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How to Harmony Using Unity and Toon Boom Harmony at Double Stallion
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Double Stallion Games Big Action Mega Fight! (2013)
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Double Stallion Games Big Action Mega Fight! (2013)
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Double Stallion Games ‘Super Secret Mystery Title’ (201X)
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Double Stallion Games ‘Project Luna’ (2016)
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Hand Drawn Animation Visual signature for Double Stallion Frame-by-frame Undeniable charm and quality
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Why Harmony?
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Full Disclosure Approached by Toon Boom for support. Working directly with Harmony team to improve tools.
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Overview Harmony Intro Authoring Tool Art Pipeline
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Advantages for Artists - Live Demo
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Art Pipeline Integrating art into the game. Always evolving to be better and faster. Harmony is the latest iteration.
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Disclamer We have not completed a full development cycle with Harmony. This is a preview of what we think is exciting about the new Harmony pipeline.
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Hand Drawn Animation Visual signature for Double Stallion Frame-by-frame Undeniable charm and quality
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FlashSWF Pack Sprites Animation Cycles Mecanim Art Pipeline Flash ProfessionalUnityTexture Packer
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Animations
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Multi-pack Sheet 1 Idle 1 Idle 3 Attack 1 Sheet 2 Idle 2 Attack 2 Sheet 1 Idle 1 Idle 3 Run 2 Attack 2 Sheet 2 Idle 2 Attack 1 Run 1
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Memory Usage 1024 px 2048 px iPhone: 8 MB iPad: 32 MB
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Memory Tricks Use 16 bit color or texture compression Shrink assets for devices with smaller screens (LOD) Reproduce animation with cut-out where possible
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LOD Support Unity 5.0: Asset Bundle Variants More or less broken Run-time selection of sprite sheet or animation Error prone Mip-mapping 33% memory penalty
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Memory Tricks
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Pipeline Limitations Many manual steps Tight memory limits No large characters Small number of animation cycles
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Desired Improvements No designer required Better memory efficiency Maintain visual style
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FlashSWF Read Animations Animation Cycles Mecanim Art Pipeline + GAF Flash ProfessionalUnityGAF
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Memory Usage
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GAF Gains Reuse symbols within animations to generate smaller sprite sheets Export symbol positions rather than individual frames Plays nicely with other Unity renderers
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GAF Shortcomings Manual steps still involved High CPU usage for mesh generation Rigid skeletal look to animations Additional license to purchase
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AuthoringExportPlay Art Pipeline + Harmony Toon Boom HarmonyUnity
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Harmony Export
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No Designer Needed Empowers artist to control the animation Saves us tedium of re-configuring animations and state machines when importing Simple code calls to trigger animations
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Optimal Memory Usage Optimal memory for each character Deformers allow further reductions Support for LOD out of the box
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Powerful Authoring Tool Authoring paradigm closer to how games work Encourages animators to use memory-reducing techniques
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Harmony Shortcomings Doesn’t integrate as smoothly with other Unity tools Native rendering engine has limitations
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Conclusion Excited about using this new powerful tool. Excited about improvements to our pipeline. Continuing awesome work with Toon Boom.
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Thank You! www.dblstallion.com eric@dblstallion.comeric@dblstallion.com - dan@dblstallion.com @dblstallion - @SpillzNDoodles - @LDeemendan@dblstallion.com
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