Game and art collaborative development method and device, electronic equipment and storage medium

By obtaining art resource information and analyzing resource name and attribute information according to preset naming specifications, exporting cut-and-data exchange format files, and generating game object templates, the problem of inefficient collaboration between art resources and program resources in game development is solved, and automated collaboration is achieved, improving efficiency and reducing costs.

CN120285572APending Publication Date: 2025-07-11TUYOO GAMES +2
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Patent Information

Application Number
CN202510257734.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-03-05
Publication Date
2025-07-11

AI Technical Summary

Technical Problem

The collaboration between art resources and program resources in existing game development is inefficient, and multiple manual communication is required, resulting in an increase in development costs.

Method used

By obtaining art resource information, analyzing resource name and attribute information according to preset naming specifications, exporting map cutting and data exchange format files, generating game object templates, and realizing automated collaboration.

Benefits of technology

Optimize the collaboration process, improve collaboration efficiency, reduce development costs, and be able to quickly deploy and adapt to the needs of rapid iteration.

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Abstract

The embodiment of the invention provides a game and art collaborative development method and device, electronic equipment and a storage medium. The method comprises the steps that art resource information is acquired; analyzing the art resource information according to a preset naming specification to obtain the name and attribute information of the art resource; exporting a cut picture and a data exchange format file, wherein the data exchange format file comprises the name and attribute information of the art resource; and generating a game object template according to the cut graph and the data exchange format file. According to the technical scheme, automatic cooperation of games and fine arts can be achieved, the cooperation efficiency is improved, and the development cost is reduced.
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Description

Technical Field

[0001] This application relates to the field of software development technology, and in particular to a method, device, electronic device and storage medium for collaborative game art development. Background Art

[0002] In the process of game development, usually, art personnel first design art resources, and then program personnel develop game functions based on the art resources. This process inevitably requires coordination and cooperation between art personnel and program personnel. The current collaboration method is manual communication and negotiation, which often requires multiple communications, resulting in low collaboration efficiency and increased development costs. Summary of the Invention

[0003] The purpose of the embodiments of this application is to provide a method, device, electronic device and storage medium for collaborative game art development to achieve automated game art collaboration, improve collaboration efficiency, and reduce development costs.

[0004] To achieve the above technical solution, the embodiments of this application are implemented as follows: In a first aspect, a method for collaborative game art development provided by the embodiments of this application includes: Obtain art resource information; Parse the art resource information according to a preset naming convention to obtain the name and attribute information of the art resources; Export sliced images and data exchange format files, where the data exchange format files include the name and attribute information of the art resources; Generate a game object template according to the sliced images and data exchange format files.

[0005] In a second aspect, a device for collaborative game art development provided by the embodiments of this application includes: An obtaining module, configured to obtain art resource information; A parsing module, configured to parse the art resource information according to a preset naming convention to obtain the name and attribute information of the art resources; An exporting module, configured to export sliced images and data exchange format files, where the data exchange format files include the name and attribute information of the art resources; A generating module, configured to generate a game object template according to the sliced images and data exchange format files.

[0006] In a third aspect, an electronic device provided by the embodiments of this application includes: A processor; and a memory arranged to store computer-executable instructions, the executable instructions being configured to be executed by the processor, and the executable instructions including steps for executing the method as described above.

[0007] In a fourth aspect, a computer-readable storage medium provided by an embodiment of the present application, wherein the storage medium is used to store computer-executable instructions, and the executable instructions cause the computer to execute the steps in the above method.

[0008] The above technical solution provided by the embodiment of the present application obtains art resource information, parses the art resource information according to a preset naming convention to obtain the name and attribute information of the art resource, exports sliced images and data exchange format files, and the data exchange format file includes the name and attribute information of the art resource. Generating a game object template based on the sliced images and the data exchange format file can achieve automated game art collaboration, optimize the collaboration process, improve collaboration and development efficiency, reduce costs, and can be quickly deployed to meet the requirements of rapid iteration. Description of the Drawings

[0009] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for the embodiments will be briefly introduced below. Obviously, the drawings in the following description are only some of the embodiments described in one or more of the present applications. For those of ordinary skill in the art, without creative efforts, other drawings can also be obtained based on these drawings.

[0010] Figure 1 It is a schematic flowchart of a game art collaborative development method provided by an embodiment of the present application; Figure 2 It is a schematic flowchart of another game art collaborative development method provided by an embodiment of the present application; Figure 3 It is a schematic flowchart of identifying the attribute information of art resources provided by an embodiment of the present application; Figure 4 It is a schematic flowchart of identifying type identifiers provided by an embodiment of the present application; Figure 5 It is a schematic flowchart of identifying style identifiers provided by an embodiment of the present application; Figure 6 It is a schematic diagram of an application scenario of the game art collaborative development method provided by an embodiment of the present application; Figure 7 It is a schematic diagram of the structure of a game art collaborative development device provided by an embodiment of the present application; Figure 8 It is a schematic diagram of the structure of an electronic device provided by an embodiment of the present application. Detailed Embodiments

[0011] To enable those skilled in the art to better understand the technical solutions in one or more of the present applications, the following will clearly and completely describe the technical solutions in the embodiments of the present application in conjunction with the accompanying drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of one or more of the present applications, rather than all of the embodiments. Based on the embodiments in one or more of the present applications, all other embodiments obtained by those of ordinary skill in the art without creative work shall fall within the protection scope of the present application.

[0012] It should be noted that, without conflict, the embodiments in one or more of the present applications and the features in the embodiments can be combined with each other. The following will refer to the drawings and describe the embodiments of the present application in detail.

[0013] The game art collaborative development method and device provided by the embodiments of the present invention can be applied to an electronic device, which can be a server, specifically an independent server, or a server cluster composed of multiple servers, or one or more cloud servers capable of performing cloud computing, without specific limitation. The application scenarios of the above method and device include, but are not limited to: the scenario of automatically importing art resources into the game development system on the server. Through the above method and device, game art automation collaboration can be achieved, improving collaboration efficiency and reducing development costs.

[0014] As Figure 1 shown, the embodiments of the present application provide a game art collaborative development method, which may include the following steps: S102: Obtain art resource information.

[0015] In the embodiments of the present application, art resources refer to the art designs that can be used in game software development, which may include various elements, such as picture elements and text elements, etc. Among them, art resources are usually stored in the form of files, and the specific format is not limited. For example, the obtained art resource information is specifically a PSD file, and game art collaborative development is carried out based on this PSD file.

[0016] S104: Analyze the art resource information according to the preset naming specification to obtain the name and attribute information of the art resource.

[0017] In the embodiments of the present application, the preset naming specification is used to stipulate how to name the name and attributes of art resources. This unified naming method can standardize the information of art resources, which helps to automatically analyze and extract the name and attributes of art resources before game development, so as to be quickly used in game development, realize the collaborative development of games and art, and improve collaborative efficiency.

[0018] In the embodiments of the present application, the preset naming convention includes information of various identifiers, and each identifier includes a name and a definition.

[0019] Among them, the identifier may include but is not limited to at least one of the following: atlas identifier, type identifier, style identifier.

