Ad Gladium Final Presentation Slides

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This is the Presentation Slides for the game Ad Galdium.

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Ad Gladium Final Presentation Slides

  1. 1. Digital Prophets Andrew Hansen Brent Chua Brandon Mantzey Kent Gambill Drew Banyai
  2. 2. Ad Gladium <ul><li>Fighting game based on Roman gladiatorial combat </li></ul><ul><li>Two gladiators pitted in mortal combat </li></ul><ul><li>Fight to the death! </li></ul>
  3. 3. Brandon Mantzey QA Lead <ul><li>Lua Scripting </li></ul><ul><li>Sound System </li></ul><ul><li>Input </li></ul><ul><ul><li>Keyboard, Joypad, Mouse, 360 Controller </li></ul></ul><ul><ul><li>Key Bindings System </li></ul></ul><ul><li>Message System </li></ul><ul><li>Combo System </li></ul>
  4. 4. Sound System <ul><li>FMOD </li></ul><ul><ul><li>Cross-platform </li></ul></ul><ul><li>Features </li></ul><ul><ul><li>3D Sounds </li></ul></ul><ul><ul><li>Volume/Frequency interpolation </li></ul></ul><ul><ul><li>Crowd excitement </li></ul></ul><ul><ul><li>Player adrenaline </li></ul></ul>
  5. 5. Brent Chua Tech Lead <ul><li>Camera System </li></ul><ul><li>Camera Behaviors </li></ul><ul><li>Artificial Intelligence </li></ul><ul><li>Action Manager </li></ul><ul><li>Shader Manager </li></ul>
  6. 6. AI - Action Manager
  7. 7. Drew Banyai Project Lead <ul><li>Menu Systems </li></ul><ul><li>HUD Systems </li></ul><ul><li>Texture Manager </li></ul><ul><li>System Integration </li></ul><ul><li>GANTT Chart </li></ul><ul><li>Main Game Loop </li></ul>
  8. 8. Main Game Loop <ul><li>Utilizes a new system of state layers. </li></ul>
  9. 9. Kent Gambill Design Lead <ul><li>Documentation </li></ul><ul><li>Assisted w/ Scheduling </li></ul><ul><li>Render Engine </li></ul><ul><ul><li>DirectX, HLSL </li></ul></ul><ul><li>Animation System </li></ul><ul><ul><li>Skinned-Mesh </li></ul></ul><ul><li>Combat System </li></ul><ul><ul><li>Animation Side </li></ul></ul>
  10. 10. Combat System <ul><li>“ Regular Way” </li></ul><ul><ul><li>Bounding Volume Hierarchy </li></ul></ul><ul><li>“ Our Way” </li></ul><ul><ul><li>Distance & Angle Calculations </li></ul></ul>
  11. 11. Regular Way
  12. 12. Our Way <ul><li>Animation-Based </li></ul><ul><ul><li>Animation Frames </li></ul></ul><ul><li>Angles & Distance </li></ul><ul><li>Dark Math Magic </li></ul><ul><ul><li>Dot Product </li></ul></ul>
  13. 13. Hit Frames Cancel Hit Parry Combo OUCH!
  14. 14. Andrew Hansen Asset Lead <ul><li>Asset Pipeline </li></ul><ul><li>Effect Manager </li></ul><ul><li>Quad Effects </li></ul><ul><li>Particle Effects </li></ul>
  15. 15. Particles
  16. 16. What We Learned <ul><li>Shaders have limitations. </li></ul><ul><li>Work together – communicate. </li></ul><ul><li>Time management. </li></ul><ul><li>Similar hardware, different results. </li></ul><ul><li>Take a break!! </li></ul>
  17. 17. Things We Overcame <ul><li>Game Pre-Production </li></ul><ul><li>Design/Documentation </li></ul><ul><li>Meeting Areas </li></ul><ul><li>Hardware Issues </li></ul><ul><li>Summer Break </li></ul>
  18. 18. Lets Play The Game!!!

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