Emergent s Gamebryo. Casey Brandt. Technical Account Manager Emergent Game Technologies. Game Tech 2009

Similar documents
PASSENGER. Story of a convergent pipeline. Thomas Felix TG - Passenger Ubisoft Montréal. Pierre Blaizeau TWINE Ubisoft Montréal

Computer Games 2011 Engineering

INTRODUCTION TO GAME AI

The 8 th International Scientific Conference elearning and software for Education Bucharest, April 26-27, / X

Unity Certified Programmer

NVIDIA APEX: High-Definition Physics with Clothing and Vegetation. Michael Sechrest, IDV Monier Maher, NVIDIA Jean Pierre Bordes, NVIDIA

Kevin Chan, Blue Tongue Entertainment

Get Started Using Wwise. It s as easy as 1, 2, 3!

NVIDIA APEX: From Mirror s Edge to Pervasive Cinematic Destruction. Anders Caspersson, DICE Monier Maher, NVIDIA Jean Pierre Bordes, NVIDIA

Transitioning From Linear to Open World Design with Sunset Overdrive. Liz England Designer at Insomniac Games

Introduction to Game Design. Truong Tuan Anh CSE-HCMUT

Game Engines: Why and What? Dan White Technical Director Pipeworks Message

Ubi meets the students. May 22nd, 2013

Lecture 1: Introduction and Preliminaries

Sensible Chuckle SuperTuxKart Concrete Architecture Report

2615 Bonneville Terrace Uintah, UT Please see my website for samples of my professional and personal artwork.

Dr. Charles Watt. Educational Advancement & Innovation

Pangolin: A Look at the Conceptual Architecture of SuperTuxKart. Caleb Aikens Russell Dawes Mohammed Gasmallah Leonard Ha Vincent Hung Joseph Landy

the gamedesigninitiative at cornell university Lecture 4 Game Components

Individual Test Item Specifications

CS 354R: Computer Game Technology

the gamedesigninitiative at cornell university Lecture 13 Data-Driven Design

Game Tools MARY BETH KERY - ADVANCED USER INTERFACES SPRING 2017

Beginning 3D Game Development with Unity:

Microsoft ESP Developer profile white paper

Engineering at a Games Company: What do we do?

the gamedesigninitiative at cornell university Lecture 14 Data-Driven Design

Shared Technology at Rare: Good and Bad. Tom Grove GDC 2007 San Francisco

SPIDERMAN VR. Adam Elgressy and Dmitry Vlasenko

CS Game Programming, Fall 2014

Videogame graphics. Ubisoft

Official Documentation

Color Enhancement for Videogames. Naty Hoffman Activision

Create a benchmark mobile game! Tobias Tost Senior Programmer, Blue Byte GmbH A Ubisoft Studio

School of Interactive Arts. Prospectus

Unity 3.x. Game Development Essentials. Game development with C# and Javascript PUBLISHING

Modeling and Simulation: Linking Entertainment & Defense

LOOKING AHEAD: UE4 VR Roadmap. Nick Whiting Technical Director VR / AR

DEMIGOD DEMIGOD. characterize stalls and pop-ups during game play. Serious gamers play games at their maximum settings driving HD monitors.

BMOSLFGEMW: A Spectrum of Game Engine Architectures

New Physically Based Rendering (PBR) and Scene Editor included in latest release of Paradox, C# Game Engine - version 1.1.3β

Gaming Development. Resources

Propietary Engine VS Commercial engine. by Zalo

Unity Game Development Essentials

Human Computer Interaction Unity 3D Labs

Game demo First project with UE Tom Guillermin

publi l c i c c l c a l s a s s s Ga G m a e1 e1 : M i M c i r c os o o s f o t. t Xn X a. a Fram a ew o k.ga G m a e m { G ap a hic i s c D s ev

Game Programming Laboratory Conclusion report

IMGD The Game Development Process: Game Development Timeline

Introduction. Video Game Programming Spring Video Game Programming - A. Sharf 1. Nintendo

Game Architecture. Rabin is a good overview of everything to do with Games A lot of these slides come from the 1 st edition CS

Killzone Shadow Fall: Threading the Entity Update on PS4. Jorrit Rouwé Lead Game Tech, Guerrilla Games

Olde Tyme Game Making. Game Engines: Why and What? View from the CEO s chair. When I first noticed change. Complexity 10/16/2013

The Game Development Process

One-Year Conservatory in GAME DESIGN

WE DEVELOP YOUR GAMES

Physical Presence in Virtual Worlds using PhysX

Introduction. Video Game Design and Development Spring part of slides courtesy of Andy Nealen. Game Development - Spring

Toon Dimension Formal Game Proposal

CompuScholar, Inc. Alignment to Utah Game Development Fundamentals 2 Standards

How to develop and localize Xbox 360 Titles. 강상진 XBOX Program Manager 한국마이크로소프트소프트웨어연구소