[0020] Among them, the type identifier may include but is not limited to at least one of the following: layer group type identifier, layer type identifier, size identifier, sub-object identifier, etc.

[0021] Among them, the style identifier may include but is not limited to at least one of the following: template style identifier, font size identifier, nine-grid identifier, clipping layer identifier, direction identifier, etc.

[0022] In the embodiments of the present application, the above step S104 may include: Search for identifiers in the art resource information according to the preset naming convention, identify the information before the identifier as the name of the art resource, and identify the information after the identifier as the attribute information of the art resource.

[0023] S106: Export the sliced images and the data exchange format file, and the data exchange format file includes the name and attribute information of the art resources.

[0024] Among them, slicing the images refers to cutting the visual elements in the design draft made by the designer and exporting them as picture resources used by developers. Slicing the images is a bridge between design and development, ensuring that the content of the design draft can be accurately implemented and optimizing the product performance and user experience.

[0025] In the embodiments of the present application, exporting the sliced images means exporting one or more pictures from the art resource information, such as exporting a PSD file as a picture in the format of JPG or NPG, etc.

[0026] In the embodiments of the present application, the data exchange format file is used to store and transmit structured data and can be used for data transmission between the art design system and the game development system. Among them, this data exchange format file can have various forms, including but not limited to: JSON files, etc.

[0027] In the embodiments of the present application, if the attribute information of the art resources includes information of hidden layers, it can be selected to export it to the data exchange format file, or it can also be selected not to export it to the data exchange format file. Among them, the scenario of not exporting can be specifically: the information of the hidden layer has already been included in the previously exported data exchange format file, so there is no need to export it again, thus avoiding repeated exports and improving the processing efficiency.

[0028] S108: Generate a game object template according to the sliced images and the data exchange format file.

[0029] In the embodiments of the present application, the information before the identifier being recognized as the name of the art resource may include: When the information before the identifier includes a preset string, the information other than the string in the information before the identifier is recognized as the name of the text; when the information before the identifier does not include a string, the information before the identifier is recognized as the name of a layer or a layer group.

[0030] In the embodiments of the present application, the above identifier may include one or more of an atlas identifier, a type identifier, and a style identifier. Correspondingly, the above information after the identifier being recognized as the attribute information of the art resource may include at least one of the following: 1) When the identifier includes an atlas identifier, the information after the atlas identifier is recognized as the atlas name; 2) When the identifier includes a type identifier, the information after the type identifier is recognized as the type of a layer or a layer group; 3) When the identifier includes a style identifier, the information after the style identifier is recognized as the style of text, a layer, or a layer group.

[0031] In one implementation manner, the above information after the type identifier being recognized as the type of a layer or a layer group may include at least one of the following: 1) When the type identifier is a layer group type identifier, the art resource is recognized as a layer group and the type is a button, a sliding list, a progress bar, or a joystick; Among them, the joystick represents a pull bar, and the user can trigger and drag the joystick to slide. The progress bar mainly shows the progress change, and the user cannot perform a trigger action during the sliding process of the progress bar.

[0032] 2) When the type identifier is a layer type identifier, the art resource is recognized as a layer and the type is a default state, a click highlight, or non-clickable; 3) When the type identifier is a size identifier, the art resource is recognized as a layer group or a sub-object in the layer group, and the information after the size identifier is recognized as the size of the layer group or the size of the sub-object in the layer group; 4) When the type identifier is a sub-object identifier, the art resource is recognized as a sub-object in the layer group; 5) When the type identifier is a fill identifier, the art resource is recognized as a fill layer in the layer group; 6) When the type identifier is a background image identifier, the art resource is recognized as a background layer in the layer group.

[0033] In one implementation, the above-mentioned style that identifies the information after the style identifier as text, a layer, or a layer group may include at least one of the following: 1) When the style identifier is a template style identifier, identify the art resource as a TMP text component in the TMP text template, and the TMP text template includes various text display effects; 2) When the style identifier is a font size identifier, identify the art resource as text, and identify the information after the font size identifier as the font size of the text; 3) When the style identifier is a nine-grid identifier, identify the art resource as a nine-grid layer, and identify the information after the nine-grid identifier as the position information of the nine-grid area; 4) When the style identifier is a clipping layer identifier, identify the art resource as a clipping unit in a symmetric layer, and the symmetric manner of the symmetric layer includes upward symmetry, left-right symmetry, or up-down and left-right symmetry; 5) When the style identifier is a direction identifier, identify the art resource as a sliding list and identify the information after the direction identifier as the scrolling direction or alignment direction of the sliding list, or identify the art resource as a progress bar and identify the information after the direction identifier as the progress sliding direction of the progress bar.

[0034] In the embodiments of the present application, the above-mentioned art resource information may be a PSD file, and the above-mentioned data exchange format file may be a JSON file. Correspondingly, the above-mentioned step S108 may include: Use the game engine Unity to generate a prefab file based on the above-mentioned sliced images and JSON file, and the prefab file includes one or more game objects and their components.

[0035] The above method provided by the embodiments of the present application, by obtaining art resource information, parsing the art resource information according to a preset naming specification to obtain the name and attribute information of the art resource, exporting sliced images and a data exchange format file, the data exchange format file includes the name and attribute information of the art resource, and generating a game object template according to the data exchange format file, can realize automated game art collaboration, optimize the collaboration process, improve the collaboration and development efficiency, reduce costs, and can be quickly deployed to meet the needs of rapid iteration.

[0036] As Figure 2 shown, the embodiments of the present application provide another game art collaborative development method, and the method may include the following steps: S202: Obtain art resource information.

[0037] In the embodiments of the present application, the obtained art resource information may include one or more art elements, which are not specifically limited. For example, in one scenario, the art resource information includes information about a layer group button, and the button includes 2 pieces of text information and 3 pieces of picture information, etc. Again, in another scenario, the art resource information includes information about a layer group sliding list, and the sliding list includes 10 pieces of text information and 1 piece of background picture information, etc.

[0038] S204: Search for identifiers in the art resource information according to a preset naming convention.

[0039] In the embodiments of the present application, the preset naming convention includes information about multiple identifiers, and each identifier includes a name and a definition. Among them, the identifier may include but is not limited to at least one of the following: atlas identifier, type identifier, style identifier, duplicate mark identifier. Various identifiers can be represented by different characters or symbols, such as &,!, $, %, ^, #, or @, etc., and the embodiments of the present application do not make specific limitations on this.

[0040] For example, the atlas identifier is @, the type identifier is &, the style identifier is #, and the reuse identifier is +, etc.

[0041] Among them, the type identifier may include but is not limited to at least one of the following: layer group type identifier, layer type identifier, size identifier, sub - object identifier, etc.

[0042] For example, the layer group type identifier and the information following it may include: &Button, &ScrollView, or &Slider, etc. The layer type identifier and the information following it may include: &Normal, &Highlight, &Gray, &Item, or &Size, etc.

[0043] Among them, the style identifier may include but is not limited to at least one of the following: template style identifier, font size identifier, nine - patch identifier, cut layer identifier, direction identifier, etc.

[0044] For example, the style identifier and the information following it may include: #TmpText, #Size, #9Slice, #Cut, #Axis, or #Alig, etc.

