Mastering Prototyping: How to Quickly Playtest Your Game Ideas | Ron Rejwan
Blender as a tool for Video Game Prototyping
Transcript of Blender as a tool for Video Game Prototyping
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Blender as a tool forVideo Game Prototyping
By
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What is a prototype ?
INTRODUCTION
INTRO > What > How > BLENDER in a commercial context > End
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What is a prototype ?● For a commercial dev studio :
● For an indie dev. Studio :
INTRODUCTION
INTRO > What > How > BLENDER in a commercial context > End
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What is a prototype ?● For a commercial dev studio :For a commercial dev studio :
It's a pre-production validation stage.
● For an indie dev. Studio :
INTRODUCTION
INTRO > What > How > BLENDER in a commercial context > End
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What is a prototype ?● For a commercial dev studio :
It's a pre-production validation stage.
● For an indie dev. Studio :For an indie dev. Studio :An evidence for potential editors/institutes or communities.
INTRODUCTION
INTRO > What > How > BLENDER in a commercial context > End
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INTRODUCTION
INTRO > What > How > BLENDER in a commercial context > End
● Prototyping must be done fast
● Prototyping should give an overview of the production tools needed
● Prototyping should give an overview of the possible market (playable)
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WHAT have we done and why blender ?
Intro > WHAT > How > BLENDER in a commercial context > End
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WHAT have we done and why blender ?
● What do we need to create a prototype ?
Intro > WHAT > How > BLENDER in a commercial context > End
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WHAT have we done and why blender ?
● What do we need to create a prototype ?● Modelisation/Shading
Intro > WHAT > How > BLENDER in a commercial context > End
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WHAT have we done and why blender ?
● What do we need to create a prototype ?● Modelisation/Shading● Character animation tool
Intro > WHAT > How > BLENDER in a commercial context > End
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WHAT have we done and why blender ?
● What do we need to create a prototype ?● Modelisation/Shading● Character animation tool● Music/sound tools
Intro > WHAT > How > BLENDER in a commercial context > End
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WHAT have we done and why blender ?
● What do we need to create a prototype ?● Modelisation/Shading● Character animation tool● Music/sound tools● Inputs management
Intro > WHAT > How > BLENDER in a commercial context > End
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WHAT have we done and why blender ?
● What do we need to create a prototype ?● Modelisation/Shading● Character animation tool● Music/sound tools● Inputs management● Scene graph
Intro > WHAT > How > BLENDER in a commercial context > End
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WHAT have we done and why blender ?
● What do we need to create a prototype ?● Modelisation/Shading● Character animation tool● Music/sound tools● Inputs management● Scene graph● Objects events/Scripting tools
Intro > WHAT > How > BLENDER in a commercial context > End
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WHAT have we done and why blender ?
● What do we need to create a prototype ?● Modelisation/Shading● Character animation tool● Music/sound tools● Inputs management● Scene graph● Objects events/Scripting tools● Realtime rendering engine
Intro > WHAT > How > BLENDER in a commercial context > End
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WHAT have we done and why blender ?
● What do we need to create a prototype ?● Modelisation/Shading● Character animation tool● Music/sound tools● Inputs management● Scene graph● Objects events/Scripting tools● Realtime rendering engine
Intro > WHAT > How > BLENDER in a commercial context > End
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WHAT have we done and why blender ?
● What do we need to create a prototype ?● Modelisation/Shading
● texturing tool
● Character animation tool● Music/sound tools● Inputs management● Scene graph● Objects events/Scripting tools● Realtime rendering engine
Intro > WHAT > How > BLENDER in a commercial context > End
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WHAT have we done and why blender ?
● What do we need to create a prototype ?● Modelisation/Shading
● texturing tool
● Character animation tool● Music/sound tools● Inputs management● Scene graph● Objects events/Scripting tools● Realtime rendering engine
Intro > WHAT > How > BLENDER in a commercial context > End
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WHAT have we done and why blender ?
