Title: NextGeneration Game Development
1Next-Generation Game Development
- Michael Capps, Ph.D.
- President, Epic Games Inc.
2Overview
- Introduce Epic
- Introduce the Unreal Engine
- Show the rising bar for next-gen games
- Epics coping strategy
- work with tools vendors
- license middleware
- Make better tools
3Epic Games
- Founded 14 years ago by Tim Sweeney
- Early success with Jill of the Jungle and Epic
Pinball - Multiple hits in the Unreal and Unreal Tournament
series - Currently two titles in production
4In production at Epic
Unreal Tournament 2007 PC, PS3, ...?
Gears of War Xbox 360 exclusive
5Unreal Engine History
- In active development for 10 years
- Licensed to external developers since 1997
- More than 50 games
- Unreal Engine 1 (1997-2000)
- PC First-Person Shooters
- Deus Ex, Rune, Undying, Harry Potter
- Unreal Engine 2 (2000-2004)
- PC, Xbox, PS2, Mac, Linux mostly First-Person
Shooters - Splinter Cell, Americas Army, Lineage II,
Rainbow 6
6Unreal Engine 3
- Unreal Engine 3 (2005-??)
- next-generation consoles and PCs
- 100 shader-driven rendering pipeline
- Per-pixel lighting shadowing everywhere
- No legacy rendering paths
- supports any game type, even massive multiplayer
and fighting games - work began almost 3 years ago
- about 35 man-years of development effort
7UE3 Games in Development
- Several studio-wide deals
- Midway, Microsoft, Vivendi, Silicon Knights...
- Very few games announced this early
- Mistwalker (Sakaguchi-san) Lost Odyssey
- Namco Frame City Killers
- NC Soft Exteel another project
- WebZen Huxley
- Many unannounced massive-multiplayer and next-gen
console games - including one from Bioware that weve never seen!
8Unreal Engine on Xbox 360
- Microsoft Games Studios has licensed UE3 for
their Xbox 360 games - Epics game, Gears of War
- To be published by Microsoft in 2006
- Xbox 360 exclusive
- E3 2005 awards for Best Xbox 360 Game
- UE3 used as regression testing content for Xbox
Development Kit and VC
9Unreal Engine on PS3
- In May, UE3 was the first live demo ever on
Playstation 3 - In July, Sony announced sublicensing rights of
UE3 - In September, UE3 will be part of the PS3
Software Development Kit - Unreal Tournament 2007 targeted at PS3 in 2006
10Consumer expectations rising
Unreal Tournament 2007 PC, PS3, ...?
Gears of War Xbox 360 exclusive
11Consumer expectations rising
Max v3 560 polygons 4x 256 textures
Max v5 2,500 polygons 2x 1024 textures
Max v7 2,000,000 polys 12,000 base 2x 2048
textures
12Next-Gen is Expensive
- What is the actual impact of this detail?
- Cannot go from 100k to 100m scenes for free
- Epic saw 3-4x increase in modeling time
- Currently at about 2.5x increase
- Programming challenges as well
- Consoles, and even PCs, are multiprocessor
- Thread-safe programming is often considered a 3x
increase in complexity
13Next-Gen is Expensive
- We cant afford a 3X increase in costs!
- Epic is a small studio, and we like it just the
way it is - Our answer better tools!
- push tools vendors (like Autodesk!)
- license middleware where appropriate
- build the tools you cant buy
14Improve your tools
- We collaborate on XDK, Visual C, etc.
- Work with Autodesk!
- Weve used Max since v1 on DOS
- Max 8 is a huge help
- UVW templates, Blend Weights, Bridge Tool
- Working to improve normal mapping tools
- So we can stop making our own tool
- Support for COLLADA standard
- Soon we will need just one import pipeline
15Improve your tools
- Work with Autodesk!
- Pelt Mapping came from our design mockups
16Find better tools
- Licensing middleware can be a great help
- Focus on what you do best, buy the rest
- We use the Novodex physics library
- 100 free, with source code access
- Compares with or beats other libraries
- Multi-threaded for console performance
- Support for Ageia Physics Processors
- We use OC3s FaceFX for facial animation
- Phoneme extraction
- Works seamlessly inside Unreal Editor
17Make better tools
- The benefit of Unreal Engine 3 is the suite of
tools that empowers content artists - Importing models
- Constructing levels
- Authoring shaders
- Creating particle systems
- Authoring physics data
- Directing in-game cinematics
- Designing gameplay with visual scripting
18UE3 Importing models
- We build geometry outside the engine
- Then import into engine for placement in levels
- UE3 easily imports data from 3DS Max, Maya, XSI
- Soon, well just have COLLADA!
19UE3 Constructing levels
- Levels start as bare BSP geometry
- We then add imported geometry, and apply
textures, for detail
20UE3 Authoring physics data
- Built-in physics modeling tool
- Creation of optimized collision primitives
- Constraint editing
- Interactive physics simulation and tweaking, in
editor
21UE3 Authoring shaders
- Built-in Material editor
- Based on visual node-editing paradigm
- Visually connect color, alpha, and coordinate
outputs - Can create extremely complex materials using
programmer-defined components - Allows artists to create unique materials without
programmer help
22UE3 Creating particle systems
- Cascade is the UE3 particle editor
- Everything is WYSIWYG
- Uses a curve-editing paradigm for changing
behavior over time
23UE3 In-Game Cinematics
- Matinee is the UE3 camera / keyframe editing
system - Any object property can be keyframed over time
using editable curves - Track-based system with traditional non-linear
editor interface - Tracks for animation, sound, cameras, dialogue,
post-processing, and more - Everything can be previewed in real time
24UE3 Visual Scripting
- Kismet is the UE3 visual scripting tool
- Single biggest impact on productivity
- Power in the hands of the designer
- Rapid prototyping of game features
- Level event scripting
- No programmer help needed
- Can control all other systems (Cinematics,
Particles, etc.)
25Conclusion
- Expectations of next-gen games are high
- Higher detail means higher costs
- Must find ways to increase efficiency
- Improve the tools you already buy
- License middleware when appropriate
- Build the tools that you cant buy
- May we humbly suggest Unreal Engine 3?
26licensing_at_epicgames.com
- http//www.unrealtechnology.com