Next-Gen game pipelines, the power of concepting in 3D, one-button iteration solution, and the future of entertainment in the form of the VR experience.
Даниил ‘Censored_ID’ Копытько “Расширенный текстуринг под мобильные устройств...WG_ Events
В условиях разработки игр под мобильные устройства одним из важнейших пунктов является оптимизация. Кирилл рассказал, как создавать не только “эффективный”, но и красивый арт для мобильных устройств. Из-за невысокой мощности мобильных устройств художникам и программистам зачастую приходится жертвовать качеством визуального ряда в угоду производительности. Речь шла о некоторых неочевидных моментах текстуринга, настроек материалов, хитрых шейдеров, оптимизации моделей и т.д.
Видео доклада можно посмотреть по ссылке https://www.youtube.com/watch?v=BSdJfPFAX8s
This document provides an overview of the character pipeline and process for Uncharted 2. It discusses improvements made from Uncharted 1, including streamlining the arbitrary mesh process, standardizing character topology, automating rigging, improving facial geometry and rigging, and enabling quicker iteration between sculpting and in-game. New challenges for Uncharted 2 included creating LODs, multiplayer skins, optimization, outsourcing last-minute villagers, and issues with eye normals. The presentation concludes with lessons learned and areas for future improvement.
Benoit fouletier guillaume martin unity day- modern 2 d techniques-gce2014Mary Chan
Using lessons learned from working on AAA 2D games, a 4-strong indie team set out to create a complete pipeline for creating modern 2D games with an organic feel and a high level of polish... on indie-scale resources.
The tools and techniques developed to reach that ambitious goal will be presented, from the innovative animation system, the terrain, vegetation and level art system, to the effective but powerful rendering model, and more.
Intended audience & prerequisites: Anyone working on a 2D game: programmers, animators, level designers, level artists.
The talk will be of particular interest to teams using Unity, but rather than being purely technical, the talk will outline principles that can be applied in any engine.
Session takeaway: I believe 2D has a great future ahead of her, and that we can do much more with it. I intend to demonstrate how to improve the production pipeline, and invest in tools to become more technical the way 3D does, while retaining the unique advantages of 2D.
Game Credits:
Rayman Origins (Ubisoft Montpellier)
Rayman Legends (Ubisoft Montpellier)
Tetrobot and Co. (Swing Swing Submarine)
Seasons After Fall [working title] (Swing Swing Submarine)
Checkerboard Rendering in Dark Souls: Remastered by QLOCQLOC
This is a talk on checkerboard rendering Markus & Andreas held at Digital Dragons 2019.
In it they quickly go through the history of Checkerboard Rendering before taking a deep dive into how it works and how it is implemented in Dark Souls: Remastered. Lastly, they present the quality and performance improvements they got from using it and their conclusion.
PS: The PDF. file includes useful in-depth notes from both authors.
The document provides information about game development using Unity. It discusses concepts like game engines, Unity interface and components, character control, game design, gameplay, basic components, enemy AI, memory management and optimization. It also covers topics such as the anatomy of video games, the game development process, 2D and 3D art, what Unity is and why to use it, its interface and execution order of event functions. Additionally, it summarizes Mecanim workflow, asset preparation, terrain editing, adding water and skyboxes, importing assets, lightmapping, fog, game design, and enemy pathfinding using waypoints.
Game developers using Cocos Creator have had the power of 2D game development simplified, allowing them to release incredible games all over the world. Now, we are introducing the newest edition of Cocos Creator and the 3D effects we are adding to our engine, making it the most powerful JavaScript and TypeScript engine in the world. This presentation shares a few examples as well as information on what will be available in the newest version.
Super Gun Kids: The Making Of by Iain Lobbmochimedia
This document summarizes Iain Lobb's experience developing the Flash game Super Gun Kids. It describes some of Iain's previous games, the development of Super Gun Kids including gameplay, art, and animation, lessons learned, and plans for future projects. Key points include that Super Gun Kids took over a year to develop, utilized Iain's Dull Dude framework and brought on artist Amanda to help with backgrounds, and that Iain wants future projects to be cross-platform and have more scope control.
