Unity enabled Roadhouse and development partner A.C.R.O.N.Y.M. Games to rapidly prototype and ultimately win the opportunity to build Family Guy Online, a mid-core, free-to-play MMO. The business case is unique (it's not a traditional "licensed game"), but we think we're doing some things on the technical side that are unique as well, including our Photon integration, and running Unity servers as well as clients off the same data set. There are challenges with the Unity GUI, and these are compounded by our need to be faithful to the look and the feel of the show. Developers will get an exclusive look at a closed beta release of Family Guy Online.
- The document discusses different types of music videos: performance-based, narrative-based, and concept-based.
- Performance-based videos feature artists performing, narrative videos tell a story, and concept videos are based on a single idea.
- The document provides examples of different music videos and analyzes which category they fall into. It also discusses creating hybrid videos and developing recipes for each type of music video.
- Finally, the document considers how to plan an effective storyboard that mixes narrative and performance elements in a music video.
The document provides a 5-stage guide for using Adobe Premiere Pro to edit video projects. Stage 1 instructs the user to create project folders to organize assets and save the Premiere project. Stage 2 explains how to use Adobe Media Encoder to convert video footage to QuickTime format. Stage 3 gives basic editing instructions in Premiere Pro, such as importing clips, making selections, and adding clips to the timeline. Stage 4 covers adding transitions and effects. Stage 5 reviews how to export the finished project.
This presentation was designed for a high school film production class - it provides a visual accompaniment to a lecture on Film History. This module covers the period from the introduction of sound through the end of the studio system with an aside about the McCarthy hearings of the 1950's.
In 2020 as a result of the Coronavirus Pandemic, I recorded a video of this presentation. Here is the link: https://youtu.be/S_KiKhAS9pA Please feel free to use it in your classrooms.
This document discusses how sound is used in film to generate meaning and elicit emotional responses from viewers. It outlines the differences between diegetic and non-diegetic sound and provides examples of each. Specific scenes from Jaws and Rear Window are analyzed to show how diegetic and non-diegetic sound establishes tone, atmosphere, genre and narrative elements. The document also discusses how sound can be used to characterize people and settings, signal changes, and move the plot forward.
This document provides an overview of hereditary genetics and how traits are passed from parents to offspring through chromosomes, DNA, genes, and alleles. It discusses key concepts like dominant and recessive alleles, genotypes and phenotypes, and how Gregor Mendel used pea plants to discover the laws of inheritance through experiments with traits like flower color and plant height. It also explains techniques like punnett squares that are used to predict the probability of different traits being expressed in offspring.
Adobe Gaming Conference Israel - The State Of Flash Games In IsraelAlmog Koren
The document discusses the state of Flash game development in Israel. It provides examples of unique games from Israel including Comfyland, Mob Wars, and Iron Dome. It also discusses the strong Flash game developer community in Israel and provides information on groups like the Flash & Flex Israel user group and the GameIS gaming community.
The document is a production log for concept art of The Sims College in the video game The Sims 3. It includes information on the game developer Electronic Arts, details about The Sims 3 game and expansion packs, photographs and measurements taken of an area on the college campus called Student Area D to use for reference in creating concept art assets for the game.
- The document discusses different types of music videos: performance-based, narrative-based, and concept-based.
- Performance-based videos feature artists performing, narrative videos tell a story, and concept videos are based on a single idea.
- The document provides examples of different music videos and analyzes which category they fall into. It also discusses creating hybrid videos and developing recipes for each type of music video.
- Finally, the document considers how to plan an effective storyboard that mixes narrative and performance elements in a music video.
The document provides a 5-stage guide for using Adobe Premiere Pro to edit video projects. Stage 1 instructs the user to create project folders to organize assets and save the Premiere project. Stage 2 explains how to use Adobe Media Encoder to convert video footage to QuickTime format. Stage 3 gives basic editing instructions in Premiere Pro, such as importing clips, making selections, and adding clips to the timeline. Stage 4 covers adding transitions and effects. Stage 5 reviews how to export the finished project.
This presentation was designed for a high school film production class - it provides a visual accompaniment to a lecture on Film History. This module covers the period from the introduction of sound through the end of the studio system with an aside about the McCarthy hearings of the 1950's.
In 2020 as a result of the Coronavirus Pandemic, I recorded a video of this presentation. Here is the link: https://youtu.be/S_KiKhAS9pA Please feel free to use it in your classrooms.
This document discusses how sound is used in film to generate meaning and elicit emotional responses from viewers. It outlines the differences between diegetic and non-diegetic sound and provides examples of each. Specific scenes from Jaws and Rear Window are analyzed to show how diegetic and non-diegetic sound establishes tone, atmosphere, genre and narrative elements. The document also discusses how sound can be used to characterize people and settings, signal changes, and move the plot forward.
