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development graphics various

PlaySys 1.0

Oggi ho trovato questa intervista che ho rilasciato i primi di Ottobre presso l’Italian Videogame Developer Conference, evento in cui ho partecipato come casa di sviluppo italiana e come sponsor.

BREVE INTERVISTA IVDC 2009

Rileggendo quello che ho detto dello startup di PlaySys, mi sono venuti in mente diversi ricordi (alla faccia di chi sostiene che io non abbia un cuore), così ho deciso di pubblicare alcune immagini di PlaySys 1.0 🙂

Today I red the linked interview I had at the end of the 2009 during the Italian Videogame Developer Conference.
I spoke about PlaySys and the videogame development research we did, and was a really important fact for the italian game industry. The previous post spoke about an Italian trouble with business managemant, and is one of the causes behind the videogame undevelopment.

Btw, I decided to post some images of PlaySys 1.0, captured in the firsts weeks of the studio.

Alessia e Maurizio
Gianni
Luca

Pollice tra ALT e SPAZIO, medio su MAIUSC e anulare su CTRL…unica eccezione era Maurizio che teneva tutte le dita, di entrambe le mani, su Alessia 24/24 h

Categories
development graphics

Sub Surface Scattering | mental ray

After some weeks of work with 2D graphics, I finnaly got back to 3D tasks.
I decided to spend some time playing with Arak and the Sub Surface Shader offered by mental ray, inside at 3ds Max 2010. I tweaked the parameters for 1 hour and have to say that they are really quick to learn and use.
The model I used is enought simple and lite for rendering tests.

The first problem is that 3ds Max guide has no section that covers theese parameters: if you open both the official 3ds max guide or the deeper mental Ray’s one, you will not find lot of informations out of the theory behind SSS and how it is simulated/computed.
I try to explain something here, maybe someone else will find theese tips useful.

The first thing to do is to understand a very important fact: world units and scale importance.
Sub Surface Scattering renders the surfaces, considering the quantity of light that is absorbed and scattered trought the model.
If you have a thin wall, let’s say 2 millimeters thickness, a strong light setup and a scatter propagation on 1 meter, for sure you’ll not obtain what you expect.

Now let’s apply a Sub Surface Scatter shader (you must enable mental Ray if you changed the renderer for production purpouses). The one I selected is the simplest SSS shader offered by mental Ray, and we must understand how it works before proceeding.

When working with SSS Shaders you have to think at the color of the unlit surfaces, the color of the enlight areas and the specular, exactly as a traditional shader PLUS a color of the mesh penetrated by light. Now let’s see what the shader offers to us in the Diffuse Sub Surface Scattering rollout.
The first important parameter is the numeric value called “Unscattered Diffuse Weight”. This parameter determines the mix of the traditional shaded areas and the scattered one. Imagine it as a sort of blending beetween two different materials, one simple and one with light penetration capabilities.
For better understand this value, try to set it at 1 and render and then set it to’ 0 and render again.

Depending on your light setup, you will have a render similar to this: the first with value = 1 has a strong value of the Unscattered Diffuse Color while the second with the value = 0 has a null Unscattered Diffuse Color and a full Scattered Color.
Watch the Unscattered Diffuse Color in the parameter just up, that’s the color of the first render.
Now that we know what is and how to change the Unscattered Color we need to understand what is the Scattered Color.

In this image I set to 0 the Unscattered Diffuse Weight and let the shader to compute the Scattered Color, based on the two colors available (Front and Back) plus their weight. Look at the image descriptions, colors and values and you’ll get it, it’s really simple how it works!

Again, give a look at my values. I changed a little the front and Back color’s weights and changed the radius+depth too. Consider that my model has a radius of 10 centimeters. At the beginning of this article I wrote about the importance of the scene scale, now you know why.
Note that you can diminish the Unscattered Weight changing the color instead of the value. For example, if you set the color to pure black 0.0.0 and have a weight of 100, the result is the same as a random color plus a Weight of 0.

Generally I use this trick in my diffuse color in the standard materials, and here in the SSS the standard diffuse is the Unscattered Diffuse Color. As you can see 3ds Max lets you use a numeric value or a flat color by default, but you can change it with a procedural or textured one.
In this case I used the Falloff shader on the Diffuse Color to obtain a Maxwell style material. Generally I work mostly with the Next Limit’s renderer and I really like how it treats shaders.
I simply put a dark brown unscattered color for perpendicular camera rays and a medium grey/blue for the parallel rays. I changed the transition value, adding a Bezier key and here we are:

Not bad, the mesh now has a big rim light effect that detach it from the background. Remember that using low values is always preferable because you’ll obtain a perceptible effect and avoid to make it too much synthetic.
Now our teapot looks really interesting respect the beginning, but you can notice that it has no specular component. This is due to my previous tweak at the Specular Color inside the Specular Reflection rollout. I changed it to pure black, that means no specular values and no reflections. Now is time to change the color and the Shininess value.