[0045] In the embodiments of the present application, the identifiers in the art resource information may include one or more of the atlas identifier, type identifier, and style identifier, and each type of identifier may also include multiple or a plurality, which is not specifically limited. In the case where the art resource information includes multiple identifiers, each identifier can be parsed separately to identify relevant information.

[0046] It is worth mentioning that in a scenario with multiple identifiers, the preset naming convention can define the order of various identifiers in naming. For example, naming can be done in the order of type identifier, style identifier, and atlas identifier in sequence, or in the order of atlas identifier, type identifier, and style identifier. The embodiments of this application do not make specific limitations on this.

[0047] S206: Identify the information before the identifier as the name of the art resource.

[0048] Among them, if the art resource information includes multiple identifiers, the identifier ranked first can be determined first, and then the information before this identifier can be identified as the name of the art resource.

[0049] In one implementation manner, the above step S206 may include: When the information before the identifier includes a preset string, identify the information other than the string in the information before the identifier as the name of the text; When the information before the identifier does not include a string, identify the information before the identifier as the name of the layer or layer group.

[0050] Among them, the preset string can be set as needed, such as Text, etc., and there is no specific limitation.

[0051] In an example, the art resource information is economicText#Size:18. The information economicText before the identifier # includes the preset string Text, so economic is identified as the name of the text.

[0052] In another example, the art resource information is dimaonText#TmpText:C1. The information dimaonText before the identifier # includes the preset string Text, so dimaon is identified as the name of the text.

[0053] In another example, the art resource information is economicBtn&Button. The information before the identifier & is economicBtn and does not contain the preset string Text. It can be determined as non-text, that is, a layer or layer group. Since &Button identifies that the type of the layer group is a button, economicBtn can be identified as the name of the layer group.

[0054] S208: Identify the information after the identifier as the attribute information of the art resource.

[0055] Among them, when the art resource information includes multiple identifiers, the attribute information of the art resources corresponding to each identifier can be identified respectively, such as identifying in sequence according to the order of the identifiers.

[0056] S210: Export the sliced images and data exchange format files, where the data exchange format files include the names and attribute information of the art resources.

[0057] Among them, there can be multiple types of the above data exchange format files. For example, it can be a JSON file, and the embodiments of the present application do not make specific limitations on this.

[0058] S212: Generate a game object template according to the sliced images and data exchange format files.

[0059] In the embodiments of the present application, when the data exchange format file is JSON, the above step S212 may specifically include: Generate a prefab file based on the sliced images and the JSON file. The prefab file includes one or more game objects and their components.

[0060] In one implementation manner, the above step S212 may include: Use the game engine Unity to generate a prefab file based on the sliced images and the JSON file, and import the prefab file into the game development project. Thus, various art resources corresponding to the prefab file, such as text, buttons, sliding lists, or progress bars, can be displayed on the game development interface, facilitating developers to develop relevant game objects.

[0061] For example, in the game engine Unity, by sequentially clicking on the following directories in the Editor menu: SpadesTools / UI / PsdJsonToPrefab, a prefab file can be generated by right-clicking, and thus various art resources corresponding to the prefab file can be displayed in the game development interface.

[0062] Such as Figure 3 As shown, the identification of the attribute information of the art resources in the above step S208 in the embodiments of the present application may specifically include at least one of the following steps S302 to S306: S302: When the identifier includes an atlas identifier, identify the information after the atlas identifier as the atlas name.

[0063] The following gives a specific example. In an example, first obtain the art resource information and find the identifier therein. Among them, the art resource information is UI_BuildList_EconomicIcon@UI_BuildList_1, which includes the atlas identifier @. Therefore, the information UI_BuildList_EconomicIcon before the identifier is identified as the layer name, and the information UI_BuildList_1 after the identifier is identified as the atlas name.

[0064] In another example, the art resource information includes two identifiers, specifically UI_BuildList_BtnNormal_1&Normal@UI_BuildList_1. Among them, the first identifier is the type identifier &. The information UI_BuildList_BtnNormal_1 before this identifier is recognized as the name of the layer, and the information Normal after this identifier is recognized as the type of the layer being the default state. The second identifier is the atlas identifier @, and the information UI_BuildList_1 after this identifier is recognized as the atlas name.

[0065] S304: When the identifier includes a type identifier, recognize the information after the type identifier as the type of the layer or layer group.

[0066] S306: When the identifier includes a style identifier, recognize the information after the style identifier as the style of the text, layer, or layer group.

[0067] Such as Figure 4 As shown, the process of recognizing the type identifier in step S304 in the embodiment of the present application may include at least one of the following steps S304a to S304f: S304a: When the type identifier is a layer group type identifier, recognize the art resource as a layer group and the type as a button, sliding list, progress bar, or joystick.

[0068] Among them, the progress bar and the joystick can be represented by two independent identifiers respectively, or can also be represented by the cooperation of two identifiers. The embodiment of the present application does not make specific limitations on this.

[0069] For example, &Slider1 represents a progress bar, and &Slider2 represents a joystick. Or, &Slider alone represents a progress bar, and when both &Slider and &Handle exist, it represents a joystick.

[0070] In one example, the art resource information is economicBtn&Button, including the type identifier &. The information economicBtn before the type identifier & is recognized as the name of the layer group, and the information Button after the type identifier & is recognized as the type of the layer group being a button.

[0071] In another example, the art resource information is buildList&ScrollView, including the type identifier &. The information buildList before the type identifier & is recognized as the name of the layer group, and the information ScrollView after the type identifier & is recognized as the type of the layer group being a sliding list.

[0072] In another example, the art resource information is MakeNumber&Slider, including the type identifier &. The information MakeNumber before the type identifier & is recognized as the name of the layer group, and the information Slider after the type identifier & is recognized as the type of the layer group, which is a progress bar.

[0073] In another example, the art resource information includes the type identifier & and the atlas identifier @, specifically UI_BuildList_MakeNumHandle_1&Handle@Common. The information UI_BuildList_MakeNumHandle_1 before the first identifier, i.e., the type identifier &, is recognized as the name of the layer group. The information Handle after the first identifier & is recognized as the type of the layer group, which is a joystick. The information Common after the second identifier, i.e., the atlas identifier @, is recognized as the atlas name.

[0074] S304b: When the type identifier is a layer type identifier, recognize the art resource as a layer and the type as the default state, click highlight, or non-clickable.

[0075] In one example, the art resource information is economicBtn&Button, including the type identifier &. The information before the type identifier & is economicBtn and does not contain the preset string Text, so it can be determined as non-text, that is, a layer or a layer group. Since the information Button after the type identifier & indicates that the type of the layer group is a button, economicBtn can be recognized as the name of the layer group and the type of this layer group is recognized as a button.

[0076] In the embodiments of the present application, a layer group may include one or more layers. That is to say, the art resource information corresponding to the layer group may include the art resource information of one or more layers below. Here, an example is given where an economicBtn button layer group includes 3 layers of different types. For convenience of description, the art resource information corresponding to these 3 layers of different types is called: art resource information A, art resource information B, and art resource information C, and the corresponding layers can be called: layer A, layer B, and layer C.