..... l ss t h t an an $100,000 of 000 of ann an u n al u al gross r evenu n e

CSE 125 Boot Camp. Or: How I Learned to Stop Worrying and Love The Lab

Transforming Industries with Enlighten

Virtual Reality Mobile 360 Nanodegree Syllabus (nd106)

Digital Asset Management 7. Interactive Media and Game Development process

LEARNING EVERYWHERE A

Game Design 1. Unit 1: Games and Gameplay. Learning Objectives. After studying this unit, you will be able to:

unity 3d and playmaker pdf Unity 3D and PlayMaker Essentials: Game Development from Practical Game Design with Unity and Playmaker - pdf

Effects of Shader Technology: Current-Generation Game Consoles and Real-Time. Graphics Applications

Agile Game Development

Kornél Lehőcz Software development consultant

Foundations of Interactive Game Design

IMGD Technical Game Development I: Introduction. by Robert W. Lindeman

Development of an API to Create Interactive Storytelling Systems

DOWNLOAD OR READ : GAME AND GRAPHICS PROGRAMMING FOR IOS AND ANDROID WITH OPENGL ES 2 0 PDF EBOOK EPUB MOBI

Examples Debug Intro BT Intro BT Edit Real Debug

MRT: Mixed-Reality Tabletop

The Art of PhysX. A Guide to Game Creativity NVIDIA Corporation.

Programme TOC. CONNECT Platform CONNECTION Client MicroStation CONNECT Edition i-models what is comming

IMGD Technical Game Development I: Introduction

Technical Director, Lead Programmer

3D Game Engine Programming (Game Development Series) By Oliver Duvel, Stefan Zerbst READ ONLINE

Artist Career Challenges & Goals From a AAA team to a Start-Up

SEIZING THE POWER OF VIRTUAL REALITY WITH REWIND. Your guide to the ins and outs of our business and how we can help you succeed.

Evaluating Performance of Point and Shoot in Bow and Arrow Shoot Mobile Game: Touch, Swipe, Rotate, Artificial Intelligence

Achieving High Quality Mobile VR Games

Orbital Delivery Service

IMGD Technical Game Development I: Introduction. by Robert W. Lindeman

Hello and welcome! My name is Natalya Tatarchuk, and I am a Graphics Engineering architect at Bungie, a video game company. Today we will be talking

Competition Manual. 11 th Annual Oregon Game Project Challenge

The purpose of this document is to outline the structure and tools that come with FPS Control.

Pangolin: Concrete Architecture of SuperTuxKart. Caleb Aikens Russell Dawes Mohammed Gasmallah Leonard Ha Vincent Hung Joseph Landy

Workplace Skills Assessment Program. Virtual Event V03 - Software Engineering Team Project Requirements Document.

Exploring Virtual Reality (VR) with ArcGIS. Euan Cameron Simon Haegler Mark Baird

UNITY TECHNOLOGY ROADMAP

Closing the Life Cycle loop

A Character Decision-Making System for FINAL FANTASY XV by Combining Behavior Trees and State Machines

Procedural Level Generation for a 2D Platformer

TINY METAL: Developing a big game with a small team AREA35 - GIAN PEIRCE - BIZDEV & LOCALIZATION AREA35 - DANIEL DRESSLER - CHIEF ENGINEER

Transcription:

Emergent s Gamebryo Game Tech 2009 Casey Brandt Technical Account Manager Emergent Game Technologies

Questions To Answer What is Gamebryo? How does it look today? How is it designed? What titles are in the market? What s s in Gamebryo? What tools does it provide? What runtime features does it provide? How does it work with other technologies? What is KickStart? How is it related to Gamebryo? What need is KickStart designed to satisfy? How do you get it? Who is building and using KickStart?? (WMD Case Study) Where is Gamebryo going? What needs do all game developers share? What features matter most and how are we maximizing rapid development capabilities?

What is Gamebryo? Powerful, Flexible, Proven

Gamebryo Today Gamebryo is a complete platform (runtime and tools) for creating nextgeneration games, visual simulations and other 3D experiences Gamebryo helps studios reduce development time and costs, while empowering developers to create more spectacular, immersive game environments Gamebryo is proven in over 200 titles, more than a dozen genres, and with hundreds of additional projects in development Gamebryo is the most implemented commercial solution for any game project

Gamebryo Design Principles Extensibility We understand that each game is unique and fully anticipate the customization needs of developers Gamebryo allows you to build your game your way Multiplatform Gamebryo is a foundation spanning the PC, Xbox360, PS3, and Wii Maximizes return while reducing risk Multicore Take full advantage of your target hardware out of the box Prototyping Begin rapidly building proof of concept demos with the KickStart prototyping kit Artists, Designers, and Programmers can start experimenting on their first day with Gamebryo Rapid Iteration Real-time previews for Artists; Data driven tools for Designers; Engineers can focus on purely game-specific programming supporting the other two disciplines

