Rendering Techniques in Gears of War 2
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You ARE the Support, Son! Pp
You ARE the Support, Son! Supporting your team on the “road to ship”. By Chris Mielke – Producer, Epic Games About me • Started in the game industry at Day 1 Studios in 2003 - MechAssault 2: Lone Wolf – Content Manager About me • Started in the game industry at Day 1 Studios in 2003 - MechAssault 2: Lone Wolf – Content Manager - F.E.A.R.– Associate Producer About me • Started in the game industry at Day 1 Studios in 2003 - MechAssault 2: Lone Wolf – Content Manager - F.E.A.R.– Associate Producer - F.E.A.R. Files – Associate Producer About me • Started in the game industry at Day 1 Studios in 2003 - MechAssault 2: Lone Wolf – Content Manager - F.E.A.R.– Associate Producer - F.E.A.R. Files – Associate Producer • Went to Epic Games in 2007 - Gears of War 2 – Art Production Manager About me • Started in the game industry at Day 1 Studios in 2003 - MechAssault 2: Lone Wolf – Content Manager - F.E.A.R.– Associate Producer - F.E.A.R. Files – Associate Producer • Went to Epic Games in 2007 - Gears of War 2 – Art Production Manager - Shadow Complex – Production Manager About me • Started in the game industry at Day 1 Studios in 2003 - MechAssault 2: Lone Wolf – Content Manager - F.E.A.R.– Associate Producer - F.E.A.R. Files – Associate Producer • Went to Epic Games in 2007 - Gears of War 2 – Art Production Manager - Shadow Complex – Production Manager - Gears of War 3 - Producer Introduction The ultimate Producer interview question: -How do you close down a project? • It may seem basic, but even the easiest things are often hard to do correctly -
Producer Boot Camp Agenda
Producer Boot Camp Agenda 10:15 AM –“So You Want to be a Great Producer” Rod Fergusson, Executive Producer, Epic Games Morning Coffee Break 11:30 AM – “Communication Scaling: How to Keep People Talking to Each Other” Matt Allen, Executive Producer, Monolith Productions 12:30 PM – Lunch Break 2:00 PM – “Effective Management: Getting the Best from Your Team” Pete Isensee, Principal Program Manager, Microsoft 3:15 PM –“Bend MS Project to Your Will 2010” Mike McShaffry, Executive Producer, Red Fly Studio Afternoon Coffee Break 4:30 PM –“By the Seat of Our Pants: How Naughty Dog Produced Uncharted 2: Among Thieves” Richard Lemarchand, Lead Game Designer, Naughty Dog 5:00 PM –“Wrangling Engineers” Matt Priestly, Senior Producer, Bungie Producer Ah, the irony… Trip Hawkins established the title when he founded Electronic Arts in 1982 Look at us now Executive Producer, Producer, Senior Producer, Lead Producer, Associate Producer, Assistant Producer, Program Manager, Group Program Manager, Project Manager, International Project Manager, Development Director, Outsourcing Manager, External Producer, etc. Challenges Increased Capabilities Increased Expectations Increased Complexity Increased Team Sizes Increased Risk A Variety of Solutions There is no silver bullet Bungie ‐ 11+ Producers Naughty Dog ‐ 0 Producers Case studies this afternoon Every project, team and organization is unique Key is to have the base skills required to adapt So You Want to be a Great Producer… Rod Fergusson Executive Producer Epic Games, Inc. -
An Overview Study of Game Engines
Faizi Noor Ahmad Int. Journal of Engineering Research and Applications www.ijera.com ISSN : 2248-9622, Vol. 3, Issue 5, Sep-Oct 2013, pp.1673-1693 RESEARCH ARTICLE OPEN ACCESS An Overview Study of Game Engines Faizi Noor Ahmad Student at Department of Computer Science, ACNCEMS (Mahamaya Technical University), Aligarh-202002, U.P., India ABSTRACT We live in a world where people always try to find a way to escape the bitter realities of hubbub life. This escapism gives rise to indulgences. Products of such indulgence are the video games people play. Back in the past the term ―game engine‖ did not exist. Back then, video games were considered by most adults to be nothing more than toys, and the software that made them tick was