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FRIDAY
Uncharted 3: Outsourcing with Naughty Dog and Xpec
This was an incredible talk (to those of us dealing with Outsource partners).
Main take-aways were they have too much management between the artist/outsourcer.
Not an ideal situation.
Outsourced entire level designs. Highbar established in-house for first part of level, then iteration happened on their end.
Shipped a ‘lite’ version of their engine to outsourcers to test and ensure adherance, unfortunately due to technical iteration on state-side end, this proved to be lost time and NOT a good way to go.
THURSDAY
The Cameras of Uncharted 3
- Used more smaller targeted cameras
- programmer based
- using maya, spline, etc
- then created cam blend system
- amazing in-game cam spline system
- fixed cam and debugging features
- bake cameras down to character
- had a parenting system that they used to hookup to options and then scripted object
- cam collision probe/aoe
cam damped spring /softened
flip 180 rule in brawl cam
- embed multiple melee cams into the animation
- left rotation but parented position
- low frequency shake
gave ability to animators
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Another great round of talks today. I spent a good deal of the day in meetings, but attended two fantastic sessions. One was from the company that bought the failed APB game.
APB monetization challenges
- hailand rising
- APB reloaded
- fallen earth
- UGC – assisted publishing
- reloaded games
- platform@reloadedinc.com
- sword of new world
- freetoplay they own trademark!
- they set M title
- music editor in game!
- unreal mgmt server system
- amazing custom character
merging ok with losing
- bad missions
- skill ratings system sucks
- curve matching Bayesian matching
- if win first match 30% to spend $
- rewarding bad behavior
- encouraged cheating/tools
- went to double threat = bad
map inflexibility
too large, no noob zone, too procedural, no manual map building.
had to build NEW all by hand
no signposts
removing tutorial = 20% bump in retention, learned ease/accessible
?tutorial: why not make it better?
Technical Art of Diablo 3
The second talk was from Blizzards Lead technical artist regarding how their technical art team evolved over the course of Diablo 3 production.
Takeaways:
- turned into imagineers
- by allowing for rapid iteration with tools able to become designers
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Key takeaways
Hansoft dependency tracking = suck
Tuesday-Techart Bootcamp
powershell
.net modules integrated
xaml remove
SQL database interaction
com interface! for working with excel /photoshop
Rob from Bioware
pay technical debt
automate crash/errors
mandatory and thorough
code review
single point for review/dictator
Seth
cohesion/collaboration at team lvl
guide
teach
measure
trust
jason Hayes volition
working on insane
lessons in tools
tool briefs/one sheets
description
what is the main issue?
Function
how is user going to work?
justification
why is this important?
cost of solving wrong problem
understand the end user
map out artist workflow
FaceTime with user, in their shoes
dependency / downstreaming
be mindful of over-engineering
whiteboard/flowchrt: makes sense to difficult issues
Phased Development
design/implement
first iteration pass
second pass of iteration
final polish pass
phase one might be enough
Tactical
asset visual bug tracker
node based scripting python editor
interface design
separate ui from command layer
keep clicking to a minimum
clean, simple interface, consistency
intelligent grouping
polish interface
Architecture Design
minimal complexity
system
–interface
–database
–devkit
The costume / mods have been updated. Goggles are near complete and made some progress on the xbow.
http://bangrevolution.com/wordpress/?page_id=199
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Great article/interview on Gamasutra talking with Nathan Martz and Tim Schafer of Doublefine regarding their new Sesame Street Kinect Game:
http://www.gamasutra.com/view/feature/6295/capturing_the_spirit_of_sesame_.php
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Now first let me say that I rarely quote myself, but occasionally I spout something that after reading I’m proud to say I wrote it. Today was one of those occasions. A co-worker had asked me what I think of the recent changes at work. This was my reply.
“I am a hopeful optimistic. Life is too short and this space too small to have a negative outlook.
Change is always difficult no matter where you are in this industry (or life for that matter).
The abilities to reach out, speak up, react and adapt are admirable qualities that few possess and fewer still acknowledge.
With that said, change never comes easy, but for those willing to work hard, work together, and more importantly execute they will reap the benefits. I believe we have a really good crew and if we can stay focused I have 100% confidence that what we turn out will be nothing short of greatness.”
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Older link, but great explanation of quaternion vs euler and rotation orders.
http://www.guerrillacg.org/home/3d-rigging/the-rotation-problem
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