creating first person movement for mirror's edge jonas Åberg, lead programmer, dice tobias...
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Creating First Person Movement for MIRROR'S EDGE
Jonas Åberg, Lead Programmer, DICE
Tobias Dahl, Lead Animator, DICE
Agenda
• Intro• DICE• The Vistion• Team structure• Prototyping• Tools and pipeline• Iterations• Final Thoughts• Questions
Mirror’s Edge
• Intro movie
DICE facts
• Founded in 1992 by 4 guys in high school
• Owned by Electronic Arts since October 2006
• 260 employees- 17% non Swedes- 13 nationalities- 10 % girls- 25 % of Sweden’s games developers work at DICE
• Battlefield series sold 17 million copies
DICE Studio
DICE timeline
1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005
Pinball Dreams is published on
Comondore Amiga
Digital Illusions Is founded
Pinball Fantasies wins ”developer’s
choice award”
BenefactorIs published on
Comondore Amiga
Pinnball IllusionsIs published on
Comondore Amiga
First Office opened in
Gothenburg
True Pinball is published on
SEGA Saturn and Sony Play station
Bonnier MediaInvests in the
company
S40 RacingIs released on PC
(for VOLVO)
Digital Illusions CEIs listed on the
Stockholm Stock- exchange
Motorhead is published on PC
and Sony PS
DICE aqures Refraction Games and major part of
Synergix Interactive
Rally Masters, STCC and Arvet
från Rosemond hill are published
Canadian Sandbox Studios
is aquired
STCC 2 is publishedRally Masters is awarded ”Racing game of the year”
Ralli Sport ChallangeBattlefield 1942
and Shrek Xtra largeare published
BF 1942 - awarded ”best game of 2002”Six titles from BF X-
packs to Barbie
EA aquires up to 19% of DICE
BF Vietnam and Ralli Sport
Challenge is published
Dice aquires Trauma St. GBG moves to STHLM
EA offers to buy all shares in DICE
EA aquires up to 70% of DICE
BF2 is publishedNumerous awards
Over 2 million copies sold
BF2 MC is published
Xbox PS2 Later on 360
2006
Dice Studios and EA holding merger
Dice an EA Company
BF 2142 is publishedIn October
The Vision
• First person free running• Rather run than fight• Highly stylized• A new take on first person gaming
First person free running
Rather run than fight
Stylized world
Through the character experience
• Redefine Battlefield’s ”Throught the gun”
• Feel the presence• Put the person back into
first person
Keys to success
• Team structure• Tools and pipeline• Prototyping• Iteration
Team structure
Team structure
• Scrum– Product backlog– Sprint backlog– Sprint Planning Meeting– Daily Scrum– Sprint Review Meeting
Team structure
• Perfect fit for the scrum format• 2 Week cycles• 5-6 people• Team seated together• Always one designer, one animator and one
coder assigned to a feature at the same time
Prototyping
• Initial concepts• First previsualisation• First Person Mesh• The Whiteroom• The Game
Initial Concepts
Initial Concepts
Initial Concepts
Initial Concepts
Initial Concepts
Initial Concepts
Initial Concepts
Initial Concepts
Initial Concepts
Initial Concepts
Initial Concepts
Initial Concepts
Initial Concepts
Initial Concepts
Initial Concepts
Initial Concepts
Initial Concepts
Initial Concepts
Initial Concepts
Initial Concepts
Initial Concepts
Initial Concepts
Initial Concepts
Initial Concepts
Initial Concepts
Initial Concepts
First Previsualisation
• Playblast Early Version• Playblast Iteration Version• Playblast Final version
First Person Mesh
• Blendshapes for knuckles and wrist, keeping the volume
• Blending normal maps for vains and muscles• FOV• Deformation Movie• FOV Movie
Animate First Person Perceivement
• First idea, do some mocap, parent the camera to the head, done!
Animate First Person Perceivement
• Second idea, put some aim constraint on the camera.
Animate First Person Perceivement
• Third idea, animate it by hand and make it look cool and believable
The Whiteroom
• A fast loading level with all the moves available
• Instead of an Animation Editor• Example Movie
The Tools
• We developed our own Maya tools and Pipeline tools for the project.
• High demands on functionality• Short iteration times• Reuse animations for all projects• Support all projects on DICE• Support different engines like Frostbite, BF2
and Unreal3
The Tools
• Develope our own animation format (.curve)• Import Mocap as well as handle hand
animated animations• Deal with many characters for Cutscenes• Facial animation system• Animation in Layers• High framerate (no playblasts)
The Tools
• DEMONSTRATION VIDEO OF THE TOOLS AND THE PIPELINE ~5 min…..
Iteration
• Movement was a key area of focus
• Camera motion• Motion sickness• Most moves iterated on 5-6
times
Jumping
• Context sensitive animations• Layered landing animations• Heavy landings / skill rolls
Wall runs
• Impact animation• Guided camera• Aiming• Dynamically triggered
Vaulting
• Fixed metrics at first• Became fully dynamic• Choose animation based on height /
speed /obstacle shape
Grabbing
• Impact / Different into animations• Shimmy• Aiming
Final Thoughts
• Successful production methodology• Strong belief in the game concept from the
beginning to the end• First person restrictions sometimes very
challenging.• The whole production – a learning experience
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