This document provides an overview of hereditary genetics and how traits are passed from parents to offspring through chromosomes, DNA, genes, and alleles. It discusses key concepts like dominant and recessive alleles, genotypes and phenotypes, and how Gregor Mendel used pea plants to discover the laws of inheritance through experiments with traits like flower color and plant height. It also explains techniques like punnett squares that are used to predict the probability of different traits being expressed in offspring.
Adobe Gaming Conference Israel - The State Of Flash Games In IsraelAlmog Koren
The document discusses the state of Flash game development in Israel. It provides examples of unique games from Israel including Comfyland, Mob Wars, and Iron Dome. It also discusses the strong Flash game developer community in Israel and provides information on groups like the Flash & Flex Israel user group and the GameIS gaming community.
The document is a production log for concept art of The Sims College in the video game The Sims 3. It includes information on the game developer Electronic Arts, details about The Sims 3 game and expansion packs, photographs and measurements taken of an area on the college campus called Student Area D to use for reference in creating concept art assets for the game.
GMIC 2012 - 3D Social&Mobile, CMUNE, Presentation by Mr Ludovic BodinGreat Wall Club
The document discusses the rise of hardcore social gaming and the company CMUNE. It notes that CMUNE's game UberStrike is the #1 first person shooter game on Facebook and discusses the company's vision for cross-platform, 3D social gaming on mobile and desktop. The document provides predictions for the future of social and mobile gaming, including that core gaming genres like first person shooters will be top grossing on social platforms, immersive console-like games will see fast growth on mobile, and games will increasingly be cross-platform and delivered as a service.
This document provides an overview of the Homestar Runner mobile redesign project. The original Homestar Runner site was built with Flash, which no longer functions well on mobile. The project aims to modernize the site using HTML5, CSS, and JavaScript to make it accessible on both desktop and mobile. An inventory of existing site content was conducted to determine what to keep. A sitemap outlines the new information architecture. Wireframes and prototypes were created, focusing on a mobile-first approach. The functional requirements ensure an intuitive and engaging user experience. Mockups illustrate the final color scheme, fonts, and layout across devices. The live site is accessible at the provided URL.
The document provides background information on The Sims 3 video game and its publisher, Electronic Arts. It describes The Sims 3 gameplay which allows players to control Sims' activities and relationships in an open-ended simulation. It also discusses how EA grew from a home computing game publisher to one of the largest third-party publishers and began moving toward direct digital distribution through acquisitions like Pogo.com and Playfish.
The document provides an October 2010 gaming update, summarizing various news items including: the launch of the LEGO Universe game; research showing in-game ads can boost real-world sales; new Kinect motion control games from Microsoft; the possibility of selling in-game movie clips separately; Halo: Reach making $200 million on its first day; and Sony announcing total hardware sales of 100 million units between the PS3 and PSP.
This document is a production log for a student's work on concept art for a game called The Sims College. It details the process of creating 3D models and environments for the foyer and student area of the college. The student took measurements and photos of real spaces, scaled blueprints, and built basic shells in the modeling program. Furniture, plants, and other details were added to the foyer. Screenshots were captured of the rendered flythroughs of both areas by the deadline.
The document discusses The Sims 3 video game and its publisher Electronic Arts (EA). It provides background on The Sims 3, describing its open-ended gameplay and continuous neighborhood maps. It then discusses EA, the largest third-party video game publisher which acquired many developers and moved toward digital distribution. Measurement and photograph logs are also included for concept art of a student area for the fictional Sims College.
Unlock the Future of Search with MongoDB Atlas_ Vector Search Unleashed.pdfMalak Abu Hammad
Discover how MongoDB Atlas and vector search technology can revolutionize your application's search capabilities. This comprehensive presentation covers:
* What is Vector Search?
* Importance and benefits of vector search
* Practical use cases across various industries
* Step-by-step implementation guide
* Live demos with code snippets
* Enhancing LLM capabilities with vector search
* Best practices and optimization strategies
Perfect for developers, AI enthusiasts, and tech leaders. Learn how to leverage MongoDB Atlas to deliver highly relevant, context-aware search results, transforming your data retrieval process. Stay ahead in tech innovation and maximize the potential of your applications.
#MongoDB #VectorSearch #AI #SemanticSearch #TechInnovation #DataScience #LLM #MachineLearning #SearchTechnology
Unlocking Productivity: Leveraging the Potential of Copilot in Microsoft 365, a presentation by Christoforos Vlachos, Senior Solutions Manager – Modern Workplace, Uni Systems
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
Climate Impact of Software Testing at Nordic Testing DaysKari Kakkonen
My slides at Nordic Testing Days 6.6.2024
Climate impact / sustainability of software testing discussed on the talk. ICT and testing must carry their part of global responsibility to help with the climat warming. We can minimize the carbon footprint but we can also have a carbon handprint, a positive impact on the climate. Quality characteristics can be added with sustainability, and then measured continuously. Test environments can be used less, and in smaller scale and on demand. Test techniques can be used in optimizing or minimizing number of tests. Test automation can be used to speed up testing.