highly specialized to both the game and the hardware on which it ran. Today, video game industry is a multi-billion-dollar industry rivaling even the Hollywood. The software that drives these three dimensional worlds- the game engines-have become fully reusable software development kits. In this paper, I discuss the specifications of some of the top contenders in video game engines employed in the market today. I also try to compare up to some extent these engines and take a look at the games in which they are used. Keywords – engines comparison, engines overview, engines specification, video games, video game engines I. INTRODUCTION 1.1.2 Artists Back in the past the term ―game engine‖ did The artists produce all of the visual and audio not exist. Back then, video games were considered by content in the game, and the quality of their work can most adults to be nothing more than toys, and the literally make or break a game. -
Rl510fthi Vldiogami ZINI5TIR5 HOW FREAKS, NORMALS, AMATEURS, ARTISTS, DREAMERS, DROPOUTS, QUEERS, HOUSEWIVES, and PEOPLE LIKE YOU ARE TAKING BACK an ART FORM
Rl510FTHI VlDIOGAMI ZINI5TIR5 HOW FREAKS, NORMALS, AMATEURS, ARTISTS, DREAMERS, DROPOUTS, QUEERS, HOUSEWIVES, AND PEOPLE LIKE YOU ARE TAKING BACK AN ART FORM ANNA ANTHROPV SIYKN STOAin PRESS NEWYOAJ( Copyright © 2012 by Anna Anthropy A Seven Stories Press First Edition All rights reserved. No part of this book may be reproduced. stored in a retrieval system. or transmitted in any form or by any means. including mechanical. electronic. photocopying. recording. or otherwise. without the prior written permission of the publisher. Seven Stories Press 140 Watts Street New York. NY 10013 www.sevenstories.com For the child I was. College professors may order examination copies of Seven Stories the book no one could write for me. Press titles for a free six-month trial period. To order. visit http:j / www.sevenstories.com/textbook or send a fax on school letterhead to (212) 226-1411. Book design by Elizabeth DeLong Library of Congress Cataloging-in-Publication Data Anthropy. Anna. Rise of the videogame zinesters : how freaks. normals. amateurs. artists. dreamers. dropouts. queers. housewives. and people like you are taking back an art form / Anna Anthropy. p.em. Includes bibliographical references and index. ISBN 978-1-60980-372-8 (pbk.) I. Video games. 2. Video games--Sodal aspects. I. Title. GVI469·3·AS32012 794·8--dC23 Printed in the United States Chapter One THE PROBLEM WITH VIDEOCAMES I have a problem with videogames.' Plenty of people seem to have problems with videogames these days. Newscasters are fond of reporting that videogames are dangerous to children, either because they teach children how to steal cars and kill cops or because they actually connect children electronically to the game-playing predators who are waiting to snatth them away. -
GEARS of WAR 2
SKIP CINEMATIC/ SEE MULTIPLAYER SCOREBOARD START/PAUSE AIM SHOOT/THROW GRENADE SEE OBJECTIVES AND SQUAD STATUS RELOAD MANUAL FOR TECHNICAL REFERENCE Y POINT OF INTEREST MOVE X USE/INTERACT SWITCH WEAPONS B MELEE/TAG A TAKE COVER/ LOOK/CLICK TO ZOOM EVADE/MANTLE RESTRICTED DOCUMENT NO.:___________ Blood and Gore Intense Violence NO CHANGE IN CLASS Strong Language NAME:_________________Jonathan Harper RANK:_________________Sergeant 0808 Part No. X14-94452-01 Online Interactions Not Rated by the ESRB RESTRICTED COGFM2 WARNING Before playing this game, read the Xbox 360® Instruction Manual and any peripheral manuals for important safety and health information. P-TOC Keep all manuals for future reference. For replacement manuals, see FOR TECHNICAL REFERENCE www.xbox.com/support or call Xbox Customer Support. COALITION OF ORDERED GOVERNMENTS FIELD MANUAL Important Health Warning About Playing Video Games Photosensitive Seizures CONTENT PAGE A very small percentage of people may experience a seizure when exposed to certain visual images, including flashing lights or patterns that may appear in Introduction ............................ 