[0077] Among them, the art resource information A includes a type identifier & and an atlas identifier @, specifically UI_BuildList_BtnNormal_1&Normal@UI_BuildList_1. The information UI_BuildList_BtnNormal_1 before the first identifier, i.e., the type identifier &, is recognized as the name of layer A. The information Normal after the first identifier & is recognized as the type of layer A being the default state. The information UI_BuildList_1 after the second identifier, i.e., the atlas identifier @, is recognized as the name of the atlas where layer A is located.

[0078] Among them, the art resource information B includes a type identifier & and an atlas identifier @, specifically UI_BuildList_BtnHighlight_1&Highlight@UI_BuildList_1. The information UI_BuildList_BtnHighlight_1 before the first identifier, i.e., the type identifier &, is recognized as the name of layer B. The information HighLight after the first identifier & is recognized as the type of layer B being click highlight. The information UI_BuildList_1 after the second identifier, i.e., the atlas identifier @, is recognized as the name of the atlas where layer B is located.

[0079] Among them, the art resource information C includes a type identifier & and an atlas identifier @, specifically UI_BuildList_BtnGray_1&Gray@UI_BuildList_1. The information UI_BuildList_BtnGray_1 before the first identifier, i.e., the type identifier &, is recognized as the name of layer C. The information Gray after the first identifier & is recognized as the type of layer C being non-clickable. The information UI_BuildList_1 after the second identifier, i.e., the atlas identifier @, is recognized as the name of the atlas where layer C is located.

[0080] S304c: In the case where the type identifier is a dimension identifier, recognize the art resource as a layer group or a sub-object in the layer group, and recognize the information after the dimension identifier as the dimension of the layer group or the dimension of the sub-object in the layer group.

[0081] In an example, the art resource information is buildList&ScrollView, which is identified as a layer group named buildList and the type is a scroll list. This art resource information includes another art resource information of &Size (equivalent to a sub-directory under a directory), then the information Size after the type identifier & is recognized as the dimension of this scroll list, representing the size and position information of the visible area of the scroll list.

[0082] In another example, the art resource information buildList&ScrollView further includes another art resource information BuildListItem&Item. Therefore, it can be determined that the identified sliding list buildList includes a sub-object, and the information BuildListItem before the type identifier &Item is recognized as the name of the sub-object. If the art resource information BuildListItem&Item further includes another art resource information &Size, then the information Size after the type identifier & is recognized as the size of the sub-object BuildListItem.

[0083] S304d: In the case where the type identifier is a sub-object identifier, identify the art resource as a sub-object in the layer group.

[0084] In one example, the art resource information is BuildListItem&Item. According to the type identifier &Item, the art resource can be recognized as a sub-object in the layer group, and the name is BuildListItem.

[0085] S304e: In the case where the type identifier is a fill identifier, identify the art resource as a fill layer in the layer group.

[0086] In one example, the art resource information includes a type identifier &, a style identifier #, and an atlas identifier @, specifically UI_BuildList_MakeNumFill_1&Fill#9Slice:6:6:6:6@Common. The information UI_BuildList_MakeNumFill_1 before the first identifier, i.e., the type identifier &, is recognized as the name of the layer. The information Fill after the type identifier & is recognized as a fill layer in the layer group. The information 9Slice:6:6:6:6 after the style identifier # is recognized as a nine-patch layer and the area determined by the corresponding position 6:6:6:6. The information Common after the atlas identifier @ is recognized as the name of the atlas where this fill layer (i.e., the nine-patch layer) is located.

[0087] S304f: In the case where the type identifier is a background image identifier, identify the art resource as a background layer in the layer group.

[0088] In one example, the art resource information includes a type identifier &, a style identifier #, and an atlas identifier @, specifically UI_BuildList_MakeNumBG_1&Background@Common. The information UI_BuildList_MakeNumBG_1 before the type identifier & is recognized as the name of the layer, and the information Background after the type identifier & is recognized as the background layer in the layer group. The information Common after the atlas identifier @ is recognized as the name of the atlas where the layer (i.e., the background layer in the layer group) is located.

[0089] As Figure 5 shown, in the application embodiment, the process of recognizing the style identifier in step S306 above may include at least one of the following steps S306a to S306e: S306a: When the style identifier is a template style identifier, recognize the art resource as a TMP text component in the TMP text template.

[0090] Among them, the above TMP text template can be pre-generated, which includes various text display effects, including but not limited to at least one of the following: font, font size, stroke, opacity, drop shadow, etc.

[0091] Among them, the font size or font, etc. can be defined by reference instructions. For example, the font size of the title is defined as 40, the font size of the body text is 28, 32 or 36, the font size of the explanatory text is 24 or 28, and the font size of the button text is 32, etc. The font of the title is Arial BLK, and the common fonts are Arial Bold or Arial Regular, etc.

[0092] For example, the TMP text template includes multiple text components, with a specific number limit, and may include the following two: The first text component: the name is #TmpText:M_Common_1, the font size is 28, the stroke attributes are: stroke 2, opacity 40%, pure black, and the font is: BD bold.

[0093] The second text component: the name is #TmpText:M_Common_2, the font size is 40, the stroke attributes are: stroke 2, opacity 100%, pure white, and the font is: BLK bold.

[0094] In one example, the art resource information includes two style identifiers, specifically Information#TmpText:M_Common_1#Size:40. Among them, the information Information before the first style identifier # is recognized as the name of the TMP text template, and the information TmpText:M_Common_1 after the first style identifier # is recognized as the name of the TMP text component in the TMP text template. The information Size:40 after the second style identifier # is recognized as the font size of the text in the TMP text component being 40.

[0095] S306b: When the style identifier is a font size identifier, recognize the art resource as text, and recognize the information after the font size identifier as the font size of the text.

[0096] In one example, the art resource information is dimaonText#Size:36. The information dimaonText before the style identifier # includes the preset string Text, so it is confirmed that the art resource is text, and dimaon is recognized as the name of the text. Also, the information Size:36 after the style identifier # is recognized as the font size of the text being 36.

[0097] S306c: When the style identifier is a nine - grid identifier, recognize the art resource as a nine - grid layer, and recognize the information after the nine - grid identifier as the position information of the nine - grid area.

[0098] In one example, the art resource information includes the style identifier # and the atlas identifier @, specifically UI_BuildList_Bg_1#9Slice:360:10:10:10@UI_BuildList_1. Among them, the information UI_BuildList_Bg_1 before the style identifier # is recognized as the name of the layer, the information 9Slice:360:10:10:10 after the style identifier # is recognized as a nine - grid layer, and the layer corresponds to the area determined by the position information 360:10:10:10. Additionally, the information UI_BuildList_1 after the atlas identifier @ is recognized as the name of the atlas where the layer is located.

[0099] S306d: When the style identifier is a shear layer identifier, recognize the art resource as a shear unit in a symmetric layer, and the symmetric modes of the symmetric layer include up - down symmetry, left - right symmetry, or all - around symmetry (up - down, left - right).

[0100] This way, the data exported from the symmetric layer can include only the smallest repeating unit, which can save data storage space and transmission resources, thereby improving processing efficiency.

