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ASSASSIN’S
CREED
Taming the Mob:
Creating believablecrowds
Intro
Assassin’sCreed
• Sylvain Bernard, Animation Director NPC & Cinematics
• James Therien, Technical Lead for crowd gameplay
Agenda
Assassin’sCreed
• Direction
• Rigging the Characters
• Making them move
• Navigation
• Crowd density
• Creating variety
• Interaction with the crowd
• Performance
• Conclusion
• Q&A
Direction
Assassin’sCreed
• Measuring ourexpectations
– Looking at other games
– Getting reference from real life footage
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
Implementation Direction
Assassin’sCreed
• Rich NPCs
– Every NPC is an individual.
– Emergent crowd.
Art Direction
Assassin’sCreed
• Level design and Art direction in real life human scale
Animation Direction
Assassin’sCreed
• Givethecharactersrealisticcapacities
Animation Direction
Assassin’sCreed
• Cheatonlywhenreallyneeded
66 feets
23 feets
Animation Direction
Assassin’sCreed
• Animation style
– Keyframing editing
Animation Direction
Assassin’sCreed
• Animation style
– Motion capture editing
Animation Direction
Assassin’sCreed
Animation Style
Key
frame
Motion
Capture
Realistic
Cartoon
Stylised
realistic
• Animation style
– Stylized realistic
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
Riggingthe characters
Assassin’sCreed
• Lots of bones!
– Main skeleton ~55
– Head ~35
– Procedural ~ 40-80
– Pigeons: 36
Riggingthe characters
Assassin’sCreed
• Hinge Bones
• Simple physics: wind, gravity, momentum.
• No collisions. Uses constraints.
• For hair and robes.
Riggingthe characters
Assassin’sCreed
• Look at
– 3 independent targets: Torso, Head, and Eyes
– Eye blink
– We also control the eyelids when the character looks up
Makingthem move
Assassin’sCreed
• Movement system first pass
– More realistic animation = controls not responsive
– Really complex = too much impact on other systems
Makingthem move
Assassin’sCreed
• Movement system
– Simplified version, keeping maximum fluidity
Makingthem move
Assassin’sCreed
• Movement system
– NPC and Assassin share same animation system
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
Assassin’sCreed
Makingthem move
• Movement system
– Displacement node
Assassin’sCreed
Makingthem move
• Movement system
– Crowd swimming, Cycles Breakers and walk stop
Assassin’sCreed
Makingthem move
• Movement system
– Oriented move
Interaction with environment
Assassin’sCreed
• Arbitraryenvironment.
– Not on a grid.
• Large
– Navigationis notconstrainedtothe groundplane.
Interaction with environment
Assassin’sCreed
• Generated data from collisions
Interaction with environment
Assassin’sCreed
• 2 layers in AI:
– Behavioranddecision
• Behavior environment data
– Guidances
• Justlines really.
• Interpretedatrun-time.
Interaction with environment
Assassin’sCreed
• AI decision environment data
– Navmesh
• 2 ½ dtrianglemesh.
• Localplanningandtests.
Interaction with environment
Assassin’sCreed
• AI decision environment data
– Waypoints network
• Connectivitynetworkfor
A*pathfinding.
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)
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.
Interaction with environment
Assassin’sCreed
• Level-designandnavigation.
- Crowdflows
• Navigationhighways.
• Makeswanderingverycheap.
• Veryuseful alsoforflee.
• Unbalance system/Environmental hurt
– Completely animated system
– Rag doll activated at the last moment
Assassin’sCreed
Interaction with environment
Crowddensity
Assassin’sCreed
• Spawning in cities
– You need to see the NPCs.
Crowddensity
Assassin’sCreed
• Spawning in cities
– long avenues
Crowddensity
Assassin’sCreed
• Solution: The blob
– Pick closest triangle on a 2d mesh and do a flood fill
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…
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
• Physicalinteraction
– Soft push
– Grab and throw
– Collision
– Fight
– Assassination
Interacting with the crowd
Assassin’sCreed
• 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
• Reaction system
– More than a visual system.
• Basedon responsetoevents.
• Datadriven. Designersset responses.
• Alertwasused forchasestodrawguardsinto fight.
• Guardawarenesslevels.
Assassin’sCreed
Interacting with the crowd
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.
Performance
Assassin’sCreed
Rendering
Engine
Begin
Frame
End
Frame
• Concurrency
– Lotsof multithreading.
– Workedwell onPC and360.
– As much SPUas wecouldon PS3.
Rendering
Begin Engine Frame Animation
Finish Engine
Frame
Animation
Animation
Animation
Begin
Frame
End
Frame
Conclusion
Assassin’sCreed
• We met our goals ofcreating a believable crowd.
– Quality-focussedteamwithgoodsupportfrommanagement.
– Gooddiversity, quality,andquantity.
• Harderthan we planned to incorporategameplay
– Emergent crowdinteractionshardtomanage.
– Difficultyfortheplayertousethe crowdasa tool.
Q&A
Assassin’sCreed

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Assassin's Creed I