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Tobias Dahl, Lead Animator Mikael Lagré, Programmer. Creating First Person Movement for MIRROR'S EDGE. Intro DICE The Vision Team structure Prototyping Tools and pipeline Iteration Final Thoughts. Agenda. Located in Stockholm, Sweden Owned by Electronic Arts since 2006
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Tobias Dahl, Lead Animator • Mikael Lagré, Programmer Creating First Person Movement for MIRROR'S EDGE
Intro • DICE • The Vision • Team structure • Prototyping • Tools and pipeline • Iteration • Final Thoughts Agenda
Located in Stockholm, Sweden • Owned by Electronic Arts since 2006 • 260 employees • Battlefield and Mirror’s Edge
Intro • DICE • The Vision • Team structure • Prototyping • Tools and pipeline • Iteration • Final Thoughts Agenda
Through the character experience • First person free running • The chase – “fight or flight” • Heightened senses • experience • ∂ The Vision The KAOF’s
The Vision Through the character experience • Redefine 1st person • True immersion • Became a mantra on the team
The Vision First person free running • More like a 3P adventure game, translated to 1P perspective • Parkour-like moves • Allow the things you always wanted to be able to do in your ordinary FPS
The Vision The chase – Fight or flight • Momentum is rewarded • Assess the situation • When the odds are against you – the chase begins
The Vision Heightened senses • How Faith percieves the world • Focus on whats relevant, the rest become peripheral • Clean and fresh
Intro • DICE • The Vision • Team structure • Prototyping • Tools and pipeline • Iteration • Final Thoughts Agenda
Team Structure • 5-6 people • Team seated together • Always one designer, one animator and one engineer assigned to a feature at the same time • Agile development, using scrum • The movement team was a perfect fit for the scrum format • 2 Week cycles, 2-3 moves • Allowed for fast iterations, design adjustments etc.
Intro • DICE • The Vision • Team structure • Prototyping • Tools and pipeline • Iteration • Final Thoughts Agenda
Prototyping • Initial concepts • First pre-visualization • Animate perception • First Person Mesh • The Whiteroom
Previsualisation First Iteration
Previsualisation Second Iteration
Previsualisation Final Version
Animate First Person Perception First idea, do some mocap, parent the camera to the head, done!
Animate First Person Perception Second idea, put some aim constraint on the camera.
Animate First Person Perception Third idea, animate it by hand and make it look cool and believable!
Animate First Person Perception Same goes for all 1p animations
First Person Mesh • Realistic appealing First Person mesh • No volume loss • Muscle and tendons • Something happening under the skin
First Person Mesh Comparison
First Person Mesh Final Version
Intro • DICE • The Vision • Team structure • Prototyping • Tools and pipeline • Iteration • Final Thoughts Agenda
The Tools • Support all projects on DICE • Support different engines like Frostbite, BF2 and Unreal3 • Scaleable rigs • Created for Maya in MEL and API
The Tools • Design to fit first/third person animations • Both realistic and stylized animations • Deal with many characters for cut scenes • High frame rate (no playblasts) • No Maya referencing
Intro • DICE • The Vision • Team structure • Prototyping • Tools and pipeline • Iteration • Final Thoughts Agenda
Iteration • Movement was a key area of focus • Most moves iterated on 5-6 times • Attention to detail • Motion sickness
Jumping • Context sensitive animations • Layered landing animations • Heavy landings / skill rolls
Wall runs • Impact animation • Guided camera • Aiming • Dynamically triggered
Vaulting • Fixed metrics at first • Became fully dynamic • Choose animation based on height, speed and obstacle shape
Intro • DICE • The Vision • Team structure • Prototyping • Tools and pipeline • Iteration • Final Thoughts Agenda
Final Thoughts • Successful production methodology • Strong belief in the game concept from the beginning to the end • First person restrictions sometimes very challenging • The whole production – a learning experience