Даниил ‘Censored_ID’ Копытько “Расширенный текстуринг под мобильные устройств...WG_ Events
В условиях разработки игр под мобильные устройства одним из важнейших пунктов является оптимизация. Кирилл рассказал, как создавать не только “эффективный”, но и красивый арт для мобильных устройств. Из-за невысокой мощности мобильных устройств художникам и программистам зачастую приходится жертвовать качеством визуального ряда в угоду производительности. Речь шла о некоторых неочевидных моментах текстуринга, настроек материалов, хитрых шейдеров, оптимизации моделей и т.д.
Видео доклада можно посмотреть по ссылке https://www.youtube.com/watch?v=BSdJfPFAX8s
This document provides an overview of the character pipeline and process for Uncharted 2. It discusses improvements made from Uncharted 1, including streamlining the arbitrary mesh process, standardizing character topology, automating rigging, improving facial geometry and rigging, and enabling quicker iteration between sculpting and in-game. New challenges for Uncharted 2 included creating LODs, multiplayer skins, optimization, outsourcing last-minute villagers, and issues with eye normals. The presentation concludes with lessons learned and areas for future improvement.
Benoit fouletier guillaume martin unity day- modern 2 d techniques-gce2014Mary Chan
Using lessons learned from working on AAA 2D games, a 4-strong indie team set out to create a complete pipeline for creating modern 2D games with an organic feel and a high level of polish... on indie-scale resources.
The tools and techniques developed to reach that ambitious goal will be presented, from the innovative animation system, the terrain, vegetation and level art system, to the effective but powerful rendering model, and more.
Intended audience & prerequisites: Anyone working on a 2D game: programmers, animators, level designers, level artists.
The talk will be of particular interest to teams using Unity, but rather than being purely technical, the talk will outline principles that can be applied in any engine.
Session takeaway: I believe 2D has a great future ahead of her, and that we can do much more with it. I intend to demonstrate how to improve the production pipeline, and invest in tools to become more technical the way 3D does, while retaining the unique advantages of 2D.
Game Credits:
Rayman Origins (Ubisoft Montpellier)
Rayman Legends (Ubisoft Montpellier)
Tetrobot and Co. (Swing Swing Submarine)
Seasons After Fall [working title] (Swing Swing Submarine)
Checkerboard Rendering in Dark Souls: Remastered by QLOCQLOC
This is a talk on checkerboard rendering Markus & Andreas held at Digital Dragons 2019.
In it they quickly go through the history of Checkerboard Rendering before taking a deep dive into how it works and how it is implemented in Dark Souls: Remastered. Lastly, they present the quality and performance improvements they got from using it and their conclusion.
PS: The PDF. file includes useful in-depth notes from both authors.
The document provides information about game development using Unity. It discusses concepts like game engines, Unity interface and components, character control, game design, gameplay, basic components, enemy AI, memory management and optimization. It also covers topics such as the anatomy of video games, the game development process, 2D and 3D art, what Unity is and why to use it, its interface and execution order of event functions. Additionally, it summarizes Mecanim workflow, asset preparation, terrain editing, adding water and skyboxes, importing assets, lightmapping, fog, game design, and enemy pathfinding using waypoints.
Game developers using Cocos Creator have had the power of 2D game development simplified, allowing them to release incredible games all over the world. Now, we are introducing the newest edition of Cocos Creator and the 3D effects we are adding to our engine, making it the most powerful JavaScript and TypeScript engine in the world. This presentation shares a few examples as well as information on what will be available in the newest version.
Super Gun Kids: The Making Of by Iain Lobbmochimedia
This document summarizes Iain Lobb's experience developing the Flash game Super Gun Kids. It describes some of Iain's previous games, the development of Super Gun Kids including gameplay, art, and animation, lessons learned, and plans for future projects. Key points include that Super Gun Kids took over a year to develop, utilized Iain's Dull Dude framework and brought on artist Amanda to help with backgrounds, and that Iain wants future projects to be cross-platform and have more scope control.
This talk explains how low level graphics works, the OpenGL rendering pipeline, and digs into pixel buffering techniques, and even includes some example code and demos.
Presented as a pre-conference tutorial at the GPU Technology Conference in San Jose on September 20, 2010.
Learn about NVIDIA's OpenGL 4.1 functionality available now on Fermi-based GPUs.
Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...Johan Andersson
The document discusses procedural shading and texturing techniques used in game engines. It describes the Frostbite game engine which uses procedural generation to create terrain, foliage and other game assets in real-time. Surface shaders are created as graphs and allow procedural definition of material properties. The world renderer handles multi-threaded rendering of game worlds using procedural techniques.
Understanding Hardware Acceleration on Mobile BrowsersAriya Hidayat
GPU acceleration on mobile browsers, if it is leveraged correctly, can lead to a smooth and fluid applications, thus improving the user experience. There has been a lot of mentions and best practices of hardware acceleration these days, although so far it has been pretty general and hasn’t provided much technical direction apart from simple magical advice such as “use translate3d”. This talk sheds some more light on browser interactions with the GPU and explain what happens behind the scenes, covering the topic of acceleration of primitive drawing, the use of tiled backing store, and composited layer. Knowing the actual machinery behind hardware acceleration, you will be in the position to plan your strategy to improve the performance of your web application.
Understanding hardware acceleration on mobile browsers presentationJustin Dorfman
Understanding Hardware Acceleration on Mobile Browsers
Mobile browsers use hardware acceleration to improve rendering performance. Key techniques include using translate3d to push rendering to the GPU, optimizing for predictable and static content like images and text, and minimizing CPU-GPU synchronization during animations. The rendering process involves layers, compositing, and reusing textures to avoid reuploading assets to the GPU.
Windows Ink is an extremely powerful feature in Windows 10 and learn how your application gets the fastest ink on Windows across even more devices. Learn to easily incorporating inline handwriting in to your application and use Ink Analysis to differentiate your application on Windows.
This document provides an overview of an introduction to VR programming lecture. It introduces the course instructors, Prof. Shigekazu Sakai and Dr. Kobkrit Viriyayudhakorn, and outlines their respective course contents. It also covers an introduction to Unity and the basics of creating a script and attaching it to a game object in Unity. Some key points covered include an overview of VR devices and platforms, game design fundamentals like defining a problem and concept, and how to get started with programming in Unity using C#.
Umbra Ignite 2015: Alex Evans – Learning from failure – prototypes, R&D, iter...Umbra Software
Slides are from Siggraph 2015 – the talk Alex had at Umbra Ignite was basically a shorter version of this.
Alex has made LittleBigPlanet, Tearaway and is now working on a new PlayStation 4 game. He’s from the demoscene, and he has attended many Assembly events as a teen, so he is intricately familiar with Finland’s democoding prowess. Alex has lots of friends in Finland and he is an extremely well known name in the programming scene.
➒➌➎➏➑➐➋➑➐➐ Satta Matka Dpboss Matka Guessing Indian Matka KALYAN MATKA | MATKA RESULT | KALYAN MATKA TIPS | SATTA MATKA | MATKA.COM | MATKA PANA JODI TODAY | BATTA SATKA | MATKA PATTI JODI NUMBER | MATKA RESULTS | MATKA CHART | MATKA JODI | SATTA COM | FULL RATE GAME | MATKA GAME | MATKA WAPKA | ALL MATKA RESULT LIVE ONLINE | MATKA RESULT | KALYAN MATKA RESULT | DPBOSS MATKA 143 | MAIN MATKA
A Brief Introduction About Hanying Chen_Hanying Chen
Vancouver-based artist Hanying Chen boasts extensive skills in writing, directing, producing, and singing, reflecting her diverse talents in the performing arts. As she looks ahead, Hanying is driven to craft a fulfilling career path that harmonizes with her deep passion for artistic expression. In the coming years, she envisions cultivating a balanced life, blending her professional aspirations with her desire to foster meaningful connections in her vibrant urban community.