In the render above you can see the specular color and it’s roughtness.
We are ready for our final render but before we need to change the quality values at the top of the shader. Set the lightmap value at 100% of the render size (the Light map of the Sub Surface Scattering effect) and the computation sample.
Lower values = low resolution but quick preview
Higher values = high quality but long render time

Enlarge this image to see the difference with the previous. Maybe I exagerated with parameters, this is only an example and was done because the scene is really simple and quick to render, but remember that in production timing theese parameters must be precisely calibrated, expecially in animations.

This is all for this simple mesh and article. Now I apply the material to my mesh and render again.
The result is really important: if you change the light setup, the scene or simply the mesh, the result can change drastically. I suggest always to proceed step by step in scene construction and in parameter tweaking.

This is not a professional result so I will have to work on it a little more. The following video is obtained working with a more complicated SSS shader that considers displacement too.

Give a comment if you find this post interesting.

Categories
development graphics

TheDreamers | Anaglyphic Stereo3D

Giovedì ho tenuto una lezione sulla stereoscopia e sulla computer grafica basata sullo Stereo3D.
La lezione è stata un piacevole dibattito con gli studenti su pro e contro di questa tecnologia, affaticamento encefalo/ottico, illusione di tridimensionalità, funzionamento ottico umano (a livello superficiale, nessuno di noi è medico) e devo dire che la risposta della classe è stata particolarmente positiva; gli studenti si sono dimostrati nettamente più interessati rispetto alle lezioni su shader, Mappe UV, mipmapping, supersampling e così via 🙂
Thursday i did a lesson about stereoscopy and the way to obtain it with CG images. During the lesson I saw the students more interested respect the previous lessons about Uv mapping, shaders, mipmaps and other tech stuff. I developed for the lesson a particular rig form 3dsMax, that permits me to obtain Stereo3D images perfectly editable in compositing with After Effects or Combustion.
Ho presentato alla classe anche un rig particolare di camera realizzato in poco più di un’ora, in grado di ricreare situazioni Stereo3D con 3dsMax e After Effects. Parte del processo è ancora manuale, ma un semplce plugin per After Effect potrebbe permettermi di completare i vari passaggi con 1 solo click del mouse.
Questo è un risultato di quanto ottenuto con la mia tecnica
This is a quick result

Da questa lezione sono emerse aspettative e richieste per la possibilità di vedere una scena in Stereo3D realtime e, nello specifico, applicata ad uno dei progetti di PlaySys…ecco di seguito il risultato 😉
The lesson gave birth to an idea to use this technology in realtime, so we applyed Anaglyph Stereo3D to one of our projects already seen on this blog: TheDreamers. The result is in the following video (You need glasses with anaglyph lenses to appreciate the results).
Categories
development graphics various

Ureal Development Kit – UDK


Unreal Engine 3 is one of the most powerful and maybe complete game engine available on the market. It is used by the biggest game development studios from all around the world, and it’s power is fully proven by lot of AAA titles.
Last week Epic Games, released a development kit, bsed on this technology: UDK.
This decision is not so much strange, and looks like a move to completely erase the other similar technologies available today.

An important thing to consider is that Unreal Engine is not the only one technology available for game developers. There are plenty of systems to use to develop a game, some less powerfull, other less complete of middleware integrations and other again given at lower price (some freeware too).

Today an indie game development studio (like PlaySys) can benefit of the power of UDK, based on UE3, to develop it’s prototype or, why not, complete videogames.

Is this a good or a bad new?

Depending on if you are a game developer or a engine/technology developer, there will be some pro and cons.

Regarding us, we are very happy of the possibility to develop with UE3, but we must consider the licence cost that we have to pay before selling the game. As UE3 is the most famous and complete engine, it costs LOT of moneys, depending on the size of the development studio or the title, but they remains lot of moneys.
The positive thing is that we can release a quality prototype to better find a publisher, without spending money in tryout licence for other engines.
Some months ago I had to spend lot of money to benefit from an engine for 2-3 months with the idea to develop a prototype.
Of course this availability of UDK, will change the things on the market; Unity developers changed the indie licence, giving out for free the basic version of the engine…that PlaySys bought one or two months before 🙁
I am really courious on what will happen on Torque Game Engine, one of the worst thing I have ever payd for, maybe they will decide to develop an high quality thing to compete on the market instead recycle theyr stuff (saying they are fully rewritting code).

I’m really happy on the availability of UDK, but at PlaySys we have to decide carefully the migration. We are advantaged because we use the editor since version 2Runtime (only for non professional tests), but Unreal is a very scaring kit, so noobs will have lot of troubles to spend over it.
What I want to say is that UDK isn’t everything you need to construct great games, you’ll need competence on every aspect of game development, ideas, a story to tell, lot of time, money to spend and mostly important, lot of passion!