Gamebryo Titles Used in hit titles on all platforms all over the world Atlantica Online Civilization IV Defense Grid Divinity II Fallout 3 Jeopardy! Shadow Harvest TES IV: Oblivion Warhammer Online Future hits currently being developed at 2K Games Atlus Bottlerocket Disney Interactive Electronic Arts Gameloft KingsIsle NetDevil Square-Enix Ubisoft many, many more

What s in Gamebryo? Tools, Runtime, and Partnerships

Gamebryo Tools Empower artists with their DCC tools of choice Max/Maya/XSI Exporters Rapidly create game-specific assets with Gamebryo s intuitive tool GUIs AssetViewer AnimationTool Have designers prototyping immediately SceneDesigner KickStart

Gamebryo Runtime Hierarchical Scene Graph representation Flexible rendering, sorting and culling methods (and rendering system debugger) Extensible Shadow system for automatically generated shadow maps (supports PCF, VSM) Asynchronous processing options including Floodgate stream processing engine for cross- platform multi-core development Static and Dynamic Collision Detection and Ray Casting Bounding Volume Generation (OBB/ABV) StandardMaterial support for all common texture maps Flexible Material and Shader systems make it easy to use custom (FX/L, Cg) or generic shaders (NSF) Particle systems LOD representations Optimized animation system for maximum resource sharing and performance Supported integrations with Emergent Partner runtimes/tools

Gamebryo Partner Integrations

What is KickStart? One way to rapidly prototype in Gamebryo

KickStart And Gamebryo KickStart was born from the need to rapidly prototype on Gamebryo Prove concepts Secure funding Quickly iterate to build better games KickStart is not Gamebryo! KickStart is a game framework that utilizes core Gamebryo features and exposes them to Stackless Python scripting Built by a real game team to meet real game needs

KickStart Design Principles Direct Gamebryo Integration KickStart s GameObject system is directly integrated with SceneDesigner s Entity system Utilizes core Gamebryo runtime systems for rendering, scene management, input, platform support, and more Rapid Gameplay Creation and Iteration Stock triggers, cameras, AI behaviors, game and player FSMs,, character models, structure assets, and much more Flexibility The GameObject system is easily extended and ships with custom C++ objects as examples Python scripting through SWIG enables designers to rapidly create/augment e/augment game mechanics and flow A Functional Beginning for New Gamebryo Users KickStart is available to all Gamebryo users (including evaluators) It is a focused starting point complete with Tutorials and high quality game sample to orient new Gamebryo users with the engine Agile Development New releases every month Community Driven Enhancement Gamebryo users are encouraged to contribute features to the initiative iative Constant user feedback considered for every release

How To Obtain KickStart Get an Evaluation copy of Gamebryo 2.6 All Gamebryo Evaluators have the option to use KickStart KickStart available via Subversion source control server Maintain close contact with your Technical Account Manager when using KickStart Submit feature requests Make recommendations for your work flows

Case Study: White Moon Dreams Studio Profile New studio founded by industry veterans Employees from Interplay, Disney, DICE, KAOS, Insomniac, EA, and more Studio pipeline and Gamebryo KickStart genesis and on-going development Recognized Gamebryo s core tech value Needed streamlined workflow for funding Artist, Designer, and Programmer input/collaboration Development efforts yield reusable functionality and art First of many studio partnerships giving back to the Gamebryo community

Case Study: White Moon Dreams (cont) [Testimonials to be added from President, Game Director, Creative Director]

KickStart Demo KickStart functionality (as instructed in the tutorials): Create a simple test scene Trigger a GameObject event Associate a Python script with a scene Use Python to manage behaviors Creating and modifying GameObjects Creating a SceneDesigner component In-Engine Toys (HDR, DoF, SSAO, Soft Particles)

Where is Gamebryo going? Changing the future of game development

Addressing Future Needs Of ALL Game Teams All game teams have fundamental needs Rapidly develop prototypes and games A core system defining entities and properties for driving gameplay Robust tools for interfacing with the engine and game

What Game Teams Need: Rapid Development Rapid Prototyping Stand up Proof of Concepts faster Rapid Iteration More gameplay development and polish Better quality == Better games!

Comprehensive Entity System New Features! Entities are collections of properties and behaviors (scripts) Can be concrete or abstract PC/NPC, game objects, triggers, zones, etc. Anything that can be defined in a game Built-ins ins allow behaviors to call low-level level functionality (i.e. animation, input, PhysX,, etc.) Entities are at the core of a complete simulation this brings game logic natively to Gamebryo

Sophisticated Tool System New Features! New Common Tool architecture Consistent framework for building custom tools Complete game solution environment Entity/Behavior modeling Create and modify game content without recompiling Run-time game editing Game changes detected and reflected in running game Local and remote Real-time WYSIWYG DCC tool editing

Parting Words Key take-aways Gamebryo is an ideal solution for any type of game WE are the trusted core tech team for hundreds of studios Professional software build for customization Unrivaled support infrastructure 100% customer focus KickStart will get your prototype running on Gamebryo fast

For more resources Casey.Brandt@Emergent.net www.emergent.net