[0101] In one example, taking the left - right symmetry of the layer as an example, the art resource information includes a style identifier # and an atlas identifier @, specifically UI_BuildList_Bg_2#Cut:LeftHalf@UI_BuildList_1. Among them, the information UI_BuildList_Bg_2 before the style identifier # is recognized as the name of the layer. The information Cut:LeftHalf after the style identifier # is recognized as the cut unit in the symmetric layer, and specifically as the left - hand half area after the complete left - right symmetric layer is cut along the axis of symmetry. In addition, the information UI_BuildList_1 after the atlas identifier @ is recognized as the name of the atlas where this cut unit is located.

[0102] In another example, taking the up - down symmetry of the layer as an example, the art resource information includes a style identifier # and an atlas identifier @, specifically UI_BuildList_Bg_2#Cut:BottmHalf@UI_BuildList_1. Among them, the information UI_BuildList_Bg_2 before the style identifier # is recognized as the name of the layer. The information Cut:BottomHalf after the style identifier # is recognized as the cut unit in the symmetric layer, and specifically as the lower - hand half area after the complete up - down symmetric layer is cut along the axis of symmetry. In addition, the information UI_BuildList_1 after the atlas identifier @ is recognized as the name of the atlas where this cut unit is located.

[0103] In another example, taking the up - down and left - right symmetry of the layer as an example, the art resource information includes a style identifier # and an atlas identifier @, specifically UI_BuildList_Bg_2#Cut:Quarter@UI_BuildList_1. Among them, the information UI_BuildList_Bg_2 before the style identifier # is recognized as the name of the layer. The information Cut:Quarter after the style identifier # is recognized as the cut unit in the symmetric layer, and specifically as the upper - left quarter area after the complete up - down and left - right symmetric layer is cut. In addition, the information UI_BuildList_1 after the atlas identifier @ is recognized as the name of the atlas where this cut unit is located.

[0104] S306e: When the style identifier is a direction identifier, recognize the art resource as a sliding list and recognize the information after the direction identifier as the scroll direction or alignment direction of the sliding list, or recognize the art resource as a progress bar and recognize the information after the direction identifier as the progress sliding direction of the progress bar.

[0105] In one example, the art resource information includes 1 type identifier and 2 style identifiers, specifically buildList&ScrollView#Axis:H#Alig:LC. Among them, the first identifier is the type identifier &, and the information buildList before the type identifier & is recognized as the name of the layer group, and the information ScrollView after the type identifier & is recognized as the type of the layer group being a sliding list. The second identifier is the style identifier #, and the information Axis:H after it is recognized as the horizontal scroll direction of the sliding list. The third identifier is the style identifier #, and the information Alig:LC after it is recognized as the content in the sliding list being left-aligned.

[0106] In another example, the art resource information includes the type identifier & and the style identifier #, specifically MakeNumber&Slider#Alig:L. Among them, the first identifier is the type identifier &, and the information MakeNumber before the type identifier & is recognized as the name of the layer group, and the information Slider after the type identifier & is recognized as the type of the layer group being a progress bar. The second identifier is the style identifier #, and the information Alig:L after the style identifier # is recognized as the progress sliding direction of the progress bar being from left to right.

[0107] In other embodiments, #Axis:V can identify the sliding list as the vertical scroll direction, #Alig:RC can identify the alignment of the content in the sliding list as right-aligned, #Alig:R can identify the sliding direction of the progress bar as from right to left, #Alig:T can identify the sliding direction of the progress bar as from top to bottom, #Alig:B can identify the sliding direction of the progress bar as from bottom to top, and no further examples are given here.

[0108] Figure 6 Schematic diagram of the application scenario of the game art collaborative development method provided by the embodiments of this application. As Figure 6As shown in the figure, a unified naming convention is implemented through a preset identifier system, including: the atlas identifier is @, the type identifier is &, the style identifier is #, the reuse identifier is +, etc. Through the automated processing process, various identifiers in the art resource information can be recognized, and the names and attribute information of the art resources therein can be quickly extracted, and a data exchange format file can be exported, so that the corresponding game object templates can be generated for game development. Among them, during the automatic recognition process, it is also possible to check whether the naming of the art resources conforms to the preset naming convention. If not, a warning can be given, and it can be prompted that the data exchange format file cannot be correctly exported, so that it can be reminded to re-recognize and process, etc. This automated resource processing method allows the art drawings to be used immediately, achieving automated slicing. Intelligent checking and real-time error prompts can quickly locate problems, simplify the work process, reduce communication costs, be convenient for maintenance, support process iteration, and have strong scalability. Importing the game object template into the game development project can accurately restore the art effect, greatly shortening the game development cycle and improving the game development efficiency.

[0109] The above method provided by the embodiment of the present application also has the following advantages: 1) The automated process replaces the manual method, greatly simplifying the work process and reducing communication between personnel. A unified naming convention is adopted at the art design end, and automated slicing realizes one-key export of art resources. At the program development end, one-key import into Unity automatically obtains the sliced images and art resource attribute information, reducing the early-stage game development work and significantly improving the efficiency.

[0110] 2) Based on the TMP text template, various display effects of text can be accurately restored. The automated conversion from PSD files to Unity prefabs can accurately restore the art design effect, achieving a perfect reproduction of the art design in the game development interface and ensuring reliable product quality.

[0111] 3) Intelligent checking of the naming of art resources and real-time error prompts can quickly locate problems, reduce communication costs, shorten the development cycle, and improve development efficiency.

[0112] 4) The game art collaborative development method is particularly friendly to small teams (such as startup teams), can be applied to scenarios with streamlined personnel, greatly saving manpower, reducing labor costs, and improving development efficiency. For example, only 1-2 art personnel and 1-2 program personnel are required to achieve collaborative development, and the labor cost can be reduced by 50%, and the development efficiency can be increased by 200%.

[0113] 5) It is easy to get started, convenient to maintain, highly scalable, cost - controllable for both artists and programmers. Moreover, it can adapt to the rapid iteration requirements of game development, shorten the UI update time by 80%, speed up the development speed, improve product quality, enhance competitiveness, and has strong sustainable development potential.

[0114] The above is the game art collaborative development method provided by the embodiments of this application. Based on the same technical concept, the embodiments of this application also provide a game art collaborative development device, as Figure 7 shown. This device includes: An acquisition module 701, configured to acquire art resource information.

[0115] An analysis module 702, configured to analyze the art resource information according to a preset naming specification to obtain the name and attribute information of the art resources.

[0116] An export module 703, configured to export sliced images and data exchange format files, where the data exchange format files include the name and attribute information of the art resources.

[0117] A generation module 704, configured to generate game object templates according to the sliced images and data exchange format files.

[0118] In the embodiments of this application, the analysis module 702 may include: A search unit, configured to search for identifiers in the art resource information according to a preset naming specification.

[0119] A name recognition unit, configured to recognize the information before the identifier as the name of the art resource.

[0120] An attribute recognition unit, configured to recognize the information after the identifier as the attribute information of the art resource.