Enjoy with UDK, but remember to give a look to other great technologies:

Unreal Engine 3
UDK
id Tech
CryEngine
GameBryo
Vision Engine
Vicious Engine
Unigine
Unity
Torque 3D
Infernal Engine
Blitz Tech

*if you need a complete review of UE3 technology, about workflow, ActorX, SpeedTree, BinkVideo, Matinee, Kismet and so on, please let me know

Categories
development graphics

Knoss | Photoshop – 3dsMax – Mudbox

ENG Here are some images of the creation of Arak, the first boss you’ll encounter in PlaySys prototype: Knoss
Arak name is a non official name, in fact, you can notice that this creature has no 8 legs, but 6. This monster stands at the entrance of the AntNest avoiding the entrance of “unautorized people” 🙂

I would like to show how much work hides behind the realization of a “simple” creature for a “trivial” videogame. Of course, game developers will find this interesting, but I’d like to explain to people that considers making game an “easy-child-work”, how many things must be known.


Mike Bacchin – Photoshop – Concept Arak

Marco Furlanetto – 3dsMax – Lowpoly modelling

Luca Deriu – 3dsMax – UV Mapping and Model Split

Luca Deriu – Mudbox e Photoshop – Texture Painting (diffuse and specular)

Luca Deriu – Compressonator – Normal Map’s MipMap and compression (ATI2N Swizzled DDS)

Luca Deriu – Mudbox e Photoshop – Ambient Occlusion grab & fix

Luca Deriu – 3dsMax – Check and fix of UV and Texture

Luca Deriu – Mudbox – Digital sculpting

Luca Deriu – Mudbox – Digital sculpting

Luca Deriu – Mudbox – Digital sculpting

Luca Deriu – Mudbox – Digital sculpting

Luca Deriu and Timoty Weis – 3dsMax – Rig test

Luca Deriu and Timoty Weis – 3dsMax – Rig structure

Luca Deriu – 3dsMax – Skinning

Luca Deriu, Timoty Weis and Elisa Cristantielli – 3dsMax – Animations

Timoty Weis – Notepad++ 🙂 – Artificial Intelligence, triggers and events programming

Luca Deriu – Engine – ingame Materials and Shaders

PlaySys – Engine – Test and debug

ITA Ecco una serie di immagini riguardanti la creazione di Arak, mostruoso boss di fine livello, tovabile all’interno del prototipo di gioco in fase di sviluppo a PlaySys: Knoss. Arak, nome di sviluppo non ufficiale all’interno del prototipo, è una sorta di formica mostruosamente incazzata, che blocca l’ingresso dell’AntNest, il secondo livello sotto l’entrata del palazzo di Cnosso. I suoni su cui stiamo lavorando ne rappresentano la rabbia e ne elevano l’aggressività. Nelle immagini riportate sopra è possibile identificare i vari passaggi di realizzazione del mostro. Invito chi ancora suppone che i videogiochi sono un prodotto di intrattenimento per bambini e di semplice realizzazione, a guardare con attenzione i vari passaggi necessari per l’ottenimento di situazioni dinamiche, interattive e calcolate in tempo reale.


Alcuni membri del team che si è occupato di Arak durante l’Italian Videogame Developer Conference 2009 😉

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development

PlaySys | Knoss

I want to make you more courious 😉

PlaySys Game Studio | Knoss Game for Microsoft® Xp, Vista, Seven and Xbox360

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development various

The Dreamers Poster 01

Chiedo scusa a tutte le persone che oggi aspettavano il nuovo video gameplay di TheDreamers, ma non abbiamo ancora avuto tempo di mettere mano ad una presentazione decente. Per scusarmi carico questo poster in cui sono presenti alcuni istanti di gioco all’interno del paese, ed aggiungo un o screen del nostro software interno, per gestire le quest ed i dialoghi.

I’m sorry to say that we haven’t had enought time to record a cool video about the second gameplay of TheDreamers. Of course the game works great, but we need more time to do a nice presentation. As excuse I post an image that contains some images of the first level, the Village, plus I add a screen of the tool we developed internally, that permits us to write the dialogs and construct the quests. The tool perfectly integrates with the engine and our .tdx file extension. Enjoy!