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Albert Hoitingh
In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
Generative AI Deep Dive: Advancing from Proof of Concept to ProductionAggregage
Join Maher Hanafi, VP of Engineering at Betterworks, in this new session where he'll share a practical framework to transform Gen AI prototypes into impactful products! He'll delve into the complexities of data collection and management, model selection and optimization, and ensuring security, scalability, and responsible use.
Full-RAG: A modern architecture for hyper-personalizationZilliz
Mike Del Balso, CEO & Co-Founder at Tecton, presents "Full RAG," a novel approach to AI recommendation systems, aiming to push beyond the limitations of traditional models through a deep integration of contextual insights and real-time data, leveraging the Retrieval-Augmented Generation architecture. This talk will outline Full RAG's potential to significantly enhance personalization, address engineering challenges such as data management and model training, and introduce data enrichment with reranking as a key solution. Attendees will gain crucial insights into the importance of hyperpersonalization in AI, the capabilities of Full RAG for advanced personalization, and strategies for managing complex data integrations for deploying cutting-edge AI solutions.
Dr. Sean Tan, Head of Data Science, Changi Airport Group
Discover how Changi Airport Group (CAG) leverages graph technologies and generative AI to revolutionize their search capabilities. This session delves into the unique search needs of CAG’s diverse passengers and customers, showcasing how graph data structures enhance the accuracy and relevance of AI-generated search results, mitigating the risk of “hallucinations” and improving the overall customer journey.
GraphSummit Singapore | The Art of the Possible with Graph - Q2 2024Neo4j
Neha Bajwa, Vice President of Product Marketing, Neo4j
Join us as we explore breakthrough innovations enabled by interconnected data and AI. Discover firsthand how organizations use relationships in data to uncover contextual insights and solve our most pressing challenges – from optimizing supply chains, detecting fraud, and improving customer experiences to accelerating drug discoveries.
GMIC 2012 - 3D Social&Mobile, CMUNE, Presentation by Mr Ludovic BodinGreat Wall Club
The document discusses the rise of hardcore social gaming and the company CMUNE. It notes that CMUNE's game UberStrike is the #1 first person shooter game on Facebook and discusses the company's vision for cross-platform, 3D social gaming on mobile and desktop. The document provides predictions for the future of social and mobile gaming, including that core gaming genres like first person shooters will be top grossing on social platforms, immersive console-like games will see fast growth on mobile, and games will increasingly be cross-platform and delivered as a service.
This document provides an overview of the Homestar Runner mobile redesign project. The original Homestar Runner site was built with Flash, which no longer functions well on mobile. The project aims to modernize the site using HTML5, CSS, and JavaScript to make it accessible on both desktop and mobile. An inventory of existing site content was conducted to determine what to keep. A sitemap outlines the new information architecture. Wireframes and prototypes were created, focusing on a mobile-first approach. The functional requirements ensure an intuitive and engaging user experience. Mockups illustrate the final color scheme, fonts, and layout across devices. The live site is accessible at the provided URL.
The document provides background information on The Sims 3 video game and its publisher, Electronic Arts. It describes The Sims 3 gameplay which allows players to control Sims' activities and relationships in an open-ended simulation. It also discusses how EA grew from a home computing game publisher to one of the largest third-party publishers and began moving toward direct digital distribution through acquisitions like Pogo.com and Playfish.
The document provides an October 2010 gaming update, summarizing various news items including: the launch of the LEGO Universe game; research showing in-game ads can boost real-world sales; new Kinect motion control games from Microsoft; the possibility of selling in-game movie clips separately; Halo: Reach making $200 million on its first day; and Sony announcing total hardware sales of 100 million units between the PS3 and PSP.
This document is a production log for a student's work on concept art for a game called The Sims College. It details the process of creating 3D models and environments for the foyer and student area of the college. The student took measurements and photos of real spaces, scaled blueprints, and built basic shells in the modeling program. Furniture, plants, and other details were added to the foyer. Screenshots were captured of the rendered flythroughs of both areas by the deadline.
The document discusses The Sims 3 video game and its publisher Electronic Arts (EA). It provides background on The Sims 3, describing its open-ended gameplay and continuous neighborhood maps. It then discusses EA, the largest third-party video game publisher which acquired many developers and moved toward digital distribution. Measurement and photograph logs are also included for concept art of a student area for the fictional Sims College.
Unlock the Future of Search with MongoDB Atlas_ Vector Search Unleashed.pdfMalak Abu Hammad
Discover how MongoDB Atlas and vector search technology can revolutionize your application's search capabilities. This comprehensive presentation covers:
* What is Vector Search?