2 video games. Even people who have no history of seizures or epilepsy may have an undiagnosed condition that can cause these “photosensitive epileptic seizures” Where We Stand .......................... 3 while watching video games. These seizures may have a variety of symptoms, including lightheadedness, altered Weapons ................................. 4 vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, or momentary loss of awareness. Seizures may also cause loss of Controller ............................. 10 consciousness or convulsions that can lead to injury from falling down or striking nearby objects. Heads-up Display ....................... 12 Immediately stop playing and consult a doctor if you experience any of these The Crimson Omen (Life) ............... -
For Immediate Release Academy of Interactive
FOR IMMEDIATE RELEASE ACADEMY OF INTERACTIVE ARTS & SCIENCES INDUCTS EPIC GAMES’ TIM SWEENEY TO ITS HALL OF FAME Legendary programmer also confirmed to speak at D.I.C.E. 2012 Calabasas, Calif. – December 7, 2011 – The Academy of Interactive Arts & Sciences (AIAS) has announced that Tim Sweeney, founder and chief executive officer of Epic Games, will be the 16th inductee into the AIAS Hall of Fame, and will be taking the stage for the first time at the 2012 D.I.C.E. Summit. Tim is respected throughout the industry for his technological innovations, advancing many of today’s highly successful PC, console and mobile games. Tim’s development of the Unreal Engine and award-winning franchises such as the “Gears of War” and “Unreal Tournament” series have been catalysts in the evolution of gaming. The AIAS Hall of Fame is bestowed on game creators who have been instrumental in the development of highly influential games and moving a particular genre forward. These individuals demonstrate the highest level of creativity and innovation, resulting in significant product influence on a scale that expands the scope of the industry. The 2012 Hall of Fame Award will be presented by Epic Games Vice President Mark Rein at the 15th Annual Interactive Achievement Awards on Thursday, February 9, 2012 at the Red Rock Resort in Las Vegas. The Awards will be hosted by actor, comedian and game enthusiast, Jay Mohr. “Tim’s vision has changed the face of gaming with the advent of the Unreal Engine and the commitment of Epic, as a studio, to bring both consumer and industry-facing technology to new heights.” said Martin Rae, President of the Academy of Interactive Arts and Sciences. -
Evolution of the Cinematic Process the Gears of War
Evolution of the Cinematic Process TRILOGY Greg Mitchell - Cinematic Director § 15 Years experience in TV Production § 7 Years making Game Cinematics § 5 ½ Years at Epic Games § Worked on Gears of War, Unreal Tournament 3, Gears of War PC, Gears of War 2, Infinity Blade, Bulletstorm, Gears of War 3, and Infinity Blade 2 GEARS OF WAR TRILOGY § All 3 are 90’s rated titles on Metacritic § Sold 18.8 million copies to date § Franchise has received more than 370 award nominations and wins § Spawned novels, comics, collectables, & more § A billion-dollar franchise Cinematic Process Evolution for Gears § Production Challenges § Style and Presentation § Performance & Animation § Tools used and updates § New Processes for future games Overall theme to keep in mind – Baby Steps Challenges of Cinematics with this new IP § Relatively small company § Art Director doing the cinematics § No cinematic team § 90% of Cinematic animation was outsourced § Hired first full-time cinematics person (me) Production Challenges § Big push for Next-Gen Cinematics § Focus was to creating real-time next generation cinematics in engine (UE3). § Use game content to make cinematics § Apply real-world filmmaking techniques to cinematic production § Find creative ways of getting the scenes done § Gears of War Cinematic Scope § 30 minutes of Cinematics § 22 Narrative scenes § Several short undefined in-game sequences § Level Designer Cinematics (LD Cines) § Birth to the “Frankencine” § Averaged 2-4 characters per scene § Short time to finish when I arrived (3 months) Presentation -