[0121] In the embodiments of this application, the above - mentioned name recognition unit may specifically be used for: In the case that the information before the identifier includes a preset string, recognizing the information other than the string in the information before the identifier as the name of the text; in the case that the information before the identifier does not include the string, recognizing the information before the identifier as the name of the layer or layer group.

[0122] In the embodiments of this application, the above - mentioned identifier may include one or more of an atlas identifier, a type identifier, and a style identifier. Correspondingly, the above - mentioned attribute recognition unit may be used to perform at least one of the following: In the case that the identifier includes an atlas identifier, recognizing the information after the atlas identifier as the atlas name; In the case that the identifier includes a type identifier, recognizing the information after the type identifier as the type of the layer or layer group; When the identifier includes a style identifier, the information after the style identifier is recognized as the style of text, a layer, or a layer group.

[0123] In one embodiment, when the above attribute recognition unit recognizes the information after the type identifier as the type of a layer or a layer group, it can be specifically used to perform at least one of the following: When the type identifier is a layer group type identifier, recognize the art resource as a layer group and the type as a button, a sliding list, a progress bar, or a joystick; When the type identifier is a layer type identifier, recognize the art resource as a layer and the type as the default state, click highlight, or non-clickable; When the type identifier is a size identifier, recognize the art resource as a layer group or a sub-object in the layer group, and recognize the information after the size identifier as the size of the layer group or the size of the sub-object in the layer group; When the type identifier is a sub-object identifier, recognize the art resource as a sub-object in the layer group; When the type identifier is a fill identifier, recognize the art resource as a fill layer in the layer group; When the type identifier is a background image identifier, recognize the art resource as a background layer in the layer group.

[0124] In one embodiment, when the above attribute recognition unit recognizes the information after the style identifier as the style of text, a layer, or a layer group, it can be specifically used to perform at least one of the following: When the style identifier is a template style identifier, recognize the art resource as a TMP text component in the TMP text template, and the TMP text template includes various text display effects; When the style identifier is a font size identifier, recognize the art resource as text, and recognize the information after the font size identifier as the font size of the text; When the style identifier is a nine-grid identifier, recognize the art resource as a nine-grid layer, and recognize the information after the nine-grid identifier as the position information of the nine-grid area; When the style identifier is a shear layer identifier, recognize the art resource as a shear unit in a symmetric layer, and the symmetric mode of the symmetric layer includes upward symmetry, left-right symmetry, or up-down and left-right symmetry; When the style identifier is a direction identifier, recognize the art resource as a sliding list and recognize the information after the direction identifier as the scrolling direction or alignment direction of the sliding list, or recognize the art resource as a progress bar and recognize the information after the direction identifier as the progress sliding direction of the progress bar.

[0125] In the embodiments of the present application, the above-mentioned art resource information may be a PSD file, and the above-mentioned data exchange format file may be a JSON file. Correspondingly, the generating module 704 may be specifically configured to: Use the game engine Unity to generate a prefab file based on the sliced images and the JSON file. The prefab file includes one or more game objects and their components.

[0126] The above-mentioned device provided in this embodiment may execute the steps in the methods provided in the above-mentioned various embodiments. For the detailed process, please refer to the description in the method embodiments, which will not be elaborated here.

[0127] The above-mentioned device provided in this embodiment obtains art resource information, parses the art resource information according to a preset naming specification to obtain the name and attribute information of the art resource, exports sliced images and a data exchange format file, and the data exchange format file includes the name and attribute information of the art resource. Generating a game object template according to the data exchange format file can realize automated game art collaboration, optimize the collaboration process, improve collaboration and development efficiency, reduce costs, can be quickly deployed, and meet the requirements of rapid iteration.

[0128] Corresponding to the methods provided in the above-mentioned various embodiments, based on the same technical concept, the embodiments of the present application also provide an electronic device for executing the methods provided in the above-mentioned various embodiments, as Figure 8 shown.

[0129] The electronic device may vary greatly due to configuration or performance differences. It may include one or more processors 801 and a memory 802. One or more applications or data may be stored in the memory 802. Among them, the memory 802 may be short-term storage or persistent storage. The applications stored in the memory 802 may include one or more modules (not shown in the figure), and each module may include a series of computer-executable instructions in the electronic device. Further, the processor 801 may be configured to communicate with the memory 802 and execute a series of computer-executable instructions in the memory 802 on the electronic device. The electronic device may also include one or more power supplies 803, one or more wired or wireless network interfaces 804, one or more input / output interfaces 805, one or more keyboards 806, etc.

[0130] The electronic device includes a memory and one or more programs, where one or more programs are stored in the memory, and one or more programs may include one or more modules, and each module may include a series of computer-executable instructions in the electronic device, and is configured to be executed by one or more processors. The one or more programs include the following computer-executable instructions: Obtain art resource information; Parse the art resource information according to a preset naming convention to obtain the name and attribute information of the art resource; Export the sliced images and data exchange format files, where the data exchange format files include the name and attribute information of the art resource; Generate a game object template based on the sliced images and data exchange format files.

[0131] In one implementation, the parsing the art resource information according to a preset naming convention to obtain the name and attribute information of the art resource includes: Search for an identifier in the art resource information according to a preset naming convention; Identify the information before the identifier as the name of the art resource; Identify the information after the identifier as the attribute information of the art resource.

[0132] In one implementation, the identifying the information before the identifier as the name of the art resource includes: When the information before the identifier includes a preset string, identify the information other than the string in the information before the identifier as the name of the text; When the information before the identifier does not include the string, identify the information before the identifier as the name of the layer or layer group.

[0133] In one implementation, the identifier includes one or more of an atlas identifier, a type identifier, and a style identifier. The identifying the information after the identifier as the attribute information of the art resource includes at least one of the following: When the identifier includes an atlas identifier, identify the information after the atlas identifier as the atlas name; When the identifier includes a type identifier, identify the information after the type identifier as the type of the layer or layer group; When the identifier includes a style identifier, identify the information after the style identifier as the style of the text, layer, or layer group.

[0134] In one implementation, the identifying the information after the type identifier as the type of the layer or layer group includes at least one of the following: When the type identifier is a layer group type identifier, identify the art resource as a layer group and the type as a button, a sliding list, a progress bar, or a joystick; When the type identifier is a layer type identifier, identify the art resource as a layer and the type as the default state, click highlight, or non-clickable; When the type identifier is a size identifier, identify the art resource as a layer group or a sub-object in the layer group, and identify the information after the size identifier as the size of the layer group or the size of the sub-object in the layer group; When the type identifier is a sub-object identifier, identify the art resource as a sub-object in the layer group; When the type identifier is a fill identifier, identify the art resource as a fill layer in the layer group; When the type identifier is a background image identifier, identify the art resource as a background layer in the layer group.