* Importance and benefits of vector search
* Practical use cases across various industries
* Step-by-step implementation guide
* Live demos with code snippets
* Enhancing LLM capabilities with vector search
* Best practices and optimization strategies
Perfect for developers, AI enthusiasts, and tech leaders. Learn how to leverage MongoDB Atlas to deliver highly relevant, context-aware search results, transforming your data retrieval process. Stay ahead in tech innovation and maximize the potential of your applications.
#MongoDB #VectorSearch #AI #SemanticSearch #TechInnovation #DataScience #LLM #MachineLearning #SearchTechnology
Unlocking Productivity: Leveraging the Potential of Copilot in Microsoft 365, a presentation by Christoforos Vlachos, Senior Solutions Manager – Modern Workplace, Uni Systems
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
Climate Impact of Software Testing at Nordic Testing DaysKari Kakkonen
My slides at Nordic Testing Days 6.6.2024
Climate impact / sustainability of software testing discussed on the talk. ICT and testing must carry their part of global responsibility to help with the climat warming. We can minimize the carbon footprint but we can also have a carbon handprint, a positive impact on the climate. Quality characteristics can be added with sustainability, and then measured continuously. Test environments can be used less, and in smaller scale and on demand. Test techniques can be used in optimizing or minimizing number of tests. Test automation can be used to speed up testing.
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Albert Hoitingh
In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
Generative AI Deep Dive: Advancing from Proof of Concept to ProductionAggregage
Join Maher Hanafi, VP of Engineering at Betterworks, in this new session where he'll share a practical framework to transform Gen AI prototypes into impactful products! He'll delve into the complexities of data collection and management, model selection and optimization, and ensuring security, scalability, and responsible use.
Full-RAG: A modern architecture for hyper-personalizationZilliz
Mike Del Balso, CEO & Co-Founder at Tecton, presents "Full RAG," a novel approach to AI recommendation systems, aiming to push beyond the limitations of traditional models through a deep integration of contextual insights and real-time data, leveraging the Retrieval-Augmented Generation architecture. This talk will outline Full RAG's potential to significantly enhance personalization, address engineering challenges such as data management and model training, and introduce data enrichment with reranking as a key solution. Attendees will gain crucial insights into the importance of hyperpersonalization in AI, the capabilities of Full RAG for advanced personalization, and strategies for managing complex data integrations for deploying cutting-edge AI solutions.
Dr. Sean Tan, Head of Data Science, Changi Airport Group
Discover how Changi Airport Group (CAG) leverages graph technologies and generative AI to revolutionize their search capabilities. This session delves into the unique search needs of CAG’s diverse passengers and customers, showcasing how graph data structures enhance the accuracy and relevance of AI-generated search results, mitigating the risk of “hallucinations” and improving the overall customer journey.
GraphSummit Singapore | The Art of the Possible with Graph - Q2 2024Neo4j
Neha Bajwa, Vice President of Product Marketing, Neo4j
Join us as we explore breakthrough innovations enabled by interconnected data and AI. Discover firsthand how organizations use relationships in data to uncover contextual insights and solve our most pressing challenges – from optimizing supply chains, detecting fraud, and improving customer experiences to accelerating drug discoveries.
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
In this second installment of our Essentials of Automations webinar series, we’ll explore the landscape of triggers and actions, guiding you through the nuances of authoring and adapting workspaces for seamless automations. Gain an understanding of the full spectrum of triggers and actions available in FME, empowering you to enhance your workspaces for efficient automation.
We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
Sudheer Mechineni, Head of Application Frameworks, Standard Chartered Bank
Discover how Standard Chartered Bank harnessed the power of Neo4j to transform complex data access challenges into a dynamic, scalable graph database solution. This keynote will cover their journey from initial adoption to deploying a fully automated, enterprise-grade causal cluster, highlighting key strategies for modelling organisational changes and ensuring robust disaster recovery. Learn how these innovations have not only enhanced Standard Chartered Bank’s data infrastructure but also positioned them as pioneers in the banking sector’s adoption of graph technology.
1. MAKING
1 11/3/2011 Making Family Guy Online (Roadhouse Interactive and A.C.R.O.N.Y.M. Games)
2. IAN VERCHERE FUNKY SWADLING
CCO ROADHOUSE CEO A.C.R.O.N.Y.M.
2 11/3/2011 Making Family Guy Online (Roadhouse Interactive and A.C.R.O.N.Y.M. Games)
3. CO-FOUNDER AND CHIEF CREATIVE
OFFICER OF ROADHOUSE INTERACTIVE
EX-EA, Co-FOUNDER OF RADICAL
ENTERTAINMENT, THEN EX-EA A
COUPLE OF MORE TIMES
MADE SOME AMAZING GAMES AND
A COUPLE OF BAD ONES
LEARNED MORE FROM THE BAD ONES
THAN THE GOOD ONES
3 11/3/2011 Making Family Guy Online (Roadhouse Interactive and A.C.R.O.N.Y.M. Games)
4. ROADHOUSE IS A PRODUCTION
COMPANY – WE MAKE GAMES THE WAY
MOVIES ARE MADE
FIND THE RIGHT TEAMS, TOOLS AND
TALENT FOR A GIVEN PROJECT
FAMILY GUY ONLINE IS A VERY
DIFFERENT MODEL: IT’S NOT A LICENSED GAME.
