Creating World Class Graphics on the PSP. Shipped Titles PSP Art Topics Asset breakdowns Open Q & A.

Slides:



Advertisements
Similar presentations
Digital Blue Cameras Inset Tuesday 3 rd June 2008.
Advertisements

Animation in Video Games presented by Jason Gregory
POST-PROCESSING SET09115 Intro Graphics Programming.
Pre-computing Lighting in Games
GAME:IT Designing Good Games. Question: What makes a computer game a game? A computer game is a software program in which one or more players make decisions.
An Optimized Soft Shadow Volume Algorithm with Real-Time Performance Ulf Assarsson 1, Michael Dougherty 2, Michael Mounier 2, and Tomas Akenine-Möller.
Introduction Games have always been a fundamental part of human life. Space storm “ عاصفة الفضاء” is a 3D SCI-FI game that consists of two stages presented.
Stefan Roettger, VIS Group, University of Stuttgart Ingo Frick, Massive Development, Mannheim The Terrain Rendering Pipeline
Week 11 - Wednesday.  Image based effects  Skyboxes  Lightfields  Sprites  Billboards  Particle systems.
Real-Time Rendering TEXTURING Lecture 02 Marina Gavrilova.
Building a Dynamic Lighting Engine for Velvet Assassin Christian Schüler.
 Andreas Söderberg  3D-SCANNING PIPELINE FOR GAMES.
CS 4363/6353 INTRODUCTION TO COMPUTER GRAPHICS. WHAT YOU’LL SEE Interactive 3D computer graphics Real-time 2D, but mostly 3D OpenGL C/C++ (if you don’t.
IN4151 Introduction 3D graphics 1 Introduction to 3D computer graphics part 2 Viewing pipeline Multi-processor implementation GPU architecture GPU algorithms.
Game Title: Ace Combat 04: Shattered Skies Company & Author: Namco
1 Flash and Animation Presented by : Behzad Sajed Khosrowshahi.
Renderings and Fly-bys Presented by: Tara Hoffman of Office Environments, Inc. Building Architecture –Creative use and modification.
AGD: 5. Game Arch.1 Objective o to discuss some of the main game architecture elements, rendering, and the game loop Animation and Games Development.
Master Project Preparation Murtaza Hussain. Unity (also called Unity3D) is a cross-platform game engine with a built-in IDE developed by Unity Technologies.
Introduction to 3D Graphics John E. Laird. Basic Issues u Given a internal model of a 3D world, with textures and light sources how do you project it.
Post-rendering Cel Shading & Bloom Effect
Text. Graphics Images – photos Animation Video Audio Text Copyright issues.
GameMaker.  A lot of Different Definitions  Easier to Say What is NOT a Game  Movie is Not a Game  No Active Participation  Final Outcome is Fixed.
Lesson 1: Intro to Animation
Matte Painting 2.5D Environment Milestone 3 March 2009 Øyvind Lien.
Creating Scalable and Dynamic Graphics for World in conflict.
Grafis 3D. What is 3D?  3D Image x, y, z Tell a story, more information  2D Image x, y Communicate something simple (ie. cheat)
MULTIMEDIA What is Multimedia? The word MULTIMEDIA is made up from two words, MULTI meaning more than one and MEDIA meaning a way of displaying or passing.
4 Perspective, Scene Design, and Basic Animation.
Project ImpactO Do you have the balls?. Unity 4 Pro Version control Global effects (God rays, volumetric partilcles, realtime shadows)
3D COMPUTER GRAPHICS IMD Chapter 1: 3D Computer Graphics Chapter 1: 1 Lecturer: Norhayati Mohd Amin.
Computer Graphics An Introduction. What’s this course all about? 06/10/2015 Lecture 1 2 We will cover… Graphics programming and algorithms Graphics data.
09/09/03CS679 - Fall Copyright Univ. of Wisconsin Last Time Event management Lag Group assignment has happened, like it or not.
Web Games Programming An Introduction to Unity 3D.
© 2006 Stormfront Studios Beyond Technology: Process Issues in Next Gen Development Game Developers Conference 2006 Don L. Daglow President, Stormfront.
Quality Requirements in Mobile Games Ville Vatén Head of Post Production / Telcogames
XP Practical PC, 3e Chapter 15 1 Creating Desktop Video and Animation.
CSE 381 – Advanced Game Programming Code Setup.
Advanced Computer Graphics Advanced Shaders CO2409 Computer Graphics Week 16.
 UDK and Unity are both game engines that offer a wide variety of options to create pretty much any type of game.  Each game engine has a built in environment.
Videography Techniques. Types of Shots Extreme Close Up Close Up Medium Close Up Medium Medium Wide Wide Extreme Wide Over the shoulder (OSS) Camera Shots.
2.1. T HE G AME L OOP Central game update and render processes.
CSE 380 – Computer Game Programming GUIs for Games.
CSCE 552 Spring D Models By Jijun Tang. Triangles Fundamental primitive of pipelines  Everything else constructed from them  (except lines and.
Shing Lau & Ben Ingarfield. Overview  Genre: 3D Adventure / Shooter  Perspective: 1 st Person (3 rd Person optional)  Game play:  Player: An Assassin.
APB: Creating a Powerful Customisation System for a Persistent Online Action Game Maurizio Sciglio Simon Taylor.
Company LOGO Digital Autobiography Computer Explorations Assignment 1.
Maths & Technologies for Games Graphics Optimisation - Batching CO3303 Week 5.
UFCFSU-30-13D Technologies for the Web An Introduction to Unity 3D.
Shading Pumpkins with pastels A three-dimensional circle is called a sphere. To make a sphere look 3D you have to do some shading. Create a light spot.
Postmortem: Deferred Shading in Tabula Rasa Rusty Koonce NCsoft September 15, 2008.
3D Animation 1. Introduction Dr. Ashraf Y. Maghari Information Technology Islamic University of Gaza Ref. Book: The Art of Maya.
How to use a Pixel Shader CMT3317. Pixel shaders There is NO requirement to use a pixel shader for the coursework though you can if you want to You should.
1 Geometry for Game. Geometry Geometry –Position / vertex normals / vertex colors / texture coordinates Topology Topology –Primitive »Lines / triangles.
Techniques for Improving Large World and Terrain Streaming Danie Conradie Trinigy Inc.
GAME TESTING REQUIREMENTS AND METHODS GAME DESIGN.
Introduction to Computer Graphics
Moving from Stencyl 2 to Stencyl 3 & beyond
Ying Zhu Georgia State University
3GB3 Game Design Unity 3D Basics.
Film Trailers.
Creating Desktop Video and Animation
Chapter 10 Computer Graphics
Week 11 - Wednesday CS361.
GAME:IT Designing Good Games.
Understanding Theory and application of 3D
TerraForm3D Plasma Works 3D Engine & USGS Terrain Modeler
UMBC Graphics for Games
Introduction to Computer Graphics with WebGL
Unity Game Development
Presentation transcript:

