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Project Anarchy Skillnet

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  • 15 years in the industryIndustry dominant solutions provider to the video game and film industries. Founded in 1998 by Steve Collins and Hugh Reynolds of the computer science dept out of Trinity College.Acquired by Intel in 2007Dedicated partnerships with publishers including Activision/Blizzard, Capcom, EA, Microsoft, Sony and more, Sony used one of our particle demos at PS4 launchHavok appears in over 500 games on the market including many high profile game titles incl. Battlefield, Halo, Half-Life 2, Uncharted, the Last of Us, Saints Row 4, Resident Evil, Killzone, Assassin’s Creed and SkyrimHavok was also used in feature films like The Matrix Reloaded, X-Men, Quantum of Solace, Watchmen, Harry Potter, Troy and PrometheusHavok has received an Emmy award for Technology and Engineering for Havok Physics in 2008 and were the winner of the Front Line Award for Best Middleware from 2008 - 2012
  • Project Anarchy is an end-to-end mobile 3D game production engine. Games developed using Project Anarchy technology can be deployed for free on iOS, Android and Tizen mobile platforms without commercial restrictions on company size or revenueIntel Graphics Performance Analyzers- is a suite of graphics analysis and optimization tools to help game developers make games and other graphics-intensive applications run even faster.FMOD sound system is an audio engine for game developers
  • Lua is fast, proven, robust, lightweight, embeddable scripting language with a small footprintIdeal for rapid prototyping and configurationWe ship the following demos and all of their source assets:A driving game featuring a vehicle controller and physicsA navigation demo where you control a character running around a holodeck environment with full locomotion and dockingTroll Bowl, a sort of 3D Angry birds where you use some American Football goalposts to catapult a ragdoll troll into a stadiumA rigid body physics puzzle where you pull wooden blocks from a tower A ¾ view RPG style demo where you fight enemies and collect gems using physics, Ai and AnimationA sci fi futuristic environment that shows off some of the tasty graphics and lightingYoutube channel and a learning area in the forums
  • Gives indie developers and small teams access to AAA game software toolsHelps address a skills gap between students and industryIntel pushing onto mobile in a big way
  • *Now have an FBX converter for more application flexibility in exporting, an exporter for Blender is in development meaning you can still create compelling 3D assets without the cost of Max or Maya. Combine that with ImageGimp instead of Photoshop and you have everything you need to start developing a game for no money downWe also try to make it as fast as possible for you to get in there and start making and testing cool stuff
  • We typically have the luxury of high end PC workPush huge numbers of polygonsLarge textures and complex shadersHeavy post process work and elaborate dynamic lightingFew of which are supported on mobileNo history of more fantasy style stuff
  • Decided on an RPG style demo, ¾ overhead view, barbarians, monsters, collecting treasure and experience points.Where to start?
  • Looked at games like Torchlight
  • Diablo
  • Defence of the Ancients
  • We looked at workflows developed to produce these games and adopted a similar approach to development; This involved;  The development of set-up conventions and naming conventions; with all of the reusable assets we had lot to keep track of The creation of generic modular, tileable environment assets; The creation of Unique, ‘hero’ assets for set decoration and for Gameplay purposes.We also had to look at a production pipeline, export workflow, lighting solutions, shader stress testing, triggers, android hardwareAll done through rapid prototyping
  • The placement/ location of the pivot point of the individual asset played an important role in ensuring rapid placement and iteration of assets in Vforge; Pivot was typically located at the bottom left corner, essentially the assets 0,0,0 co-ordinate. Quick and easy snapping of the assets edge to edge, rotation of pieces etc;We didn’t have to worry so much about pivots for the Hero assetsFor generic assets such as edging pieces, the pivot configuration was somewhat different.