WE’RE BUILDING IT FOR FOX
WE’RE WORKING DIRECTLY WITH THE SHOW TO
EXTEND FAMILY GUY TO ONLINE
4 11/3/2011 Making Family Guy Online (Roadhouse Interactive and A.C.R.O.N.Y.M. Games)
5. WE CHOSE A.C.R.O.N.Y.M GAMES AS OUR LEAD
DEVELOPMENT PARTNER
I HAD BEEN WORKING IN UNITY BEFORE AND
BROUGHT it TO A.C.R.O.N.Y.M.
HAD TO CONVINCE THEM AT FIRST BUT ONCE
THEY LOOKED AT IT, UNITY SOLD ITSELF
WE BUILT A FAMILY GUY PROTOTYPE
IN 7 DAYS AND CAPTURED THE DEAL
5 11/3/2011 Making Family Guy Online (Roadhouse Interactive and A.C.R.O.N.Y.M. Games)
6. DAVID HELGASON TONY GARCIA
6 11/3/2011 Making Family Guy Online (Roadhouse Interactive and A.C.R.O.N.Y.M. Games)
7. DESIGN AND ART LEADS ARE AT A.C.R.O.N.Y.M.
BUT A LOT OF THE MODELS
AND ANIMATIONS ARE BEING DONE BY
MINDWALK STUDIOS IN BEIJING, CN
ROADHOUSE PUT THE WHOLE THING
TOGETHER AND WE MAKE SURE IT RUNS.
MY PARTNERS IN ROADHOUSE HANDLE
OPERATIONS AND CONTRACTS
7 11/3/2011 Making Family Guy Online (Roadhouse Interactive and A.C.R.O.N.Y.M. Games)
8. JAMES HURSTHOUSE TARRNIE WILLIAMS
CEO PRESIDENT
8 11/3/2011 Making Family Guy Online (Roadhouse Interactive and A.C.R.O.N.Y.M. Games)
9. • For fans of the TV Show
• Free-to-Play
• Unity Web Based MIDCORE
• ”MMLOL”
• CHARACTEr CREATOR IS LIVE
• CLOSED BETAS STARTING
• FUNKY WILL NOW TELL YOU HOW
WE’RE GETTING IT DONE
9 11/3/2011 Making Family Guy Online (Roadhouse Interactive and A.C.R.O.N.Y.M. Games)
10. • 39 People in Vancouver, Canada.
• Founded in 2004 to make small fun games
• Currently developing two large free-to-play
Unity Web titles, including Family Guy
Online
10 11/3/2011 Making Family Guy Online (Roadhouse Interactive and A.C.R.O.N.Y.M. Games)
11. Previous work:
• Rocketmen: Axis of Evil
• Rocketmen: It Came from Uranus
• Sony NBA
• Tecmo NBA Unrivaled
• Wipeout (no, not that Wipeout. The TV show)
• Zombie Cookin’ (using Unity iOS)
11 11/3/2011 Making Family Guy Online (Roadhouse Interactive and A.C.R.O.N.Y.M. Games)
12. What This Session is About
12 11/3/2011 Making Family Guy Online (Roadhouse Interactive and A.C.R.O.N.Y.M. Games)
13. What This Session is About
• Over 200 developer months spent so far
• Systems and methods we used to
extend Unity to make a MMO game
• “Awesome Practices”
13 11/3/2011 Making Family Guy Online (Roadhouse Interactive and A.C.R.O.N.Y.M. Games)
14. What This Session is About
• Unity and Client/Server Architecture
• Project Architecture
• Perforce Integration
• Photon Socket Server
14 11/3/2011 Making Family Guy Online (Roadhouse Interactive and A.C.R.O.N.Y.M. Games)
15. What This Session is About
• Network Packet Architecture
• Instance Game Design
• Cute Tidbits
15 11/3/2011 Making Family Guy Online (Roadhouse Interactive and A.C.R.O.N.Y.M. Games)
16. What This Session is About
• Streaming World
• GUI
• Art Implementation
• Character Creator
16 11/3/2011 Making Family Guy Online (Roadhouse Interactive and A.C.R.O.N.Y.M. Games)
17. What This Session is About
I guarantee some part of this session will
be irrelevant to you.
Hang in there... I bet you’ll find something
cool.
17 11/3/2011 Making Family Guy Online (Roadhouse Interactive and A.C.R.O.N.Y.M. Games)
18. What This Session is About
Question: Can you have our systems?