Creating World Class Graphics on the PSP

Shipped Titles PSP Art Topics Asset breakdowns Open Q & A

Shipped Titles

The Lord of the Rings: Tactics LOTR used assets from 3 previous console titles and 1 PC title with additional assets created to match. All had to go through strict approvals by multiple parties in a very short development cycle. LOTR included 40 min of film footage & re-edited to tell story of Middle Earth from Mordor’s perspective. No true in-game cinematics were created, fly- throughs introduced the levels and lots of combat cameras were used throughout.

The Lord of the Rings: Tactics Text

The Lord of the Rings: Tactics Text

The Lord of the Rings: Tactics Text

The Lord of the Rings: Tactics Text

The Lord of the Rings: Tactics Text

Lord of the Rings: Tactics Attract Mode Video EA, Publisher LOTR Movie Here

The SiMs2 Text

The SiMs2 Text

The SiMs2 Text

The SiMs2 Text

The SiMs2 Text

The SiMs2 Text

The SiMs2 Text

The SiMs2 Text

The SiMS 2 Attract Mode Video EA, Publisher Sims Movie Here

Pirates of the Caribbean Text

Pirates of the Caribbean Text

Pirates of the Caribbean Text

Pirates of the Caribbean Text

Pirates of the Caribbean Text

Pirates of the Caribbean Text Walk Cycle movie here

Pirates of the Caribbean Text

Pirates of the Caribbean Text

Pirates of the Caribbean Text

Pirates of the Caribbean Text

Pirates of the Caribbean Attract Mode Video Buena Vista Games, Publisher Pirate Movie Here

PSP Art Topics

PSP Perceptions The PSP is not a true PS2 in terms of what can be loaded into memory (approximately 0.75) “Porting to PSP is not a simple matter of texture resolution!”

PS2 vs PSP workflow Smaller memory pool requires more coordination of art, sound, and design to pull back on typical PS2 pipeline and practices. Level effects vs sound files Game art vs. HUD texture resolutions # of unique characters vs design balancing

RUNTIME vs. LOAD TIME (Frame rate issues vs. Memory budgets) “To LOD, or not to LOD….”

Total Visible Mesh Count Hard edges Multiple shaders Combining close proximity meshes Separating large meshes – Skybox for example Cels and Portals Fog & far clip

Bone/Joint Count 200 Total Bones on screen is the (self-imposed) limit for frame rate LOTR: 16 characters max, each about bones. TBA 1P Shooter: 7 characters max; 1 Player, allies, opponents (per average level) TBA 3P Action/Adventure: 16 characters max; target bones each

Lighting “Fast Track”: Like PS2, our pipeline like 2 Dynamic Lights, 1 ambient & 1 directional Baked in lighting for environments is best for load & run time issues. Painted-in shadows or baked into verts.

Texture Resolution Less resolution resulted in less noise and cleaner looking characters. LOTR test image.

Shaders Too much alpha = sorting issues Too many passes on a surface = Runtime Slowing (decals, shine, UI, shadows, layers, etc) Effects: a good savings is to use add blend for glowing effects. No alpha channel needed

Environment Resolution Foreground, middle ground, background/skybox

Environment Resolution Foreground, middle ground, background/skybox

Total Visible Mesh Count Hard edges Multiple shaders Combining close proximity meshes Separating large meshes – Skybox for example Cels and Portals Fog & far clip

LODs [Level of Detail] Spend the memory loading in extra meshes to help run-time? Shadows Blob/Dots shaded across all, use LOD to draw, or go full detail?

Clipping No PSP software/hardware clipper built in Software clipper can be added at a runtime cost Environments can be subdivided, use scalable terrain mesh, or LOD system Overdraw: Try to minimize the amount so runtime sorting is less taxing.

Project Asset Breakdowns

The Lord of the Rings: Tactics Chart Here

The SiMs2 Chart Here

Pirates of the Caribbean Chart Here

TBA Flight Combat Chart Here

TBA 1 st Person Shooter Chart Here

TBA 3 rd Person Action/Adventure Chart Here

Creating World Class Graphics on the PSP