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How to Harmony Using Unity and Toon Boom Harmony at Double Stallion.

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Presentation on theme: "How to Harmony Using Unity and Toon Boom Harmony at Double Stallion."— Presentation transcript:

1 How to Harmony Using Unity and Toon Boom Harmony at Double Stallion

2 Double Stallion Games Big Action Mega Fight! (2013)

3 Double Stallion Games Big Action Mega Fight! (2013)

4 Double Stallion Games ‘Super Secret Mystery Title’ (201X)

5 Double Stallion Games ‘Project Luna’ (2016)

6 Hand Drawn Animation Visual signature for Double Stallion Frame-by-frame Undeniable charm and quality

7 Why Harmony?

8 Full Disclosure Approached by Toon Boom for support. Working directly with Harmony team to improve tools.

9 Overview Harmony Intro Authoring Tool Art Pipeline

10 Advantages for Artists - Live Demo

11 Art Pipeline Integrating art into the game. Always evolving to be better and faster. Harmony is the latest iteration.

12 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.

13 Hand Drawn Animation Visual signature for Double Stallion Frame-by-frame Undeniable charm and quality

14 FlashSWF Pack Sprites Animation Cycles Mecanim Art Pipeline Flash ProfessionalUnityTexture Packer

15

16 Animations

17 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

18 Memory Usage 1024 px 2048 px iPhone: 8 MB iPad: 32 MB

19 Memory Tricks Use 16 bit color or texture compression Shrink assets for devices with smaller screens (LOD) Reproduce animation with cut-out where possible

20 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

21 Memory Tricks

22 Pipeline Limitations Many manual steps Tight memory limits No large characters Small number of animation cycles

23 Desired Improvements No designer required Better memory efficiency Maintain visual style

24 FlashSWF Read Animations Animation Cycles Mecanim Art Pipeline + GAF Flash ProfessionalUnityGAF

25 Memory Usage

26 GAF Gains Reuse symbols within animations to generate smaller sprite sheets Export symbol positions rather than individual frames Plays nicely with other Unity renderers

27 GAF Shortcomings Manual steps still involved High CPU usage for mesh generation Rigid skeletal look to animations Additional license to purchase

28 AuthoringExportPlay Art Pipeline + Harmony Toon Boom HarmonyUnity

29 Harmony Export

30 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

31 Optimal Memory Usage Optimal memory for each character Deformers allow further reductions Support for LOD out of the box

32 Powerful Authoring Tool Authoring paradigm closer to how games work Encourages animators to use memory-reducing techniques

33 Harmony Shortcomings Doesn’t integrate as smoothly with other Unity tools Native rendering engine has limitations

34 Conclusion Excited about using this new powerful tool. Excited about improvements to our pipeline. Continuing awesome work with Toon Boom.

35 Thank You! www.dblstallion.com eric@dblstallion.comeric@dblstallion.com - dan@dblstallion.com @dblstallion - @SpillzNDoodles - @LDeemendan@dblstallion.com


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