[0135] In one embodiment, identifying the information after the style identifier as the style of text, a layer, or a layer group includes at least one of the following: When the style identifier is a template style identifier, identify the art resource as a TMP text component in a TMP text template, and the TMP text template includes various text display effects; When the style identifier is a font size identifier, identify the art resource as text, and identify the information after the font size identifier as the font size of the text; When the style identifier is a nine-grid identifier, identify the art resource as a nine-grid layer, and identify the information after the nine-grid identifier as the position information of the nine-grid area; When the style identifier is a shear layer identifier, identify the art resource as a shear unit in a symmetric layer, and the symmetric manner of the symmetric layer includes up-down symmetry, left-right symmetry, or all-around symmetry (up-down, left-right); When the style identifier is a direction identifier, identify the art resource as a scroll list and identify the information after the direction identifier as the scroll direction or alignment direction of the scroll list, or identify the art resource as a progress bar and identify the information after the direction identifier as the progress sliding direction of the progress bar.

[0136] In one embodiment, the art resource information is a PSD file, the data exchange format file is a JSON file, and generating a game object template according to the sliced images and the data exchange format file includes: Using the game engine Unity to generate a prefab file based on the sliced images and the JSON file, and the prefab file includes one or more game objects and their components.

[0137] The above electronic device provided by the embodiments of the present application obtains art resource information, parses the art resource information according to a preset naming convention to obtain the name and attribute information of the art resource, exports cut graphics and a data exchange format file, the data exchange format file includes the name and attribute information of the art resource, and generates a game object template according to the cut graphics and the data exchange format file, which can realize automated game art collaboration, optimize the collaboration process, improve collaboration and development efficiency, reduce costs, can be quickly deployed, and meet the requirements of rapid iteration.

[0138] It should be noted that the embodiments of the electronic device in the present application and the method embodiments in the present application are based on the same inventive concept. Therefore, the specific implementation of this embodiment can refer to the implementation of the corresponding method described above, and the repeated parts will not be elaborated.

[0139] Corresponding to the method provided in the above embodiment, based on the same technical concept, the embodiments of the present application also provide a computer-readable storage medium for storing computer-executable instructions. The storage medium can be a USB flash drive, an optical disc, a hard disk, etc. When the computer-executable instructions stored in the storage medium are executed by a processor, the following processes can be realized: Obtain art resource information; Parse the art resource information according to a preset naming convention to obtain the name and attribute information of the art resource; Export cut graphics and a data exchange format file, the data exchange format file includes the name and attribute information of the art resource; Generate a game object template according to the cut graphics and the data exchange format file.

[0140] In one implementation manner, the parsing the art resource information according to a preset naming convention to obtain the name and attribute information of the art resource includes: Search for an identifier in the art resource information according to a preset naming convention; Identify the information before the identifier as the name of the art resource; Identify the information after the identifier as the attribute information of the art resource.

[0141] In one implementation manner, the identifying the information before the identifier as the name of the art resource includes: When the information before the identifier includes a preset string, identify the information other than the string in the information before the identifier as the name of the text; When the information before the identifier does not include the string, identify the information before the identifier as the name of the layer or layer group.

[0142] In one embodiment, the identifier includes one or more of an atlas identifier, a type identifier, and a style identifier. Identifying the information after the identifier as attribute information of an art resource includes at least one of the following: When the identifier includes an atlas identifier, identify the information after the atlas identifier as the atlas name; When the identifier includes a type identifier, identify the information after the type identifier as the type of a layer or a layer group; When the identifier includes a style identifier, identify the information after the style identifier as the style of text, a layer, or a layer group.

[0143] In one embodiment, identifying the information after the type identifier as the type of a layer or a layer group includes at least one of the following: When the type identifier is a layer group type identifier, identify the art resource as a layer group and the type as a button, a sliding list, a progress bar, or a joystick; When the type identifier is a layer type identifier, identify the art resource as a layer and the type as a default state, a click highlight, or non-clickable; When the type identifier is a size identifier, identify the art resource as a layer group or a sub-object in a layer group, and identify the information after the size identifier as the size of the layer group or the size of the sub-object in the layer group; When the type identifier is a sub-object identifier, identify the art resource as a sub-object in a layer group; When the type identifier is a fill identifier, identify the art resource as a fill layer in a layer group; When the type identifier is a background image identifier, identify the art resource as a background layer in a layer group.

[0144] In one embodiment, identifying the information after the style identifier as the style of text, a layer, or a layer group includes at least one of the following: When the style identifier is a template style identifier, identify the art resource as a TMP text component in a TMP text template, and the TMP text template includes various text display effects; When the style identifier is a font size identifier, identify the art resource as text, and identify the information after the font size identifier as the font size of the text; When the style identifier is a nine-patch identifier, identify the art resource as a nine-patch layer, and identify the information after the nine-patch identifier as the position information of the nine-patch area; When the style identifier is a clipping layer identifier, identify the art resource as a clipping unit in a symmetric layer, and the symmetry mode of the symmetric layer includes upward symmetry, left - right symmetry, or symmetry in all four directions (upward, downward, left, and right). When the style identifier is a direction identifier, identify the art resource as a sliding list and the information after the direction identifier as the scrolling direction or alignment direction of the sliding list, or identify the art resource as a progress bar and the information after the direction identifier as the progress sliding direction of the progress bar.

[0145] In one implementation, the art resource information is a PSD file, and the data exchange format file is a JSON file. Generating a game object template according to the sliced images and the data exchange format file includes: Using the game engine Unity to generate a prefab file based on the sliced images and the JSON file, and the prefab file includes one or more game objects and their components.

[0146] When the computer - executable instructions stored in the storage medium in the embodiments of the present application are executed by a processor, by obtaining art resource information, parsing the art resource information according to a preset naming specification to obtain the name and attribute information of the art resource, exporting sliced images and a data exchange format file, where the data exchange format file includes the name and attribute information of the art resource, and generating a game object template according to the sliced images and the data exchange format file, it can achieve automated game art collaboration, optimize the collaboration process, improve collaboration and development efficiency, reduce costs, enable rapid deployment, and meet the requirements of rapid iteration.

[0147] It should be noted that the embodiments of the storage medium in the present application and the method embodiments in the present application are based on the same inventive concept. Therefore, the specific implementation of this embodiment can refer to the implementation of the foregoing method, and repeated parts will not be elaborated.

[0148] The specific embodiments of the present application are described above. Other embodiments are within the scope of the appended claims. In some cases, the actions or steps recited in the claims can be executed in a different order than in the embodiments and still achieve the desired result. Additionally, the processes depicted in the drawings do not necessarily require the specific order or sequential order shown to achieve the desired result. In certain implementations, multitasking and parallel processing are also possible or may be advantageous.

[0149] Those skilled in the art should understand that the embodiments of the present application can be provided as a method, a system, or a computer program product. Therefore, the embodiments of the present application can take the form of a complete hardware embodiment, a complete software embodiment, or an embodiment combining software and hardware aspects. Moreover, the present application can take the form of a computer program product implemented on one or more computer-readable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) that contain computer-usable program code.

[0150] The present application is described with reference to the flowcharts and / or block diagrams of methods, apparatuses (systems), and computer program products according to the embodiments of the present application. It should be understood that each flow and / or block in the flowchart and / or block diagram, as well as the combination of flows and / or blocks in the flowchart and / or block diagram, can be realized by computer program instructions. These computer program instructions can be provided to the processor of a general-purpose computer, a special-purpose computer, an embedded processor, or other programmable data processing devices to generate a machine, such that the instructions executed by the processor of the computer or other programmable data processing devices generate a device for realizing the functions specified in Figure 1 one flow or multiple flows and / or blocks Figure 1 one block or multiple blocks.

