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Creating First Person Movement for MIRROR'S EDGE

Creating First Person Movement for MIRROR'S EDGE. Jonas Åberg, Lead Programmer, DICE Tobias Dahl, Lead Animator, DICE. Agenda. Intro DICE The Vistion Team structure Prototyping Tools and pipeline Iterations Final Thoughts Questions. Mirror’s Edge. Intro movie. DICE facts.

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Creating First Person Movement for MIRROR'S EDGE

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  1. Creating First Person Movement for MIRROR'S EDGE Jonas Åberg, Lead Programmer, DICE Tobias Dahl, Lead Animator, DICE

  2. Agenda • Intro • DICE • The Vistion • Team structure • Prototyping • Tools and pipeline • Iterations • Final Thoughts • Questions

  3. Mirror’s Edge • Intro movie

  4. DICE facts • Founded in 1992 by 4 guys in high school • Owned by Electronic Arts since October 2006 • 260 employees • 17% non Swedes • 13 nationalities • 10 % girls • 25 % of Sweden’s games developers work at DICE • Battlefield series sold 17 million copies

  5. DICE Studio

  6. DICE timeline

  7. The Vision • First person free running • Rather run than fight • Highly stylized • A new take on first person gaming

  8. First person free running

  9. Rather run than fight

  10. Stylized world

  11. Through the character experience • Redefine Battlefield’s ”Throught the gun” • Feel the presence • Put the person back into first person

  12. Keys to success • Team structure • Tools and pipeline • Prototyping • Iteration

  13. Team structure

  14. Team structure • Scrum • Product backlog • Sprint backlog • Sprint Planning Meeting • Daily Scrum • Sprint Review Meeting

  15. Team structure • Perfect fit for the scrum format • 2 Week cycles • 5-6 people • Team seated together • Always one designer, one animator and one coder assigned to a feature at the same time

  16. Prototyping • Initial concepts • First previsualisation • First Person Mesh • The Whiteroom • The Game

  17. Initial Concepts

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  43. First Previsualisation • PlayblastEarly Version • Playblast Iteration Version • Playblast Final version

  44. First Person Mesh • Blendshapes for knuckles and wrist, keeping the volume • Blending normal maps for vains and muscles • FOV • Deformation Movie • FOV Movie

  45. Animate First Person Perceivement • First idea, dosomemocap, parent the camera to the head, done!

  46. Animate First Person Perceivement • Second idea, putsomeaimconstraint on the camera.

  47. Animate First Person Perceivement • Thirdidea, animate it by hand and make it look cool and believable

  48. The Whiteroom • A fast loadinglevel with all the movesavailable • Instead of an Animation Editor • ExampleMovie

  49. The Tools • WedevelopedourownMayatools and Pipeline tools for the project. • High demands on functionality • Short iteration times • Reuse animations for all projects • Support all projects on DICE • Support different engines like Frostbite, BF2 and Unreal3

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