1 Introduction 2 Where Do Assets Come From? 3 A High-Level View of Asset Management 4 Building an Asset Management System 5 Texture and Image Processing 6 Geometry Processing 7 Audio and Video Processing 8 Environment Processing 9 Managing Asset Processing 10 Final Data
As modern game development moves toward creating richer, more detailed worlds than ever before, so do the demands on the systems for managing and processing the vast quantities of digital resources used in these worlds. Digital Asset Management and Processing for Games is a technically-oriented guide to the problems and potential solutions that can be employed to tackle this issue. Each stage of the resource pipeline is examined in detail and practical guidelines are included. Written for engine and tools programmers responsible for the development and maintenance of export tools, asset management, data pre-processing, or packaging, the book begins with coverage of file archival and version control systems. It provides specific examples of asset creation packages such as 3ds max[trademark], Photoshop[registered], etc., and covers current and future storage technologies, including the coming of blue-ray discs, and the proliferation of small, high-density discs such as Sony's UMD standard. From there coverage moves to the critical technology issues facing developers.
Because few commercial solutions exist, programmers have to create their own tools from scratch, and this section covers the basic techniques that are required for most games. The book concludes with a section on compression, cryptography, and storage technology. This is the one book that will guide the production team through the daunting task of managing the vast array of game assets in a structured, practical method.