  • Start off with a simple quad (two tris) and paint on some texture, which would tile horizontally and vertically
  • We would cut in detail based on the images we painted, extruding areas of stone work and highlighting edges for contrast
  • Of course as well as figuring out the technical hurdles, we were looking at an art direction in parallel to this work and like always we started with pen and paper
  • First test on mobile!Baked lightsTransparencyScrolling shaders
  • Baked lighting testRefining transparency shadersTiling hero asset with generic tiles
  • Shader experimentsReflections (cubemapping)Pseudo specular effectsTransparency effectsFogSkyboxGlow effectsParticles
  • We needed something for the MSWindows Phone conference in a hurry5 day turnaround, some existing assets
  • Running on device

Project Anarchy Skillnet Project Anarchy Skillnet Presentation Transcript

  • Creating Content for Project Anarchy Mobile Game Development for FREE 1 Havok™ © Copyright 2013 Havok.com (and its licensors). All Rights Reserved.
  • Pete Mc Nally Technical Artist Peter.mcnally@havok.com http://petemcnally.wordpress.com 2 Havok™ © Copyright 2013 Havok.com (and its licensors). All Rights Reserved.
  • Havok’s Project Anarchy Who is Havok? What is Project Anarchy? Why is it free? What do you get with it? Creating content for it 3 Havok™ © Copyright 2013 Havok.com (and its licensors). All Rights Reserved.
  • Who is Havok? Middleware leader  Bleeding edge technology  Regular release schedule  Published roadmaps Fully cross-platform Over 500 shipped titles Offices worldwide  San Francisco, USA  Dublin, Ireland  Eningen, Germany  Seoul, Korea  Tokyo, Japan  Shanghai, China 4 2005 2007 2009 2011 Havok™ © Copyright 2013 Havok.com (and its licensors). All Rights Reserved.
  • Havok History Script Destruction Physics Animation Studio 1999 2003 2004 2006 2008 Cloth 2009 2010 2011 Vision Animation AI 5 Havok™ © Copyright 2013 Havok.com (and its licensors). All Rights Reserved.
  • What is Project Anarchy? Complete end to end game engine for mobile  iOS  Android  Tizen Bundle contains:  Havok Vision Engine  Havok Physics 2012  Havok AI  Havok Animation Studio  Fmod  Intel GPA 6 Havok™ © Copyright 2013 Havok.com (and its licensors). All Rights Reserved.
  • Overview Completely free for Android, iOS, and Tizen mobile development and deployment C++ access for plugin and game code development Use C# to easily extend the toolset LUA scripting and integrated debugger for rapid prototyping Comprehensive documentation, game samples and tutorials Upgrades for additional platforms, full source, and support are available 7 Havok™ © Copyright 2013 Havok.com (and its licensors). All Rights Reserved.
  • Why is it free? Empower indie developers with AAA middleware solutions Allow students to learn industry development standards with industry leading toolsets Part of an initiative from our parent company Intel  Intel is fully committed to supporting cross-platform development on mobile platforms 8 Havok™ © Copyright 2013 Havok.com (and its licensors). All Rights Reserved.
  • Community Active Forum  Fast growing community in just a few weeks! Questions area Ideas area Courseware  Videos  Tutorials 9 Havok™ © Copyright 2013 Havok.com (and its licensors). All Rights Reserved.
  • Havok Vision Engine Versatile component-based C++ API WYSIWYG level editor (vForge) Asset management system Flexible plugin framework  Plugins and samples are shipped with source Export plugins for 3dsmax and Maya Fast iteration and multiple user editing Visual Studio Integration for Android 10 Havok™ © Copyright 2013 Havok.com (and its licensors). All Rights Reserved.
  • FBX Open source FBX importer in alpha! https://github.com/projectanarchy/fbximporter http://projectanarchy.com/download Converts FBX files to Havok scene format (tag files) Drag/drop conversion of FBX files to formats usable by Project Anarchy Blender export plugin in development! 11 Havok™ © Copyright 2013 Havok.com (and its licensors). All Rights Reserved.
  • Content Dev - Typical 12 Havok™ © Copyright 2013 Havok.com (and its licensors). All Rights Reserved.
  • Content Dev - Typical 13 Havok™ © Copyright 2013 Havok.com (and its licensors). All Rights Reserved.
  • Content Dev - Typical 14 Havok™ © Copyright 2013 Havok.com (and its licensors). All Rights Reserved.
  • Content Dev - Typical 15 Havok™ © Copyright 2013 Havok.com (and its licensors). All Rights Reserved.