[0151] These computer program instructions can also be stored in a computer-readable memory that can direct a computer or other programmable data processing device to work in a specific manner, such that the instructions stored in the computer-readable memory generate a manufactured article including an instruction device that realizes the functions specified in Figure 1 one flow or multiple flows and / or blocks Figure 1 one block or multiple blocks. These computer program instructions can also be loaded onto a computer or other programmable data processing device, such that a series of operation steps are executed on the computer or other programmable device to generate a computer-implemented process, so that the instructions executed on the computer or other programmable device provide steps for realizing the functions specified in Figure 1 one flow or multiple flows and / or blocks Figure 1 one block or multiple blocks.

[0152] In a typical configuration, a computing device includes one or more processors (CPUs), an input / output interface, a network interface, and memory. The memory may include non-permanent memory in the form of computer-readable media, random access memory (RAM), and / or non-volatile memory such as read-only memory (ROM) or flash RAM. Memory is an example of computer-readable media. Computer-readable media includes both permanent and non-permanent, removable and non-removable media implemented by any method or technology for information storage. The information can be computer-readable instructions, data structures, program modules, or other data. Examples of computer storage media include, but are not limited to, phase change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technologies, compact disc read-only memory (CD-ROM), digital versatile discs (DVD) or other optical storage, magnetic cassettes, magnetic disk storage or other magnetic storage devices, or any other non-transitory media for storing information that can be accessed by a computing device. As defined herein, computer-readable media does not include transitory media such as modulated data signals and carrier waves.

[0153] It should also be noted that the term "comprising", "including" or any other variant thereof is intended to cover a non-exclusive inclusion, such that a process, method, article or device comprising a series of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such process, method, article or device. Without further limitation, an element defined by the statement "comprising a..." does not exclude the presence of additional identical elements in the process, method, article or device comprising said element.

[0154] Embodiments of the present application may be described in the general context of computer-executable instructions executed by a computer, such as program modules. Generally, program modules include routines, programs, objects, components, data structures, etc. that perform specific tasks or implement specific abstract data types. One or more embodiments of the present application may also be practiced in a distributed computing environment where tasks are performed by remote processing devices connected through a communication network. In a distributed computing environment, program modules may be located in local and remote computer storage media including storage devices. Each embodiment in the present application is described in a progressive manner. For the same or similar parts among the embodiments, reference may be made to each other. Each embodiment focuses on the differences from other embodiments. In particular, for system embodiments, since they are basically similar to method embodiments, the description is relatively simple, and reference may be made to the corresponding parts of the method embodiments for related matters.

[0155] The above are only embodiments of this document and are not intended to limit this document. For those skilled in the art, various changes and modifications can be made to this document. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principle of this document shall be included within the scope of the claims of this document.

Claims

1. A game art collaborative development method, characterized in that, The method includes: Obtaining art resource information; Parsing the art resource information according to a preset naming convention to obtain the name and attribute information of the art resource; Exporting sliced images and data exchange format files, where the data exchange format files include the name and attribute information of the art resource; Generating a game object template based on the sliced images and data exchange format files.

2. The method according to claim 1, characterized in that, The parsing the art resource information according to a preset naming convention to obtain the name and attribute information of the art resource includes: Searching for an identifier in the art resource information according to a preset naming convention; Identifying the information before the identifier as the name of the art resource; Identifying the information after the identifier as the attribute information of the art resource.

3. The method according to claim 2, wherein The identifying the information before the identifier as the name of the art resource includes: When the information before the identifier includes a preset string, identifying the information other than the string in the information before the identifier as the name of the text; When the information before the identifier does not include the string, identifying the information before the identifier as the name of a layer or a layer group.

4. The method according to claim 2, wherein The identifier includes one or more of an atlas identifier, a type identifier, and a style identifier. The identifying the information after the identifier as the attribute information of the art resource includes at least one of the following: When the identifier includes an atlas identifier, identifying the information after the atlas identifier as the atlas name; When the identifier includes a type identifier, identifying the information after the type identifier as the type of a layer or a layer group; When the identifier includes a style identifier, identifying the information after the style identifier as the style of text, a layer, or a layer group.

5. The method according to claim 4, characterized in that The identifying the information after the type identifier as the type of a layer or a layer group includes at least one of the following: When the type identifier is a layer group type identifier, identifying the art resource as a layer group and the type as a button, a sliding list, a progress bar, or a joystick; When the type identifier is a layer type identifier, identifying the art resource as a layer and the type as a default state, a click highlight, or non-clickable; When the type identifier is a size identifier, identifying the art resource as a layer group or a sub-object in the layer group, and identifying the information after the size identifier as the size of the layer group or the size of the sub-object in the layer group; When the type identifier is a sub-object identifier, identifying the art resource as a sub-object in the layer group; When the type identifier is a fill identifier, identifying the art resource as a fill layer in the layer group; When the type identifier is a background image identifier, identifying the art resource as a background layer in the layer group.

6. The method according to claim 4, characterized in that, The identifying the information after the style identifier as the style of text, a layer, or a layer group includes at least one of the following: When the style identifier is a template style identifier, identifying the art resource as a TMP text component in a TMP text template, where the TMP text template includes various text display effects; When the style identifier is a font size identifier, identify the art resource as text and identify the information after the font size identifier as the font size of the text; When the style identifier is a nine - grid identifier, identify the art resource as a nine - grid layer and identify the information after the nine - grid identifier as the position information of the nine - grid area; When the style identifier is a clipping layer identifier, identify the art resource as a clipping unit in a symmetric layer, and the symmetric mode of the symmetric layer includes upward symmetry, left - right symmetry, or up - down - left - right symmetry; When the style identifier is a direction identifier, identify the art resource as a sliding list and identify the information after the direction identifier as the scrolling direction or alignment direction of the sliding list, or identify the art resource as a progress bar and identify the information after the direction identifier as the progress sliding direction of the progress bar.

7. The method according to any one of claims 1-6, characterized in that, The art resource information is a PSD file, the data exchange format file is a JSON file, and generating a game object template according to the sliced images and the data exchange format file includes: Using the game engine Unity to generate a prefab file based on the sliced images and the JSON file, and the prefab file includes one or more game objects and their components.

8. A game art collaborative development device, characterized in that, The device includes: An acquisition module for acquiring art resource information; An analysis module for analyzing the art resource information according to a preset naming convention to obtain the name and attribute information of the art resource; An export module for exporting sliced images and a data exchange format file, and the data exchange format file includes the name and attribute information of the art resource; A generation module for generating a game object template according to the sliced images and the data exchange format file.

9. An electronic device, characterized in that, The device includes: A processor; and A memory arranged to store computer - executable instructions, the executable instructions being configured to be executed by the processor, and the executable instructions include steps for executing the method according to any one of claims 1 to 7.

10. A computer-readable storage medium, characterized in that, The storage medium is used to store computer - executable instructions, and the executable instructions cause a computer to execute the steps in the method according to any one of claims 1 to 7.