Title: Creating First Person Movement for MIRROR'S EDGE
1(No Transcript)
2Creating First Person Movement for MIRROR'S EDGE
- Tobias Dahl, Lead Animator
- Mikael Lagré, Programmer
3Agenda
4- Located in Stockholm, Sweden
- Owned by Electronic Arts since 2006
- 260 employees
- Battlefield and Mirrors Edge
5Agenda
6The Vision
The KAOFs
7Through the character experience
The Vision
- Redefine 1st person
- True immersion
- Became a mantra on the team
8The 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
9The Vision
The chase Fight or flight
- Momentum is rewarded
- Assess the situation
- When the odds are against you the chase begins
10The Vision
Heightened senses
- How Faith percieves the world
- Focus on whats relevant, the rest become
peripheral - Clean and fresh
11Agenda
12Team structure
13Team 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.
14Agenda
15Prototyping
- Initial concepts
- First pre-visualization
- Animate perception
- First Person Mesh
- The Whiteroom
16Initial Concepts
17Previsualisation
First Iteration
18Previsualisation
Second Iteration
19Previsualisation
Final Version
20Animate First Person Perception
First idea, do some mocap, parent the camera to
the head, done!
21Animate First Person Perception
Second idea, put some aim constraint on the
camera.
22Animate First Person Perception
Third idea, animate it by hand and make it look
cool and believable!
23Animate First Person Perception
Same goes for all 1p animations
24First Person Mesh
- Realistic appealing First Person mesh
- No volume loss
- Muscle and tendons
- Something happening under the skin
25First Person Mesh
Comparison
26First Person Mesh
Final Version
27The White Room
28Agenda
29The Tools
- Support all projects on DICE
- Support different engines like Frostbite, BF2 and
Unreal3 - Scaleable rigs
- Created for Maya in MEL and API
30The 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
31Agenda
32Iteration
- Movement was a key area of focus
- Most moves iterated on 5-6 times
- Attention to detail
- Motion sickness
33Jumping
- Context sensitive animations
- Layered landing animations
- Heavy landings / skill rolls
34Wall runs
- Impact animation
- Guided camera
- Aiming
- Dynamically triggered
35Vaulting
- Fixed metrics at first
- Became fully dynamic
- Choose animation based on height, speed and
obstacle shape
36Agenda
37Final 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
38 Questions?