Archives For 2008

ILM On Building Iron Man

December 31st, 2008 — Leave a comment

Just sneaking in before then end of the year, here is the second and far more comprehensive talk I attended at the earlier ADAPT conference. Happy new year everyone, et bonne anne tout le monde.

Industrial Light & Magic: Building Iron Man

Marc Chu – Animation Supervisor

Beginnng with his history, Marc joined ILM in 1994 and has since then served on 20 films, perhaps most notably as Animation Lead on “Pirates of The Caribbean” character Davy Jones. As Ironman was Marvel’s own first fully self-financed feature, they had 6 different companies competing for VFX work. It was interesting to see that despite its reputation, ILM must still compete for bang-for-buck value as film studios are keen to shop around. It comes as no surprise though, that the work was won in part on the back of the impressive Transformers work.

To this end, he showed a rough animation test of Iron Man taking off done over the course of two weeks. ILM has plentiful archive footage from which it can draw resources, and for this piece air footage repurposed from Ang Lee’s Hulk was used to create a high-quality flight sequence.
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David Sirlin, Lead Designer on the recently released Street Fighter II HD, has created this handy microsite hosting documentation that details the rebalancing changes made to the new version. It gives an interesting insight into the design decisions bringing this latest release to fruition.

I was deeply worried about a Vancouver-based team taking the mantle of perhaps the most perfectly balanced multiplayer game ever, but in playing I’ve already found it to be so much better than past home versions, and it more than whets the appetite for the upcoming 4th edition.

MAFF Message

November 15th, 2008 — Leave a comment

There’s a game in here somewhere – promotional spot from Japan’s Ministry of Agriculture, Forestry and Fisheries.

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Via motion-graphics site Motionographer.

The other week the industry awoke to the shocking news that the last bastion of competition to Autodesk’s domination of the CG market, Softimage, was finally consumed alongside the earlier aquisition of Maya. What this kind of monopoly over the CG Industry will bring to artists in the long-term is still unclear, but the minimal increase in features of the last couple of Maya iterations point to this not being a good thing.

On a positive note though, the “Customer Stories” section of the Japanese Softimage site have now been translated, so offer insights in the production of not just MGS4, but also a handful of other major Japanese games such as Capcom’s Devil May Cry 4 pictured above. Go check it out.

Breaking The Shackles

October 28th, 2008 — 1 Comment

After months of studied deliberation, (as well as being sidetracked by the new condo), I’ve finally taken delivery of my first ever laptop – the new Sony VAIO VGN-FW190 – with this being its virgin post.

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It was becoming painfully obvious that my old PC just wasn’t cutting it for a supposed game developer, (I’ve never really been a PC gamer), especially when it wasn’t even hitting the minimum requirements for some of even the most basic of software. I was, however, loath to give up the dual-screen setup I’ve grown accustomed to at work and at home so have found some solace in the FW’s unique 16.4” widescreen.

If it even allows two documents or webpages side by side during my various forays into graphic design or simply gives the 3D viewports a little more breathing space, it’ll be worth finally breaking free of the constraints of the desk. Now to find a café sur le Plateau…

OK, back to business. The first of two sessions from ADAPT 2008 – members of the Disney team working on incoming CG film Bolt talk about their road to enlightenment regarding an intelligent solution for driving blendshapes to maintain a high quality of deformation on a character lacking clearly defined limbs and a neck area. Of note, TD Hide Yosumi was actually a former member of SquareEnix, having worked on Final Fantasy X and the Disney-collaborated Kingdom Hearts series.

Walt Disney Animation Studios: Building A Hamster Named Rhino

Clay Kaytis, Philippe Brochu & Hidetaka Yosumi – Lead Animator, Lead Modeller and Technical Director for the character Rhino.

This presentation could easily be split into two parts, with the first concerning the solution achieved to maintain model fidelity in a character that could easily move between biped and quadruped movement, and the second on their general deformation solution for all areas of body/limb movement.

Beginning with an exclusive new trailer, the speakers began by describing the requirements of the rig which required the dual functionality of quadruped rodent-like movement and bipedal anthropomorphic acting. The character Rhino was described as essentially a ball of fat covered in fur that exists primarily inside a hamster-ball. While the ball-rig setup may have proven an interesting topic enough, with the TD writing special software for this alone, it proved enough of a challenge to overcome the transition between 4 and 2-leg stances.

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The Political Bit

October 18th, 2008 — Leave a comment

In the spirit of UK:Resistance, “because you can’t not use pictures like this when they come along”.

Seen on mental health blog The Trouble With Spikol via Marie-Jo.

Back From Bruma

September 22nd, 2008 — Leave a comment

Nothing’s been posted for a while because I’ve been on holiday, first in Scotland for a friend’s wedding then off to Sweden, (it seems so much closer to the UK now that I live in Canada), in the search of design inspiration. I did, however, find Sweden to be rather lacking in cutting-edge design, though perhaps that owes a lot to oversaturation by IKEA.

Instead, the imagination was piqued by historical sites such as the 1000-year-old Lund Cathedral above, complete with a crypt full of knight-adorned burial chambers – a somewhat familiar scene considering I’m currently forging my way through Bethesda’s Oblivion – one expected the Daedra to appear around every corner. More photos of the trip can be found here.

In more relevant news, I just recently landed a pass to this week’s ADAPT 2008 Conference so expect to see writeups of various lectures and feature presentations in the near future.

Showreel 2007

August 20th, 2008 — Leave a comment

I’ve just been messing around with the site, making it a little more easy to find the posts most interesting to developers that may find their way here and have dropped my last showreel onto the About page, so incase you missed it here it is.

This is the reel I made in January/February 2007 to land a job in Montreal so is a little dated. Featuring the second of three Commander Shepard models, (with crossed eyes no less ;-), it also contains the player navigation actions before the final level of polish, but enough excuses.

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Home SketchUp

August 17th, 2008 — 2 Comments

The big news this week: Marie-Jo and I have finally jumped through all the legal hoops required for a freelancer/foreigner mortgage and have purchased our first joint home, right in the heart of Montreal’s Plateau – not bad considering we only began looking less than three weeks ago. It’s still over a month before we get the keys, so in the meantime I’ve been impatiently recreating the main room in Google SketchUp. That’s right, those aren’t shots of a terrible port of The Sims below, but a virtual recreation of my future abode – click the images for the full-size versions.

SketchUp is free to download and I’m sure is easy to pick up even for non-videogame developers, (well, easier than a full-blown 3D package), but I’d certainly recommend it to other devs looking to try out colour schemes and various furniture layouts in advance of moving into a new place. Our level design team is currently churning out levels created in SketchUp, allowing them to quickly prototype layouts and test them in the engine well in advance of an artist with years of Max/Maya experience having to get involved as the Pro version allows export to real production 3D packages. As such, I’ve added it to the resources area of the sidebar as anyone interested in level design could do far worse than begin playing around with this.

Props can be downloaded from the large online user-created library for free,  (I’ve managed to kit it out with the real-world IKEA furniture we already have), as well as approximations of other things. And it certainly wouldn’t be a good layout if I didn’t first figure out where I’m going to be gaming for the forseeable future – even items such as the TV and consoles here have all been pre-created by an avid userbase, (to greater or lesser quality).  Imagine a time when we’d no longer have to spend months of valuable development time recreating weapons and urban landscapes for the millionth time and could simply import them from huge, free online libraries.