● What do we need to create a prototype ?● Modelisation/Shading
● texturing tool
● Character animation tool● Music/sound tools● Inputs management● Scene graph● Objects events/Scripting tools● Realtime rendering engine
Intro > WHAT > How > BLENDER in a commercial context > End
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WHAT have we done and why blender ?
● What do we need to create a prototype ?● Modelisation/Shading
● texturing tool
● Character animation tool● Music/sound tools● Inputs management● Scene graph● Objects events/Scripting tools● Realtime rendering engine
Intro > WHAT > How > BLENDER in a commercial context > End
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WHAT have we done and why blender ?
● What do we need to create a prototype ?● Modelisation/Shading
● texturing tool
● Character animation tool● Music/sound tools● Inputs management● Scene graph● Objects events/Scripting tools● Realtime rendering engine
Intro > WHAT > How > BLENDER in a commercial context > End
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WHAT have we done and why blender ?
● What do we need to create a prototype ?● Modelisation/Shading
● texturing tool
● Character animation tool● Music/sound tools● Inputs management● Scene graph● Objects events/Scripting tools● Realtime rendering engine
Intro > WHAT > How > BLENDER in a commercial context > End
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WHAT have we done and why blender ?
● What do we need to create a prototype ?● Modelisation/Shading
● texturing tool
● Character animation tool● Music/sound tools● Inputs management● Scene graph● Objects events/Scripting tools● Realtime rendering engine
Intro > WHAT > How > BLENDER in a commercial context > End
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WHAT have we done and why blender ?
● Blender's benefits
Intro > WHAT > How > BLENDER in a commercial context > End
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WHAT have we done and why blender ?
● Blender's benefits● Integrated game engine (BGE)
Intro > WHAT > How > BLENDER in a commercial context > End
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WHAT have we done and why blender ?
● Blender's benefits● Integrated game engine (BGE)
– VS Ogre 3D/Irrlicht
Intro > WHAT > How > BLENDER in a commercial context > End
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WHAT have we done and why blender ?
● Blender's benefits● Integrated game engine (BGE)
– VS Ogre 3D/Irrlicht
! NO 3D TOOLS INTEGRATED !
! TIME CONSUMING !
Intro > WHAT > How > BLENDER in a commercial context > End
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WHAT have we done and why blender ?
● Blender's benefits● Integrated game engine (BGE)
– VS Ogre 3D/Irrlicht
– VS Unity/Shiva/Lightspeed
Intro > WHAT > How > BLENDER in a commercial context > End
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WHAT have we done and why blender ?
● Blender's benefits● Integrated game engine (BGE)
– VS Ogre 3D/Irrlicht
– VS Unity/Shiva/Lightspeed
Intro > WHAT > How > BLENDER in a commercial context > End
! COST ! NO 3D TOOLS INTEGRATED !
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WHAT have we done and why blender ?
● Blender's benefits● Integrated game engine (BGE)
– VS Ogre 3D/Irrlicht
– VS Unity/Shiva/Lightspeed
– VS 3DS Max/Maya/XSI...
Intro > WHAT > How > BLENDER in a commercial context > End
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WHAT have we done and why blender ?
● Blender's benefits● Integrated game engine (BGE)
– VS Ogre 3D/Irrlicht
– VS Unity/Shiva/Lightspeed
– VS 3DS Max/Maya/XSI...
Intro > WHAT > How > BLENDER in a commercial context > End
! COST !
! NO REALTIME GAME ENGINE !
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WHAT have we done and why blender ?
● Blender's benefits● Integrated game engine (BGE)
– VS Ogre 3D/Irrlicht
– VS Unity/Shiva/Lightspeed
– VS 3DS Max/Maya/XSI
● Documentation and sources
Intro > WHAT > How > BLENDER in a commercial context > End
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WHAT have we done and why blender ?