➒➌➎➏➑➐➋➑➐➐ Satta Matka Dpboss Matka Guessing Indian Matka
KALYAN MATKA | MATKA RESULT | KALYAN MATKA TIPS | SATTA MATKA | MATKA.COM | MATKA PANA JODI TODAY | BATTA SATKA | MATKA PATTI JODI NUMBER | MATKA RESULTS | MATKA CHART | MATKA JODI | SATTA COM | FULL RATE GAME | MATKA GAME | MATKA WAPKA | ALL MATKA RESULT LIVE ONLINE | MATKA RESULT | KALYAN MATKA RESULT | DPBOSS MATKA 143 | MAIN MATKA
➒➌➎➏➑➐➋➑➐➐ Satta Matka Dpboss Matka Guessing Indian Matka KALYAN MATKA | MATKA RESULT | KALYAN MATKA TIPS | SATTA MATKA | MATKA.COM | MATKA PANA JODI TODAY | BATTA SATKA | MATKA PATTI JODI NUMBER | MATKA RESULTS | MATKA CHART | MATKA JODI | SATTA COM | FULL RATE GAME | MATKA GAME | MATKA WAPKA | ALL MATKA RESULT LIVE ONLINE | MATKA RESULT | KALYAN MATKA RESULT | DPBOSS MATKA 143 | MAIN MATKA
This talk explains how low level graphics works, the OpenGL rendering pipeline, and digs into pixel buffering techniques, and even includes some example code and demos.
Presented as a pre-conference tutorial at the GPU Technology Conference in San Jose on September 20, 2010.
Learn about NVIDIA's OpenGL 4.1 functionality available now on Fermi-based GPUs.
Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...Johan Andersson
The document discusses procedural shading and texturing techniques used in game engines. It describes the Frostbite game engine which uses procedural generation to create terrain, foliage and other game assets in real-time. Surface shaders are created as graphs and allow procedural definition of material properties. The world renderer handles multi-threaded rendering of game worlds using procedural techniques.
Understanding Hardware Acceleration on Mobile BrowsersAriya Hidayat
GPU acceleration on mobile browsers, if it is leveraged correctly, can lead to a smooth and fluid applications, thus improving the user experience. There has been a lot of mentions and best practices of hardware acceleration these days, although so far it has been pretty general and hasn’t provided much technical direction apart from simple magical advice such as “use translate3d”. This talk sheds some more light on browser interactions with the GPU and explain what happens behind the scenes, covering the topic of acceleration of primitive drawing, the use of tiled backing store, and composited layer. Knowing the actual machinery behind hardware acceleration, you will be in the position to plan your strategy to improve the performance of your web application.
Understanding hardware acceleration on mobile browsers presentationJustin Dorfman
Understanding Hardware Acceleration on Mobile Browsers
Mobile browsers use hardware acceleration to improve rendering performance. Key techniques include using translate3d to push rendering to the GPU, optimizing for predictable and static content like images and text, and minimizing CPU-GPU synchronization during animations. The rendering process involves layers, compositing, and reusing textures to avoid reuploading assets to the GPU.
Windows Ink is an extremely powerful feature in Windows 10 and learn how your application gets the fastest ink on Windows across even more devices. Learn to easily incorporating inline handwriting in to your application and use Ink Analysis to differentiate your application on Windows.
This document provides an overview of an introduction to VR programming lecture. It introduces the course instructors, Prof. Shigekazu Sakai and Dr. Kobkrit Viriyayudhakorn, and outlines their respective course contents. It also covers an introduction to Unity and the basics of creating a script and attaching it to a game object in Unity. Some key points covered include an overview of VR devices and platforms, game design fundamentals like defining a problem and concept, and how to get started with programming in Unity using C#.
Umbra Ignite 2015: Alex Evans – Learning from failure – prototypes, R&D, iter...Umbra Software
Slides are from Siggraph 2015 – the talk Alex had at Umbra Ignite was basically a shorter version of this.
Alex has made LittleBigPlanet, Tearaway and is now working on a new PlayStation 4 game. He’s from the demoscene, and he has attended many Assembly events as a teen, so he is intricately familiar with Finland’s democoding prowess. Alex has lots of friends in Finland and he is an extremely well known name in the programming scene.
➒➌➎➏➑➐➋➑➐➐ Satta Matka Dpboss Matka Guessing Indian Matka KALYAN MATKA | MATKA RESULT | KALYAN MATKA TIPS | SATTA MATKA | MATKA.COM | MATKA PANA JODI TODAY | BATTA SATKA | MATKA PATTI JODI NUMBER | MATKA RESULTS | MATKA CHART | MATKA JODI | SATTA COM | FULL RATE GAME | MATKA GAME | MATKA WAPKA | ALL MATKA RESULT LIVE ONLINE | MATKA RESULT | KALYAN MATKA RESULT | DPBOSS MATKA 143 | MAIN MATKA
A Brief Introduction About Hanying Chen_Hanying Chen
Vancouver-based artist Hanying Chen boasts extensive skills in writing, directing, producing, and singing, reflecting her diverse talents in the performing arts. As she looks ahead, Hanying is driven to craft a fulfilling career path that harmonizes with her deep passion for artistic expression. In the coming years, she envisions cultivating a balanced life, blending her professional aspirations with her desire to foster meaningful connections in her vibrant urban community.
