3. Agenda
Assassin’sCreed
• Direction
• Rigging the Characters
• Making them move
• Navigation
• Crowd density
• Creating variety
• Interaction with the crowd
• Performance
• Conclusion
• Q&A
5. GeneralDirection
Assassin’sCreed
• Expectations
– Recreate a realistic crowd atmosphere
– Be able to movein tight area
– Realistic contact between them
– Have proper reaction to theenvironment
– Incorporate the crowd into the game play
13. Riggingthe characters
Assassin’sCreed
• Skeleton sharedbetween all characters
– Give the opportunity to replace the animations
Civilain
Male
Civilain
Female
Assassin
Military
normal
Fight animation
Ground movement Climbing Free running
Fight
animation
Ground movement
Ground movement
Ground movement
Free
Running
ETC...
Fight animation
Ground movement Climbing Free running
Base
Hurt
Unbalance
Unbalance Hurt
Unbalance
Unbalance
Unbalance
Military
aware
Ground movement
Layering animation
20. Makingthem move
Assassin’sCreed
• Movement system
– 122 movement and transition animations
– 168 animations total related to ground movement
Other
Transitions Movement
Walk Slow
Walk Normal
Jog &Run
Start straight
Sprint
Side Walk L&R
Stop
Run turns
Wait & Idles Cycle
breakers
Walk breaker
Walk stop
Oriented move
Wait High R
Wait Low R
10 108 14 12 24
Wait High L
Wait Low L
Banking L&R
Start Turn
Turn on spot
Stealth
168
Total
animations
Idles
29. Interaction with environment
Assassin’sCreed
• AI decision environment data
– Objects waypoints and Metalinks
• Object waypoints are simple
connectivity info.
• Metalinks encodes more complex
connectivity (for jumps,ladders,
beams, etc)
30. Interaction with environment
Assassin’sCreed
• Steering
– Continuous small corrections to speed and direction to get to our next
target position
– Path validation to remove waypoint placement artefacts.
– Communication with the decision layer when we’re in trouble.
32. • Unbalance system/Environmental hurt
– Completely animated system
– Rag doll activated at the last moment
Assassin’sCreed
Interaction with environment
36. Creating variety
Assassin’sCreed
• Entity builder
– Mixing attributes on spawning
– Endless possibilities
• Head structure, facial texture, skin
color, body texture, male, female,
military, thin, fat, tall, short,
accessories, AI reactions, voice tone…
37. Creating variety
Assassin’sCreed
• Crowd composition
– Game play crowd
• Base walking crowds
• Bench
• Monks
• Beggars
• Military patrols
• Off duties
• Guard post
• Tugs
• Trouble makers
• Jar carriers
• Archers
– Duties
• Kiosk
• Orators
38. • Physicalinteraction
– Soft push
– Grab and throw
– Collision
– Fight
– Assassination
Interacting with the crowd
Assassin’sCreed
39. • Reactionsystem
– Communicating design to programmers
• Using fakefootageofthe differentreactionscenario
– Reaction are composed of:
• Individual reaction
• Soundactuallycoming outofaspecific NPC
• Bodygesture chosentomatchvoice; over100possibilities
• Differentreactionintensity
• Biglist of event possibilities
• Fakecommentsharingbetween NPC
Interacting with the crowd
Assassin’sCreed
40. • Reaction system
– More than a visual system.
• Basedon responsetoevents.
• Datadriven. Designersset responses.
• Alertwasused forchasestodrawguardsinto fight.
• Guardawarenesslevels.
Assassin’sCreed
Interacting with the crowd
41. Performance
Assassin’sCreed
• HowdoyougetlotsofNPCsat30fps?
– Not easy with no LOD on decision or Behavior layers.
– Lots of LOD on the animation
• Bonecountsdropfast,No moreIK, Simplerlook-at,Simplerproceduralrigs,etc
– Focus on making common NPCs as cheap as possible.
• Cheappathfinding,environment tests,steering, etc.