● Blender's benefits● Integrated game engine (BGE)
– VS Ogre 3D/Irrlicht
– VS Unity/Shiva/Lightspeed
– VS 3DS Max/Maya/XSI
● Documentation and sources● Community
Intro > WHAT > How > BLENDER in a commercial context > End
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WHAT have we done and why blender ?
● Deluge, The Team● Jean-Christophe Romain : Confirmed Game
developer - « Jack of the trade » in CG (Art Director) and Programming.
● Gauthier Boaglio : Confirmed Programmer, level designer and tool programmer
● Pascal Pribat : CG Student ● Timothée Prost : CG Student● Sylvain Duigou : Sound Designer
● Deluge, The planning :● Jully 1rst – August 19 th 2009
Intro > WHAT > How > BLENDER in a commercial context > End
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WHAT have we done and why blender ?
Intro > WHAT > How > BLENDER in a commercial context > End
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WHAT have we done and why blender ?
Intro > WHAT > How > BLENDER in a commercial context > End
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WHAT have we done and why blender ?
Intro > WHAT > How > BLENDER in a commercial context > End
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WHAT have we done and why blender ?
Intro > WHAT > How > BLENDER in a commercial context > End
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WHAT have we done and why blender ?
Intro > WHAT > How > BLENDER in a commercial context > End
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WHAT have we done and why blender ?
Intro > WHAT > How > BLENDER in a commercial context > End
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WHAT have we done and why blender ?
Intro > WHAT > How > BLENDER in a commercial context > End
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WHAT have we done and why blender ?
Intro > WHAT > How > BLENDER in a commercial context > End
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WHAT have we done and why blender ?
www.klakos.com
Intro > WHAT > How > BLENDER in a commercial context > End
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HOW have we done this ?
Intro > What > HOW > BLENDER in a commercial context > End
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HOW have we done this ?
● Classic project environment● Intranet (Process and planning)● SVN Server● File Organisation (learned from YoFrankie!)
– World Creation level
– Region Creation level
Intro > What > HOW > BLENDER in a commercial context > End
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World Creation level
HOW have we done this ?
Intro > What > HOW > BLENDER in a commercial context > End
TEAM : DESIGN
World Tiles
World Heightmaps
World Global MapGeneration Script
Region 1Tiles
Region 2Tiles
Region 3Tiles
AppendAppendAppend
RegionCreation
Level
RegionCreation
Level
RegionCreation
Level
FinalWorld
Link LinkLink
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Region creation level
HOW have we done this ?
Intro > What > HOW > BLENDER in a commercial context > End
Scenery(RegionTiles)
Link
PropsLink orAppend
Lights
Chars.
Link orAppend
Link
MobsLink
InterractiveObjects Link
TEAM : CG
TEAM : DEV
Characteranimation
NodalMaterials
CharacterModelingTexturingShading
Link
Link
LevelDesign
OUT
IN
Player
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Terrain tiles shading method :
● Color textures blending● Shadows/Ambiant
occlusion● Terrain glow
HOW have we done this ?
Intro > What > HOW > BLENDER in a commercial context > End
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HOW have we done this ?
Intro > What > HOW > BLENDER in a commercial context > End
Point & Click interface (inventory, etc...)● Overlay scene● Data persistence
(Disk)
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HOW have we done this ?
Intro > What > HOW > BLENDER in a commercial context > End
● One-click Inventory
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HOW have we done this ?
Intro > What > HOW > BLENDER in a commercial context > End
● Contextual menu
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HOW have we done this ?
Intro > What > HOW > BLENDER in a commercial context > End
AIs and BBOX generalisations
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Intro > What > How > BLENDER in a commercial context > End
BLENDER in a commercial contextBLENDER in a commercial context
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Enhancements to go further● Logic Bricks
– A great tool for fast development
– Become hard to read when the complexity increases
– SOLUTION : implementing the ability to turn the bricks into a full python scripting (Python Event Handling – this point is actually being discussed...)