18 11/3/2011 Making Family Guy Online (Roadhouse Interactive and A.C.R.O.N.Y.M. Games)
19. What This Session is About
Question: Can you have our systems?
Answer: NO!!!!
(but please make your own)
19 11/3/2011 Making Family Guy Online (Roadhouse Interactive and A.C.R.O.N.Y.M. Games)
20. Unity
20 11/3/2011 Making Family Guy Online (Roadhouse Interactive and A.C.R.O.N.Y.M. Games)
21. We Love Unity
• Web Deployment
• Cross Platform (PC and Mac)
• Cheap Licensing
• C# for Coding
• Perforce Integration
• MAYA Support
21 11/3/2011 Making Family Guy Online (Roadhouse Interactive and A.C.R.O.N.Y.M. Games)
22. Client and Server
22 11/3/2011 Making Family Guy Online (Roadhouse Interactive and A.C.R.O.N.Y.M. Games)
23. Client and Server: One Project
One Unity Project generates:
• Client Webplayer
• Client Data
• Server Windows Executables
23 11/3/2011 Making Family Guy Online (Roadhouse Interactive and A.C.R.O.N.Y.M. Games)
24. Client and Server: One Project
WHY?
• Guarantees Server development and
Client development always in sync
• Write common systems once, rather than
reimplementing in a non-Unity way
24 11/3/2011 Making Family Guy Online (Roadhouse Interactive and A.C.R.O.N.Y.M. Games)
25. Client and Server: One Project
WHY?
• World editing done once in Unity
• Unity has already written collision,
component based objects, main loop,
resource management, data importers,
etc.
25 11/3/2011 Making Family Guy Online (Roadhouse Interactive and A.C.R.O.N.Y.M. Games)
26. Project Architecture
26 11/3/2011 Making Family Guy Online (Roadhouse Interactive and A.C.R.O.N.Y.M. Games)
27. Project Architecture
Fact:
There are many types of developers, most of
whom don’t care about the way other types
want to develop.
27 11/3/2011 Making Family Guy Online (Roadhouse Interactive and A.C.R.O.N.Y.M. Games)
28. Project Architecture
Content builders (modellers, animators)
28 11/3/2011 Making Family Guy Online (Roadhouse Interactive and A.C.R.O.N.Y.M. Games)
29. Project Architecture
Content builders (modellers, animators)
World artists
29 11/3/2011 Making Family Guy Online (Roadhouse Interactive and A.C.R.O.N.Y.M. Games)
30. Project Architecture
Content builders (modellers, animators)
World artists
Game scripters
30 11/3/2011 Making Family Guy Online (Roadhouse Interactive and A.C.R.O.N.Y.M. Games)
31. Project Architecture
Content builders (modellers, animators)
World artists
Game scripters
Server programmers
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32. Project Architecture
Content builders (modellers, animators)
World artists
Game scripters
Server programmers
Client programmers
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33. Project Architecture
Content Builders (modellers, animators)
World Artists
Game Scripters
Server Programmers
Client Programmers
Testers / Product Owners
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34. User Type: Content Builder
• Wants to see how his work will appear.
• Wants quick iteration between art
programs and in-game.
• Does NOT want to run servers, does NOT
want to wait for a deployment build.
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35. User Type: Content Builder
ASSET VIEWER
(Unity World)
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36. User Type: World Artist
• Wants to see how work looks all put
together
• Wants to see how work looks as it’s
streamed in
• Does NOT want to run servers, does NOT
want to wait for a deployment build.
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37. User Type: Content Builder
ARTIST
MASTER FILE
(Unity Scene)
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38. User Type: Content Builder
STANDALONE
WORLD
STREAMER
(Web Player Build)
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39. User Type: Scripter / Server
Programmer
• Wants to see the game working.
• Wants to debug the server.
• Does NOT care about the client
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40. User Type: Scripter / Server
Programmer
WEB CLIENT
(Web Player Build)
SERVER DEBUG
(Unity Scene)
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41. User Type: Client Programmer
• Wants to see the game working.
• Wants to debug the client.
• Does NOT care about the server.
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42. User Type: Client Programmer
SERVER
(Windows .EXE)
CLIENT DEBUG
(Unity Scene)
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43. User Type: Product Owner or
Tester
• Wants to see the game working.
• Can wait for internal deployment.
• Does not want to run anything – only
cares about final user experience
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44. User Type: Product Owner or
Tester
WEB CLIENT
(Web Player Build)
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45. Project Output
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46. Project Output
• Web Client + its Resource Data
• Game Asset Bundles
• Server Executables
• Streaming world “grids”
• World Asset Bundles
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47. Project Output
All from one project, please!
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48. Project Output
All from one project, please!
How?
SYMBOLIC LINKS
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50. Project Output
Why one project?
