Industry 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 2007
Dedicated partnerships with publishers including Activision/Blizzard, Capcom, EA, Microsoft, Sony and more, Sony used one of our particle demos at PS4 launch
Havok 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 Skyrim
Havok was also used in feature films like The Matrix Reloaded, X-Men, Quantum of Solace, Watchmen, Harry Potter, Troy and Prometheus
Havok 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
Recently we began our first foray into the Mobile space
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 revenue
Intel 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 footprint
Ideal for rapid prototyping and configuration
We ship the following demos and all of their source assets: A driving game featuring a vehicle controller and physics A navigation demo where you control a character running around a holodeck environment with full locomotion and docking Troll Bowl, a sort of 3D Angry birds where you use some American Football goalposts to catapult a ragdoll troll into a stadium A 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 Animation A sci fi futuristic environment that shows off some of the tasty graphics and lighting
Youtube channel and a learning area in the forums
Gives indie developers and small teams access to AAA game software tools
Helps address a skills gap between students and industry
Intel 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 down
We 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 work
Push huge numbers of polygons Large textures and complex shaders Heavy post process work and elaborate dynamic lighting
Few of which are supported on mobile
No 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
Defence of the Ancients
We looked at workflows developed to produce these games and adopted a similar approach to development;
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 hardware All 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 assets
For 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 lighting test
Refining transparency shaders
Tiling hero asset with generic tiles
Pseudo specular effects
We needed something for the MS Windows Phone conference in a hurry