loked like!
Remains 1 question, let's say step 0. Who comes up with all the idea's for objects that will be added?
Is it just a random developer who can pitch an idea, it get's discussed in some meeting, approved and then moving to step 1?