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Creating World Class Graphics on the PSP. Creating World Class Graphics on the PSP. Shipped Titles PSP Art Topics Asset breakdowns Open Q & A. Shipped Titles. The Lord of the Rings: Tactics.
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Creating World Class Graphics on the PSP • Shipped Titles • PSP Art Topics • Asset breakdowns • Open Q & A
The Lord of the Rings: Tactics • LOTR used assets from 3 previous console titles and 1 PC title with additional assets created to match. All had to go through strict approvals by multiple parties in a very short development cycle. • LOTR included 40 min of film footage & re-edited to tell story of Middle Earth from Mordor’s perspective. No true in-game cinematics were created, fly-throughs introduced the levels and lots of combat cameras were used throughout.
LOTR Movie Here • Lord of the Rings: Tactics • Attract Mode Video • EA, Publisher
The SiMs2 Text
The SiMs2 • Text
The SiMs2 • Text
The SiMs2 • Text
The SiMs2 • Text
The SiMs2 • Text
The SiMs2 • Text
The SiMs2 • Text
Sims Movie Here • The SiMS 2 • Attract Mode Video • EA, Publisher
Pirates of the Caribbean • Text
Pirates of the Caribbean • Text
Pirates of the Caribbean • Text
Pirates of the Caribbean • Text
Pirates of the Caribbean • Text
Pirates of the Caribbean • Text Walk Cycle movie here
Pirates of the Caribbean • Text
Pirates of the Caribbean • Text
Pirates of the Caribbean • Text
Pirates of the Caribbean • Text
Pirate Movie Here • Pirates of the Caribbean • Attract Mode Video • Buena Vista Games, Publisher
PSP Perceptions • The PSP is not a true PS2 in terms of what can be loaded into memory (approximately 0.75) • “Porting to PSP is not a simple matter of texture resolution!”
PS2 vs PSP workflow • Smaller memory pool requires more coordination of art, sound, and design to pull back on typical PS2 pipeline and practices. • Level effects vs sound files • Game art vs. HUD texture resolutions • # of unique characters vs design balancing
RUNTIME vs. LOAD TIME • (Frame rate issues vs. Memory budgets) • “To LOD, or not to LOD….”
Total Visible Mesh Count • Hard edges • Multiple shaders • Combining close proximity meshes • Separating large meshes – Skybox for example • Cels and Portals • Fog & far clip
Bone/Joint Count • 200 Total Bones on screen is the (self-imposed) limit for frame rate • LOTR: 16 characters max, each about 30-35 bones. • TBA 1P Shooter: 7 characters max; 1 Player, 2 - 3 allies, 3 - 4 opponents (per average level) • TBA 3P Action/Adventure: 16 characters max; target 25-30 bones each
Lighting • “Fast Track”: Like PS2, our pipeline like 2 Dynamic Lights, 1 ambient & 1 directional • Baked in lighting for environments is best for load & run time issues. • Painted-in shadows or baked into verts.
Texture Resolution • Less resolution resulted in less noise and cleaner looking characters. LOTR test image.
Shaders • Too much alpha = sorting issues • Too many passes on a surface = Runtime Slowing (decals, shine, UI, shadows, layers, etc) • Effects: a good savings is to use add blend for glowing effects. No alpha channel needed
Environment Resolution • Foreground, middle ground, background/skybox
Environment Resolution • Foreground, middle ground, background/skybox
Total Visible Mesh Count • Hard edges • Multiple shaders • Combining close proximity meshes • Separating large meshes – Skybox for example • Cels and Portals • Fog & far clip
LODs • [Level of Detail] • Spend the memory loading in extra meshes to help run-time? Shadows • Blob/Dots shaded across all, use LOD to draw, or go full detail?
Clipping • No PSP software/hardware clipper built in • Software clipper can be added at a runtime cost • Environments can be subdivided, use scalable terrain mesh, or LOD system • Overdraw: Try to minimize the amount so runtime sorting is less taxing.
The Lord of the Rings: Tactics • Chart Here
The SiMs2 • Chart Here
Pirates of the Caribbean • Chart Here
TBA Flight Combat • Chart Here
TBA 1st Person Shooter • Chart Here