• Common code and data is shared
• Compatible with source control
• Simple build process for any type of
developer
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51. We Learned Something
• Asset Viewer was a single world
• It blew up our PCs
• Now it is several “worlds” which can be
symbolically linked together as needed
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52. Perforce
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53. We (mostly) Love
Perforce
• Fast, reliable.
• Not too expensive
• Good for art and code assets
• Branches and Integrations are
awesome
• Allows local experiments
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54. Perforce
Unity (Pro version) and Perforce are able
to get along, thanks to metafiles.
But...
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55. Perforce
Unity loves to create files, move files and
make files writable without telling you.
Perforce does NOT like that.
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56. Perforce
So, we wrote a consistency tool.
A Unity Editor Script which works out what
Unity changed (including file moves!), and
builds Perforce changelists for you.
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57. Photon
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58. We Love Photon
• Solid, fast, scalable
• Written in C and C++
• Extensible in C#
• Unity works out-of-the-box
• UDP and RUDP
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59. Photon
We use Photon as a Socket Server only.
The game is written in Unity.
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60. Photon
We’ve extended Photon for:
• Server creation
• Server destruction
• Server configuration
• Player assignment (load balancing).
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61. Photon
We started with “Lite”
• C# project which ships with Photon
• Sort of like a chat server
• Rooms, operations and events
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62. Photon
Each Server has its own Room
Entry room is used for joining the game or
switching worlds.
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63. Photon
Entry Room talks to the database,
configures servers on demand, and
moves clients into those rooms.
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64. Photon
For a server-to-server transition, a server
will update the database then kick a
Photon player into the Entry Room.
The Entry Room process repeats.
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65. Photon
If an underpopulated, open world matches
what a player is seeking, the player is put
there.
Otherwise, Photon finds an available world
and sets it into the correct mode before
placing the player.
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66. Photon
Registering a Server is simple. When you
launch any of our Unity Server Windows
Executables, it automatically registers
itself with Photon, creating a Room.
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67. Photon
Photon 3 (just out!) features Photon to
Photon communication, so we can now
load balance not only between Unity
Servers but between Photon Servers.
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68. Network Architecture
(you thought that last section was dry?)
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69. First... a joke.
What’s the best thing about telling a UDP
joke?
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70. First... a joke.
What’s the best thing about telling a UDP
joke?
I don’t care if you get it or not!
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71. First... a joke.
What’s the worst thing about telling a TCP
joke?
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72. First... a joke.
What’s the worst thing about telling a TCP
joke?
If you don’t get it, I repeat it slower and
slower until you do!
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73. Feel free to leave now
I promise I’ll show you something shiny
after this section.
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74. Message Types: Update
Update messages sent at high rate,
describe the state of something that is
frequently changing its state (like a
player)
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75. Message Types: Update
If you don’t receive one, don’t worry. A
better one will be along soon.
Use UDP!
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76. Message Types: Update
Safety tip:
UDP messages can cross, so don’t use
data if it’s older than your most recent
successful receive.
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77. Message Types: Reliable
Data that has to get through, in order, or the
game won’t work.
e.g. Instantiate, deinstantiate, UI requests.
Use RUDP (or TCP if you must)
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78. Message Types: Reliable
Important:
A messed up RUDP or TCP delivery
will block all other packets of that type to
that client. Minimize these!
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79. Message Types: ROM
Some objects update infrequently, but rely
on their previous state being sucessfully
set
e.g. Doors, Combat actions, Collectibles
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80. Message Types: ROM
If one object isn’t yet updated, don’t hold up
other objects. They are independent of each
other.
We invented Reliable Ordered Messages
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81. Message Types: ROM
A ROM is quite a lot like RUDP, but server tracks
them separately per-client per-object instead of one
list per client.
We can also obliterate them from the queue if we
know an object is no longer in a client’s relevant set,
and the message hasn’t been acknowledged.
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82. Throttling and Pruning
If we find ourselves trying to send too
much data per “frame”, we spread the
load over multiple frames – sending a few
milliseconds later is better than dropping
packets.
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83. Throttling and Pruning
The game goes on generating updates
and ROMs at the same rate, though.
When an update is put into a queue, older
still-queued updates are removed, as new
data is always better.
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84. Throttling and Pruning
Important:
If you’re pruning the queue like this, maintain
the queue position of the old data, otherwise
it will never get sent – it will keep moving to
the back of the line!
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85. Instance Design
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86. Instance Design
The problem:
How to make sure the game feels
populated and multiplayer, while
preventing players from messing with
each other’s “misadventures”
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87. Instance Design
We considered using traditional
instances.
Go into a “misadventure” world, and your
party is there alone.
No party? You play alone!
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88. Instance Design
Cons:
• Not very multiplayer
• Uses a lot of server power for one
person
• (in other words, too expensive!)
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89. Instance Design
We considered using traditional shared
spaces.
Everyone adventures together!