➒➌➎➏➑➐➋➑➐➐ Satta Matka Dpboss Matka Guessing Indian Matka
KALYAN MATKA | MATKA RESULT | KALYAN MATKA TIPS | SATTA MATKA | MATKA.COM | MATKA PANA JODI TODAY | BATTA SATKA | MATKA PATTI JODI NUMBER | MATKA RESULTS | MATKA CHART | MATKA JODI | SATTA COM | FULL RATE GAME | MATKA GAME | MATKA WAPKA | ALL MATKA RESULT LIVE ONLINE | MATKA RESULT | KALYAN MATKA RESULT | DPBOSS MATKA 143 | MAIN MATKA
➒➌➎➏➑➐➋➑➐➐ Satta Matka Dpboss Matka Guessing Indian Matka KALYAN MATKA | MATKA RESULT | KALYAN MATKA TIPS | SATTA MATKA | MATKA.COM | MATKA PANA JODI TODAY | BATTA SATKA | MATKA PATTI JODI NUMBER | MATKA RESULTS | MATKA CHART | MATKA JODI | SATTA COM | FULL RATE GAME | MATKA GAME | MATKA WAPKA | ALL MATKA RESULT LIVE ONLINE | MATKA RESULT | KALYAN MATKA RESULT | DPBOSS MATKA 143 | MAIN MATKA
➒➌➎➏➑➐➋➑➐➐ Satta Matka Dpboss Matka Guessing Indian Matka
KALYAN MATKA | MATKA RESULT | KALYAN MATKA TIPS | SATTA MATKA | MATKA.COM | MATKA PANA JODI TODAY | BATTA SATKA | MATKA PATTI JODI NUMBER | MATKA RESULTS | MATKA CHART | MATKA JODI | SATTA COM | FULL RATE GAME | MATKA GAME | MATKA WAPKA | ALL MATKA RESULT LIVE ONLINE | MATKA RESULT | KALYAN MATKA RESULT | DPBOSS MATKA 143 | MAIN MATKA
95. ● “Polish”
● Fix assets
● Remake assets
● Reuse unsuitable
assets
● Put out fires
● Memory optimization
● Put out more fires
● …make it look better,
time permitting
● Polish
● Run through the
game and make the
POI’s shine
101. Each building is a series of components with parameters
Cardiology
Maternity Ward
Neonatal Unit
General Surgery
Cafeteria
Pharmacy
Median Patient Income
Variations Parameters
Median Staff Income
Doctors Offices
MAKE
HOSPITAL
102. Each level is a series of components with parameters
Range
Kill Hotspot Intensity
Spread
Fun
Teabagging Threshold
Rage Quit Propagation
Noob Accessible
Average K/D
MAKE
LEVEL
Random Seed
110. Blurring the Separation Between
Concept and World Peace
Michael Pavlovich
Lieutenant Commander of the Supply Closet
Editor's Notes
These types of speed things are pretty specific to ZBrush, (beyond the scope of this agnostic pipeline demonstgration) so I'll skip that and just refer them to the online videos for further information;
Keep it broad, agnostic, non-ZBrush specific (if you are fast and prefer other programs, by all means, but the basic end requirements –high res source with material IDs—stay the same)
Start with a rough sketch, just like drawing
Once you reach a certain point of refinement (may vary by project, artist, specific asset requirements), get it into game
The good thing about 3D is that all the time 2D concept artists spend honing their craft with rendering shadows, conveying material properties, lighting, perspective, symmetry, etc… all of that is free in 3D, it’s a very small step with a few techniques that provides them another outlet for the time put in developing design, function, color theory, structure, ideas, etc…
Without the time investment in polish-before-evalutation, it’s much easier to kill your babies, break something down, do it right, than “it has to be good enough because we’re out of time”
First day concept students can achieve this level of work
Refining and splitting as you go automatically groups subtools and allows for easy material ID assignment
Make the process even faster by using / building an Asset Libary (insert mesh brushes, pre-refined models that can retain material ID information)
Material Assignment and Texture Wear
Material Assignment and Texture Wear
Stumble on any of these steps? Can’t see it in engine? Just have presets to roll out? THAT’S OK—no point in continuing to carry buckets of water from the river just the front door canal isn’t finished—it’s still closer, and you can keep iterating and working on it. This leads into “pipeline widening and problem solving” in a nutshell: Find a bottle neck, widen it as much as possible, and iterate and refine tools to keep that water flowing—it may not fix everything, but iteration and tool development from the end of the canal is better than walking all the way back to the river.