Clicca l’immagine per ingrandirla
Click the image to zoom

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development

TheDreamers | gameplay.01 | The Nightmare

Ecco il primo video di TheDreamers in azione. Fino ad oggi ho caricato immagini, scritto post e pubblicato bozzetti, ora è il momento di un video in grado di dimostrare che il gioco funziona bene. La versione utilizzata per questo gameplay è la 0.5.6, lontana ancora dalla release finale, ma completa di tutte le caratteristiche che si possono trovare in un videogioco commerciale.
Prossimamente pubblicherò un gameplay di Knoss e le nuove aree di TheDreamers. Buona visione 😉

Here is the first gameplay video of TheDreamers. In the past months I published images, concepts and wrote posts, but now is the time that a video tells about the state of the game. The version used for this video is the 0.5.6, so very far from the definitive release, but rich of commercial features, like an AAA title. Soon I’ll publish a gameplay video of Knoss (our other game project) and some new areas of TheDreamers. Enjoy (and leave a comment if you’d like).

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development

The Dreamers 0.5.5.2

NEWS


La scorsa settimana abbiamo inserito il caschetto da minatore del player modellato da Lorenzo. Ora è possibile terminare la prima quest ed accedere al secondo livello. Il casco è collegato ad una luce ed un sistema volumetrico, in questo modo è possibile attraversare le aree scure. L’attivazione avviene mediante il D-Pad ed un sistema particellare maschera l’apparizione. Timoty ha realizzato un database di oggetti per la testa del player, al momento abbiamo inserito solo il caschetto da minatore, ma prossimamente ci saranno gli altri accessori da utilizzare per affrontare i vari ambienti.

During last week we worked on the player’s helmet and now is possible play the entire first quest and reach the second level. A light and a volumetric effect, are linked to the helmet, that moves accordingly with the player’s head. The gamer can interact with the helmet/light with the dpad on the XBox360 controller (of course, only when tha player gets it from the quest).
Timoty realized a “hats and helmets” database for the player’s head and soon there will be lot of gadgets to play with.

GUI

Anche le GUI, disegnate da Chiara, sono quasi terminate, durante la selezione degli accessori, apparirà nell’angolo in basso a sinistra un’icona relativa all’oggetto selezionato.
Abbiamo inserito la GUI startup, quella del menu pausa e la GUI Quit. Sono stati inoltre realizzati i rollover ed i callback sul Pad X360, per un feedback più coinvolgente.

We are finishing all the GUIs, now the gamer is informed on used gadgets (like the helmet), he can move trought game options, credits, and of course can load/save the game. We added a callback to the GUIs that permits us to enable controller’s vibrations and rollover effects.

SUONI

La prossima settimana inizieremo ad inserire alcuni suoni.
TheDreamers sta diventando sempre più un progetto commerciale, ed il livello qualitativo credo non abbia nulla da invidiare ai “fratelli maggiori”.

Next week we’ll start working on sounds.
TheDreamers is becoming always more professional, and in my opinion, it has nothing to envy from other products currently on the market.

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development

TheDreamers versione 0.5.5

La scorsa settimana abbiamo terminato le ultime modifiche alle animazioni del player, ora è possibile camminare in avanti, correre (a seconda dell’inclinazione della levetta del pad XBox360), è possibile rannicchiarsi col tasto X e saltare rilascindolo. Premendo il tasto X e muovendo lo stick analogico, il player cammina accovacciato.
Abbiamo posizionato degli emitter sotto i piedi, un nuovo mover helper sull’osso del collo ed uno sul “bone_attach_testa”, che utilizzeremo per collegarvi accessori d’abbigliamento.

Last week we finished some character animations. Now the player can walk forward, backward, run, crouch and jump, using the left control stick and the X button on the XBox360 Pad.
We placed some emitters and helpers to some special bones in the character’s hierarchy. In future we’ll be able to attach some clothes or nice stuff to the main character.

Abbiamo riscritto parte della prima quest, rendendo più complesso l’accesso al secondo livello (tunnel).

We rewrote the first quest, and now is more difficult to reache the second level (the tunnel).

Mercoledì si è tenuto un incontro di ben 3 ore tra me, Timoty e Chiara per pianificare le varie GUI necessarie per queste prime fasi di gioco. In settimana dovrebbero essere pronte ed integrate, fornendo così al giocatore, utili informazioni sulle possibilità di interazione.

Wednesday we had a meeting to discuss and decide the GUI we need in this first development stage. It was a 3 hours meeting that give us great ideas on cool icons and 2D graphics

Anche il livello 0 (incubo) è stato sistemato: Il player ha un nuovo spawn point, sono state effettuate modifiche al collider della stanza, ai movimenti di macchina per i cinematics, e sono stati apportati miglioramenti vari a texture, nodi, gerarchie, ecc.
Seguono alcune immagini…

Level_00 (the initial nightmare) received some tunings last week: now we have a new spawn point, new collisions (+ fixes), new camera movements for cinematics and some fix to textures, nodes and level structure.
You can see some images here…

material editor

character inspector

level inspector+nodes enabled

level inspector+wireframe

mipmap blending analysis