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90. Instance Design
Cons:
• People can “ninja” your drops
• Players may have to camp spawns
• Some designs mean that everyone
progresses through the misadventure,
regardless of if they’ve helped.
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91. Instance Design
Our solution:
Additive and Subtractive Relevant Sets
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92. Instance Design
Items that everyone should be able to
access, but get removed from the world
when you access them:
Subtractive Relevant Set
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93. Instance Design
Items that only one person or group
should be able to access, but can exist in
a multiplayer environment:
Additive Relevant Set
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94. Instance Design
We can extend this system (in a tutorial, say)
to give each player their own private enemy.
The effect is like multiple solo instances, but
all running on one server!
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95. Cute Tidbits
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96. XML based object instantiation
We specify our game objects in XML, and use reflection to
create and assemble all the components.
Components can be conditional based on server or client
instantiation.
Solves problems from duplicating or mismatching data.
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97. Server Warnings sent to Client
Most developer types run the servers as a Windows .EXE
But, there can be hidden bugs that only show up on the
server.
We extended Unity’s exception handler and debug logger to
send server problems to the Client, so errors are noticeable.
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98. Streaming World
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99. Streaming World
Streaming your worlds is a Good Thing.
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100. Streaming World
We divide each large world into grids, and
only load the 9 grids surrounding you.
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101. Streaming World
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102. Streaming World
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103. Streaming World
Problems:
Line of Sight – you ought to see large structures
further than one grid out
But, if you increase grid size, you lose the
benefits of streaming.
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104. Whole World
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105. One Grid
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106. Streaming World
BEFORE
Average Grid Size 858
Backdrop 116
Shared Assets 1
Initial Load 7837
Total Load 13724
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107. Streaming World
Solution (part 1)
Textures take up more data than models
Move ALL textures to “shared assets”
loading
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108. Streaming World
BEFORE AFTER
Average Grid Size 858 467
Backdrop 116 116
Shared Assets 1 501
Initial Load 7837 4821
Total Load 13724 7474
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109. Streaming World
How can we squander these savings?
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110. Streaming World
Solution (part 2)
Move low detail meshes into a single
backdrop
Leave high detail meshes grid-based
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111. Low Detail Backdrop
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112. High Detail Grid
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113. Streaming World
BEFORE AFTER BIG BACKDROP
Average Grid Size 858 467 449
Backdrop 116 116 781
Shared Assets 1 501 545
Initial Load 7837 4821 5371
Total Load 13724 7474 7191
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114. GUI
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115. GUI
Sorry, Unity. We don’t love your default
GUI implementation.
Immediate mode GUI is fine for single
developer prototyping.
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116. GUI
Beg, borrow, license, steal or write an
event-driven, widget based GUI.
(We wrote, if you were wondering)
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117. GUI
Web based games need to resize to any
web page size.
We lock our aspect ratio, so our artists
don’t explode.
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118. GUI
Widgets are hierarchical, and have layout anchors specified.
If webplayer is below target resolution, scale down.
If webplayer is above target resolution
DO NOT SCALE UP! Build the UI according to its anchors.
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122. Art
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123. Art
We had to match the art direction of the TV
show.
• Family Guy is 2D
• Family Guy Online is 3D
• Uh-oh!
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124. Art
Step one:
Art Geniuses (creatives and technical)
must be in-house.
Outsourcing is for bulk work.
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125. Art
Use a toon shader (obviously)
Mouth is a sprite, which mirrors based on
character and camera facing
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126. Art
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127. Art
Facial Animation is done through a sprite
sheet, based on mouth type and desired
expression
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128. Art
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129. Art
Characters are assembled from multiple
meshes, each its own asynchronously
loaded asset bundle.
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130. Art
Asset Viewer (discussed earlier) is used
for previewing and piecing together the
parts.
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131. Art
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132. Art
We wrote a custom memory manager for
character assets.
We didn’t trust C#’s garbage collector.
Maintain a Most Recently Used list to avoid
excessive loading/unloading.
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133. Art
Assemble the parts into a character in
coroutines, to avoid any performance hit.
We run “ghosts” around on the client before
all assets are streamed in.
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134. Character Creator
Last thing, honest!
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135. Character Creator
Character Creator was the first part of the
game we wanted to reveal to the public.
It had to be slick.
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136. Character Creator
“Grey Block” design
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137. Character Creator
Flash Prototype (sorry Unity!)
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138. Character Creator
Finally, using Unity
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139. Character Creator
Demo of Flash Prototype
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140. Character Creator
Demo of Unity (in Editor)
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141. THANK YOU!
… any questions?
Roadhouse Interactive and A.C.R.O.N.Y.M. Games
Editor's Notes
I WORK DIRECTLY AS EP/CREATIVE on FGO WITH A.C.R.O.N.Y.M. AND MINDWALK,AND I’M THE FACE OF THE PROJECT TO FOX AND THE PEOPLE FROM THE SHOW