Creating First Person Movement for MIRROR'S EDGE Tobias Dahl, Lead Animator Mikael Lagré, Programmer
Agenda Intro DICE The Vision Team structure Prototyping Tools and pipeline Iteration Final Thoughts
Located in Stockholm, Sweden Owned by Electronic Arts since 2006 260 employees Battlefield and Mirror’s Edge Located in Stockholm, Sweden Owned by Electronic Arts since 2006 260 employees Battlefield and Mirror’s Edge
Intro DICE The Vision Team structure Prototyping Tools and pipeline Iteration Final Thoughts Agenda
The Vision Through the character experience First person free running The chase – “fight or flight” Heightened senses experience ∂ The KAOF’s
Through the character experience Redefine 1 st person True immersion Became a mantra on the team The Vision
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 First person free running The Vision
Momentum is rewarded Assess the situation When the odds are against you – the chase begins The chase – Fight or flight
The Vision How Faith percieves the world Focus on whats relevant, the rest become peripheral Clean and fresh Heightened senses
Agenda Intro DICE The Vision Team structure Prototyping Tools and pipeline Iteration Final Thoughts
Team structure
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. 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.
Agenda Intro DICE The Vision Team structure Prototyping Tools and pipeline Iteration Final Thoughts
Prototyping Initial concepts First pre-visualization Animate perception First Person Mesh The Whiteroom Initial concepts First pre-visualization Animate perception First Person Mesh The Whiteroom
Initial Concepts
Previsualisation First Iteration
Previsualisation Second Iteration
Previsualisation Final Version
First idea, do some mocap, parent the camera to the head, done! Animate First Person Perception
Second idea, put some aim constraint on the camera.
Animate First Person Perception Third idea, animate it by hand and make it look cool and believable!
Animate First Person Perception Same goes for all 1p animations
First Person Mesh Realistic appealing First Person mesh No volume loss Muscle and tendons Something happening under the skin Realistic appealing First Person mesh No volume loss Muscle and tendons Something happening under the skin
First Person Mesh Comparison
First Person Mesh Final Version
The White Room
Intro DICE The Vision Team structure Prototyping Tools and pipeline Iteration Final Thoughts Agenda
The Tools Support all projects on DICE Support different engines like Frostbite, BF2 and Unreal3 Scaleable rigs Created for Maya in MEL and API Support all projects on DICE Support different engines like Frostbite, BF2 and Unreal3 Scaleable rigs Created for Maya in MEL and API
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 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 The Tools
Agenda Intro DICE The Vision Team structure Prototyping Tools and pipeline Iteration Final Thoughts
Iteration Movement was a key area of focus Most moves iterated on 5-6 times Attention to detail Motion sickness Movement was a key area of focus Most moves iterated on 5-6 times Attention to detail Motion sickness
Context sensitive animations Layered landing animations Heavy landings / skill rolls Jumping
Wall runs Impact animation Guided camera Aiming Dynamically triggered
Fixed metrics at first Became fully dynamic Choose animation based on height, speed and obstacle shape Vaulting
Agenda Intro DICE The Vision Team structure Prototyping Tools and pipeline Iteration Final Thoughts
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 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
Questions?