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Creating First Person Movement for MIRROR'S EDGE

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Iteration. Final Thoughts. Located in Stockholm, Sweden. Owned by Electronic Arts since 2006 ... Most moves iterated on 5-6 times. Attention to detail. Motion sickness ... – PowerPoint PPT presentation

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Title: Creating First Person Movement for MIRROR'S EDGE


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Creating First Person Movement for MIRROR'S EDGE
  • Tobias Dahl, Lead Animator
  • Mikael Lagré, Programmer

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Agenda
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  • Located in Stockholm, Sweden
  • Owned by Electronic Arts since 2006
  • 260 employees
  • Battlefield and Mirrors Edge

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Agenda
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The Vision
The KAOFs
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Through the character experience
The Vision
  • Redefine 1st person
  • True immersion
  • Became a mantra on the team

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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

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The Vision
The chase Fight or flight
  • Momentum is rewarded
  • Assess the situation
  • When the odds are against you the chase begins

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The Vision
Heightened senses
  • How Faith percieves the world
  • Focus on whats relevant, the rest become
    peripheral
  • Clean and fresh

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Agenda
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Team structure
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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.

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Agenda
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Prototyping
  • Initial concepts
  • First pre-visualization
  • Animate perception
  • First Person Mesh
  • The Whiteroom

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Initial Concepts
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Previsualisation
First Iteration
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Previsualisation
Second Iteration
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Previsualisation
Final Version
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Animate First Person Perception
First idea, do some mocap, parent the camera to
the head, done!
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Animate First Person Perception
Second idea, put some aim constraint on the
camera.
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Animate First Person Perception
Third idea, animate it by hand and make it look
cool and believable!
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Animate First Person Perception
Same goes for all 1p animations
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First Person Mesh
  • Realistic appealing First Person mesh
  • No volume loss
  • Muscle and tendons
  • Something happening under the skin

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First Person Mesh
Comparison
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First Person Mesh
Final Version
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The White Room
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Agenda
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The Tools
  • Support all projects on DICE
  • Support different engines like Frostbite, BF2 and
    Unreal3
  • Scaleable rigs
  • Created for Maya in MEL and API

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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

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Agenda
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Iteration
  • Movement was a key area of focus
  • Most moves iterated on 5-6 times
  • Attention to detail
  • Motion sickness

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Jumping
  • Context sensitive animations
  • Layered landing animations
  • Heavy landings / skill rolls

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Wall runs
  • Impact animation
  • Guided camera
  • Aiming
  • Dynamically triggered

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Vaulting
  • Fixed metrics at first
  • Became fully dynamic
  • Choose animation based on height, speed and
    obstacle shape

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Agenda
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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

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