Unity bootcamp post mortem
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Transcript of Unity bootcamp post mortem
Amilton Diesel, Raphael Baldi, Maurício LongoniAquiris Game Studio
Bootcamp PostmortemDeveloping AAA games in Unity 3
Amilton DieselAquiris Game [email protected]
Briefing
Meeting Unity 3
Amilton DieselAquiris Game [email protected]
• Demonstrate features• Lightmapping• OCC System• Tree Editor• Audio Filters
• Deffered Rendering• Post-Processing FX• Core Optimizations• Streaming Content• Many more…
Main Concept
Amilton DieselAquiris Game [email protected]
• Military Trainning• Dynamic loadings• Stunning Graphics• Cutscenes
Main Navigation Board
Enemies
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• Not really smart• Not boring either• Original design
Enemies
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Planning the Graphics
Detailed Cutscenes Storyboard
Timeline color palette
Collecting References
Amilton DieselAquiris Game [email protected]
• Search for real places
• Filter pictures
Planning Spaces
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• Composing a level by pictures
• Connecting buildings
Timeline color palette
Composition Rules
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• One place to remember
• Same drawing and photography rules
Symmetrical Perspective
Divine Proportions and Rule of Thirds
Unreachable Illusion
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• Large scale feeling• More interesting to
explore
The Unreachable Illusion
Popular examples
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Environment Art
Modeling
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• Individual Prefabs• Unity as a level
design tool
Texture Division
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• Tileable vs unique textures
• Advantages and disadvantages
The Half Life 2 like
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• Tileable textures• Flexible prototyping• Fast production• Less VRAM required• Save triangles
• No mesh combining• Less realistic
The Unreal 3 like
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• Unique textures• Flexible prototyping• Slow production• Huge VRAM required• Increase triangles
• Good for batching• More realistic
The Bootcamp like
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• Middle ground solution
• Advantages from both sides
Realistic Vegetation
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• Using the Tree Editor• Observing nature
Fork shape
Less dense leaves
Lighting
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• Sunlight and Skylight• It’s all about colors!
Colors and temperature
Lighting Contrast
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• Dark vs Bright• Cold vs Warm• Shadow vs Light
Raphael Lopes BaldiAquiris Game [email protected]
Coding
Coding
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• Programming language
• Soldier• Enemies• Smart objects
• Streaming and scene loading
• Decal System
Programming language• JavaScript• Widespread in the community• Easier to learn
Raphael Lopes BaldiAquiris Game [email protected]
• Third person shooter• Realistic movements• Very specific camera
behaviour
Soldier Behaviour
Coding
Camera behaviour• Non centered character• Collide with walls• Over the shoulder effect• Highlight weapon when aiming
Raphael Lopes BaldiAquiris Game [email protected]
• Turrets• Training dummies• Easy to place and
setup• Editor tools to setup
range and attack areas
• Why use mechanical enemies instead of real soldiers?
Enemies
Coding
Smart objects• Objects that “know” what must be done
under certain conditions• Barrels• Trash bags• Collectable items
Raphael Lopes BaldiAquiris Game [email protected]
Streaming• Web deployment• Large scenes• User must feel that the game is continuous• Loading free
Raphael Lopes BaldiAquiris Game [email protected]
• Very small loading steps
• “Hiccup” free solution (asynchronous loading)
• Used to compose first cut scene
Additive scenes
Coding
Decal system• Main use: bullet holes• Secondary use: environment enrichment• AAA titles makes extensive use of decals• Unity does not have a built in decal system
Raphael Lopes BaldiAquiris Game [email protected]
• May use built in projectors
• Very “expensive”• Per frame
calculations• Should use specific
shaders to work properly
Decal system
Coding
• References• Eric Lengyel –
Aplying Decals to Arbitrary Surfaces (Game Programming Gems 2, 2001)
• Unreal Engine• Source Engine
Decal system
Coding
• Technical overview• Obtain affected
surface• Space conversion• Mesh clipping• UV generation
Decal system
Coding
• Technical overview• Interpolate any
needed mesh property (color, tangent, normal)
• “Push” vertices to avoid depth fighting
• Combine generated meshes
Decal system
Coding
Occlusion CullingNothing more than meets the eye
How it actually helps?• Objects occluded by others are not rendered• Less Draw Calls• Less CPU overhead• Bigger frame rate
Maurício LongoniAquiris Game [email protected]
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The Forest Challenge• Open environment• Thin objects• Not too much things to hide after
Maurício LongoniAquiris Game [email protected]
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How can we go over that?• Fake!• If it looks right, it is righttm
• Take advantage of so many trees
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We can use pretty big objects to hide thing behind dense tree sets.
Simulate Canopy
Occlusion Culling
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