  • Content Dev - Typical 16 Havok™ © Copyright 2013 Havok.com (and its licensors). All Rights Reserved.
  • Content Dev - Prototyping 17 Havok™ © Copyright 2013 Havok.com (and its licensors). All Rights Reserved.
  • Content Dev - Prototyping 18 Havok™ © Copyright 2013 Havok.com (and its licensors). All Rights Reserved.
  • Content Dev - Prototyping 19 Havok™ © Copyright 2013 Havok.com (and its licensors). All Rights Reserved.
  • Content Dev - Prototyping Heavy reuse of modular assets Levels designed in an editor Careful use of lighting Clever use of hero assets 20 Havok™ © Copyright 2013 Havok.com (and its licensors). All Rights Reserved.
  • Ground rules • Floor tiles, Wall tiles, Pillars, Edging Pieces, Stairways • 2.56m x 2.56m for floor tiles • 3.20m x 2.56m for wall tiles • 3.20m x 5.12m for stairs Assets could be larger as long as they were multiples of those values. Hero assets could be arbitrarily sized 21 Havok™ © Copyright 2013 Havok.com (and its licensors). All Rights Reserved.
  • Generic tiles 22 Havok™ © Copyright 2013 Havok.com (and its licensors). All Rights Reserved.
  • ‘Hero’ assets 23 Havok™ © Copyright 2013 Havok.com (and its licensors). All Rights Reserved.
  • ‘Hero’ assets 24 Havok™ © Copyright 2013 Havok.com (and its licensors). All Rights Reserved.
  • Pivot placement 25 Havok™ © Copyright 2013 Havok.com (and its licensors). All Rights Reserved.
  • Adding detail 26 Havok™ © Copyright 2013 Havok.com (and its licensors). All Rights Reserved.
  • Adding Detail 27 Havok™ © Copyright 2013 Havok.com (and its licensors). All Rights Reserved.
  • 3DSMax to VForge Lock down project dirs (textures, meshes) Lock down naming/pivot point conventions Export as single mesh entities (vMeshes) or export in groups as prefabs Create physics mesh if required 28 Havok™ © Copyright 2013 Havok.com (and its licensors). All Rights Reserved.
  • Proxy physics meshes 29 Havok™ © Copyright 2013 Havok.com (and its licensors). All Rights Reserved.
  • Asset in Vforge 30 Havok™ © Copyright 2013 Havok.com (and its licensors). All Rights Reserved.
  • Concept 31 Havok™ © Copyright 2013 Havok.com (and its licensors). All Rights Reserved.
  • Concept 32 Havok™ © Copyright 2013 Havok.com (and its licensors). All Rights Reserved.
  • Concept 33 Havok™ © Copyright 2013 Havok.com (and its licensors). All Rights Reserved.
  • Concept 34 Havok™ © Copyright 2013 Havok.com (and its licensors). All Rights Reserved.
  • Concept 35 Havok™ © Copyright 2013 Havok.com (and its licensors). All Rights Reserved.
  • Concept 36 Havok™ © Copyright 2013 Havok.com (and its licensors). All Rights Reserved.
  • Prototyping – Early Days 37 Havok™ © Copyright 2013 Havok.com (and its licensors). All Rights Reserved.
  • Prototyping - Iteration 38 Havok™ © Copyright 2013 Havok.com (and its licensors). All Rights Reserved.
  • Prototyping - Iteration 39 Havok™ © Copyright 2013 Havok.com (and its licensors). All Rights Reserved.
  • Prototyping - Iteration 40 Havok™ © Copyright 2013 Havok.com (and its licensors). All Rights Reserved.
  • Prototyping - Iteration 41 Havok™ © Copyright 2013 Havok.com (and its licensors). All Rights Reserved.
  • Prototyping - Iteration 42 Havok™ © Copyright 2013 Havok.com (and its licensors). All Rights Reserved.
  • Prototyping - Iteration 43 Havok™ © Copyright 2013 Havok.com (and its licensors). All Rights Reserved.
  • Questions? www.projectanarchy.com/download 44 Havok™ © Copyright 2013 Havok.com (and its licensors). All Rights Reserved.