Mar
12
2012

GDC 2012 – Friday Recap

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.

 

 

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Mar
12
2012

GDC 2012 – Thursday Recap

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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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Mar
08
2012

GDC 2012 – Wednesday Recap

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

    1. bad missions
    2. skill ratings system sucks
      • curve matching Bayesian matching
      • if win first match 30% to spend $
    3. 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?

  • scammers/cheaters/dos attacks/game optimization
    • gear, guns, cars, clothing
    • time-savings

    premium accounts
    -shorten time
    weapons added trials
    gear-cosmetics is lowest revenue
    -monetization it was NOT important
    end of match push buy premium
    1000 days to find f2p peak
    plan for peak revenue
    140k
    .5 players
    shooting for $30 arpu

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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Mar
08
2012

GDC 2012 – Tuesday Recap

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
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    Aug
    19
    2011

    Crossbow Update

    Tags:

    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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    Feb
    23
    2011

    Capturing The Spirit Of Sesame Street

    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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    Feb
    17
    2011

    One year ago next month…

    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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    Feb
    10
    2011

    DevBlog – Making of Crash Bandicoot – Naughty Dog

    http://all-things-andy-gavin.com/2011/02/02/making-crash-bandicoot-part-1/

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    Feb
    10
    2011

    Rotation Orders: Euler/Quaternion

    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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    Jan
    04
    2011

    Older interview with Pixar’s Brad Bird

    http://gigaom.com/2008/04/17/pixars-brad-bird-on-fostering-innovation/

    older article, but very relevant information for ALL companies

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