Iteration
Still pretty slow, a lot of “quick” steps, but only one “automatic” step (texturing) that relied on consistent material id’s (not a big deal, but not necessarily ideal depending on the situation)
However, many, many questions answered by having a somewhat refined mesh, with materials, in game
Proving out the substance pipeline with custom materials
-PBR game specific shader for more accurate preview
-In-game cube maps for accurate HDR reflections, wear and tear, exposing parameters for the team
-Custom wear, primary and secondary previews, etc...
Covenant Materials: proving out custom materials based on previously defined parameters by 343 (in photoshop), extrapolating that info into a node based structure that can have exposed parameters and simplify the process for the eventual end user that bypasses all of the headache and fatigue associated with file management and process
R&D done by an entire studio of artists that can be implemented studio-wide based on the best results
Using the BEST tool for the job, not the most COMFORTABLE tool—One mega Mozart made from 10 chopped up ones!
-iteration on unfinished parts add functionality and elegant solutions to finish widening the bottleneck
-Ancillary tools (don’t feel stupid about tool requests like the reference viewer)
-allowing artist to use tools that best get the job done for them (agnostic across the board as possible)
-Mozarts frontload process so everybody’s a Mozart (avoid “all the assets this guy does looks awesome, too bad the game looks like shit”)
-Avoid who has the best tool to shovel shit faster, instead of eliminating shit shoveling through updated workflows or offloading the legwork to a system.
-Tiers of workers: junior guys bouncing around central (keep them well rounded), senior guys specializing in front loading and polish
-Avoid the best artist on the team doing several months’ worth of menial tasks that could be relegated to an automated process, that’s a waste of money, and demoralizing, or polish artist’s main job being cleanup
Game Res: generate from separate objects or “dynamesh”
Starts with central approved material library, shared by material team through custom filter profiles, previewable using agnostic or game shaders
Master graph used to house everything a central texture artist needs to distill down to a custom object graph preset
Custom material selection (sorted by priority), custom wear section (with already set min/max and default presets)
Exposed custom graph to player, presets already created and materials auto-filled by priority
Material swapping for the end user if needed
Removing the bottleneck of asset creation:
-reconsider the need for incorrect re-use of
Removing the bottleneck of asset creation:
-reconsider the need for incorrect re-use of assets, need for strip texturing, etc…
-extrapolate this bottle neck "widening" out to other bottle necks, and eventually prepare for a 1-button solution for a map!
-extrapolate each object to be a series of components with parameters (make door)
-extrapolate each building to be a series of components with parameters (make building)
-extrapolate each level to be a series of components with parameters (make level)
-level based on 2d input
-john henry 6 maps, or create and pick the best from a thousand and refine from there?
-extrapolate design to be a series of components with parameters (make game)
-occulus rift to explore areas, experiences, scientific collaboration, massive "correct" worlds procedurally built, based on the core concepts of rapid iteration
-john henry 6 maps, or create and pick the best from a thousand and refine from there?
-extrapolate design to be a series of components with parameters (make game)
-occulus rift to explore areas, experiences, scientific collaboration, massive "correct" worlds procedurally built, based on the core concepts of rapid iteration
-john henry 6 maps, or create and pick the best from a thousand and refine from there?
-extrapolate design to be a series of components with parameters (make game)
-occulus rift to explore areas, experiences, scientific collaboration, massive "correct" worlds procedurally built, based on the core concepts of rapid iteration
-john henry 6 maps, or create and pick the best from a thousand and refine from there?