Archives For 2009

The AI Systems of Left 4 Dead

December 22nd, 2009 — 1 Comment

Valve have posted the slides of Mike Booth’s recent Stanford AIIDE-09 conference presentation. While only the first section on path-finding will likely be of most interest to animators, he also goes some way to breaking down the famed AI Director used to dynamically tailor the game experience for each new playthrough.

They certainly give the outward impression at least that they’ve attained the developer holy grail of sharing technology across projects, recently announcing early Bots for Team Fortress 2 using the same decision-making as described in this paper.

Find a list of all of Valve’s speaker presentations here.

Jason’s Journey

December 16th, 2009 — Leave a comment

In a period where the Australian government appears to be going on a rampage censoring games left, right and centre, it’s worth taking stock of the type of thing they do deem appropriate for consumption, namely the ways horror hero Jason Voorhees has killed his many victims over the years in all 12 of the movies NOT censored in Oz via this fantastic illustration from the National Post. Click for full size.

Roll on an 18+ rating for those poor kids.

[via National Post]

Here’s a fantastic game-influenced pixel animation from director Jérémie Périn. Hilarious, and about as NSFW as a bunch of moving pixels can be.

[via Motionographer]

Unreal Engine 3 For Free

November 7th, 2009 — 1 Comment

This week Epic released their Unreal3 SDK for free download for non-commercial use, which is the same development software we use here to create Mass Effect 2 (minus custom bells and whistles).

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I’d recommend this over any other engine for those wanting to break into the industry right now as it’s fast becoming a standard across many studios and any level of knowledge of its various animation-related systems like Matinee, Kismet, FaceFX and the AnimSet and AnimTree editors would certainly be a boost at the entry level. Nowadays I’m seeing Unreal3 experience on CV’s alongside traditional software like Max and Maya, so get downloading and start tinkering away…

With two weeks to go from today, I thought I should plug that I’ll be speaking at the Montreal International Game Summit, with the talk entitled Cinematics Sans Cutscenes. Here is the abstract:

Cutscenes are a divisive subject amongst videogame developers. We rely on them as a relatively production-safe solution for imparting exposition and story progression, to give the player objective location information, and to reward achievement and successes like level completion. However, they cut more than just the camera. The flow, immersion, and most of all, interactivity uniquely enjoyed by the medium of videogames all take a hit for their (often unskippable) duration.

In their defense however, attempts to forego their inclusion can result in a weaker visual presentation and take us further away from an emotional connection with characters and story. Additionally, a quick scan of screenshots previewing upcoming games illustrates our growing reluctance as an industry to present titles from the in-game perspective, where cameras are rightly skewed towards gameplay.

This talk explores various techniques used by games over the years to create a cinematic look outside of the traditional reliance on cutscenes, with the pros and cons of each, finishing with suggestions on how these might be combined in the future to offer cinematic moments while keeping the player in the game.

Takeaway: Techniques alternative to cutscenes for imparting interactive story and cinematic moments in games.

Intended Audience: Game Designers, Writers, Animators and those involved in storytelling.

Should you be attending the conference please stop by at 2.45 on Monday afternoon. If at least one of my observations is taken onboard then we might just reduce our reliance on cutscenes for storytelling.

I’m currently playing through this one on my new PS3 slim and must say that of all the unique features Little Big Planet has, the puppet-like emoting is the most fun I’ve had in ages. Here’s a little bit of info on the animation in (I believe the incoming PSP version of) the game.

Looks like a simple rig in Maya to compliment the game nicely, and they use morph shapes for the facial emotes which seems a natural fit given the squashiness of the character.

Test Level Installation

October 15th, 2009 — 3 Comments

Even this long after my 4-year tenure at art college, the word “installation” still makes me want to vomit. However, these fantastic images by Esther Stocker caught my eye because of their resemblence to the many test maps we’ll create in the course of trying out various gameplay features in game development.

Continue Reading…

Subject Zero Trailer

September 30th, 2009 — Leave a comment

Another work-related post – three in a row! In a break from the norm, I’m not involved at all in the in-game animations for the sequel – so it’s cool to see several shots from one of my romance scenes ahead of the game’s realease.  Not long to go now until this project is done and out the door!

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Today marks my first year back at BioWare, and therefore (in my head anyway) the 1st anniversary of BioWare Montreal. No longer the youngest kid on the block, we had our very first ever studio photo earlier this month to commemorate the occasion, courtesy of Bartek.

Note the cool Mass Effect 2 N7 shirts I and a few others are sporting – just a shame it looks like such a sausage party…

The other week an old highschool friend of mine now residing in NY contacted me for a typical “day in the life” scenario from the games industry. While it’s not representative of my current situation, (which is virtually meeting-free), I gave him an example of the height of the end of Mass Effect 1 that you can read here.

Choice example at 1:35pm – Still as true as ever.