Intro > What > How > BLENDER in a commercial context > End
BLENDER in a commercial contextBLENDER in a commercial context
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Enhancements to go further● Custom tools implementation (python scripting)
– Python exposure of some functionnalities (For example the NODAL features)
– Blender UI access from python
– SOLUTION : it seems to be part of Blender 2.5 new API
Intro > What > How > BLENDER in a commercial context > End
BLENDER in a commercial contextBLENDER in a commercial context
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Enhancements to go further● Project oriented development
– Lack of global project overview (multi-blend files projects)
– Source control integration inside blender
– SOLUTION : ability to turn the folders view into a project management window that takes a root folder as the root of the project.
Intro > What > How > BLENDER in a commercial context > End
BLENDER in a commercial contextBLENDER in a commercial context
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Enhancements to go further● Lighting and shadows performances
– During our developments we had to :● Reduce a lot the number of lights in huge scenes
● Lower shading complexity for the materials
– SOLUTION : Rendering optimization by reducing the scope of action of the lights.
Reducing the scope to the area displayed around the camera focus, or whatever... (+ « defferred shading » in Blender ?)
Intro > What > How > BLENDER in a commercial context > End
BLENDER in a commercial contextBLENDER in a commercial context
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Enhancements to go further● Protecting the IP (intellectual Property)
– Actually BGE doesn't allow to export a project into a full binary distribution : Graphics ressources and linked .blend files stay editable.
– So we provided a video to show our work
– SOLUTION : To extend the binarization applyied to the main .blend file to the others (the linked ones) and to encrypt external datas.
Intro > What > How > BLENDER in a commercial context > End
BLENDER in a commercial contextBLENDER in a commercial context
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Enhancements to go further● Some other minor issues
– Recurrent loss of relative paths for highly linked huge projects
– Loading time very long at files opening (but quite good « ingame ») and crashes sometimes
– Characters physics behaviour very hard to manage
– SOLUTIONS : We are looking forward to using Blender 2.5 which should fix some of those problems.
Intro > What > How > BLENDER in a commercial context > End
BLENDER in a commercial contextBLENDER in a commercial context
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Intro > What > How > BLENDER in a commercial context > End
BLENDER in a commercial context
A larger use of Blender in the game industry ?● Development of bridges with the principals game
engines (even when they're not Open Source)– Requires actors to be more involved in collaborations
(more intensive use of standard formats...)
● Deploying a more complete support– Personalized support together with Blender
specialists/ingeneers for companies who need it
– This could be both more people using Blender and more revenues for the Blender Foundation
BLENDER in a commercial context
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Intro > What > How > BLENDER in a commercial context > END
CONCLUSION
Our experience with Blender ● Blender is a great tool and it takes an important
place into our production pipeline● Thanks to it, we reached our goal : producing and
showing our first playable Demo● With some advanced features and services, it
could become a software of choice for a complete game development pipeline (it is already the only one that combines creation of both the world and the game)
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Intro > What > How > BLENDER in a commercial context > END
CONCLUSION
FINALLY● Even if we are testing it under GraphicAll.org, we
are looking forward to having access to the 2.5 stable release !!
● We see in Blender a stable and reliable tool– Big and skilled community– Fast development
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Intro > What > How > BLENDER in a commercial context > END
CONCLUSION
More informations about our BGE experience● The video of our first game prototype on our web
site : http://klakos.com● Some extras for BGE adepts
– A « Hack'n Slash » template V0.1
– A complete tutorial addressing « terrain splatting » methodes we used (nodal way)
– A tutorial showing a sample of RT objects multi-texturing with nodes and vertex painting
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Intro > What > How > BLENDER in a commercial context > END
CONCLUSION
FINALLYQuestions ?
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Intro > What > How > BLENDER in a commercial context > END
CONCLUSION
FINALLYThank you for your attention.