Gears of War Co Op Play
Gears of war co op play click here to download Co-Op information about Gears of War on Xbox This page In online play anyone can jump in and out of the game as the second player (Dom). Getting. Horde Fan favorite five player co-op mode, Horde, returns with Gears of War 4 and with it comes a landslide of new features including character classes. This is a bit of simple question but I've been hearing mixed discussions that the GoW 4 campaign is 2 player, 3 player and some are saying that Online Co Op not working? | Technical Support and Help. For Gears of War 2 on the Xbox , a GameFAQs message board topic titled I am looking for some good games to play co-op with a couple friends on 3 xbox. For Gears of War 4 on the Xbox One, a GameFAQs message board topic titled "Can 2 players play coop on one digital copy". This Gears of War 4 co-op gameplay shows our questionable co- operative play as we tackle the opening. Gears of War 4 Co-Op Gameplay Walkthrough - Part 1 (Prologue & ACT 1) . Best thing about Gears of War. Gears of War - part 1 - Split screen Co-op playthrough - p60fps - No commentary Played. While Gears of War 4 looks to move the story forward and act as a showpiece for the Xbox One, the co-op looks to the earlier days of the series. One of the most surprising things about Gears of War 4 for me was the Between this and normal campaign co-op, Gears remains one of the. -
Scoping Success Rod Fergusson Executive Producer, Epic Games, Inc
Scoping Success Rod Fergusson Executive Producer, Epic Games, Inc. About Me 10 years with Microsoft Microsoft Consulting Services teaching Microsoft Solutions Framework Transferred to Redmond to produce the next version About Me 10 years with Microsoft Microsoft Consulting Services teaching Microsoft Solutions Framework Transferred to Redmond to produce the next version Microsoft Train Simulator About Me 10 years with Microsoft Microsoft Consulting Services teaching Microsoft Solutions Framework Transferred to Redmond to produce the next version Microsoft Train Simulator Blood Wake About Me 10 years with Microsoft Microsoft Consulting Services teaching Microsoft Solutions Framework Transferred to Redmond to produce the next version Microsoft Train Simulator Blood Wake Counter‐Strike Xbox About Me 10 years with Microsoft Microsoft Consulting Services teaching Microsoft Solutions Framework Transferred to Redmond to produce the next version Microsoft Train Simulator Blood Wake Counter‐Strike Xbox 6 years with EiEpic Gears of War Gears of War 2 Gears of War 3 How am I defining “Success”? More than just quality More than just commercial It’s both, and… The team is happy! Scope and ShdlSchedule Resources Scoping Goal: Shipping the Right Product at the Right Time Right Product = Quality Consider your team ‐ size, technology, and process Consider player/industry expectations Right Time = Timeliness Consider window of opportunity Consider marketing Consider Your Team Lack of maturity will cost you time Team, -
Producing Gears 2
He Who Ships, Wins: Producing Gears 2 Rod Fergusson Executive Producer Epic Games, Inc. About Epic Games • 19th year of business • 110 employees in NC and still hiring • Creators of Unreal Engine 3 • Shipped Gears of War 2 • Shipped Unreal Tournament 3 – Xbox 360, PC and PS3 • External studios in Poland, Shanghai, and Utah About Me • 10 Years with Microsoft – Started with Microsoft Consulting Services teaching Microsoft Solutions Framework – Transferred to Redmond to produce the next version of the development courseware – Microsoft Train Simulator – Blood Wake – Counter‐Strike Xbox • 4 Years with Epic – Gears of War – Gears of War 2 About Gears of War 2 • 93% Metacritic rating • Over 4 million copies sold • 117 award wins and nominations • Shipped in two years by Gears 1 team Shipping in Two Years Gears 1 = Risk Gears 2 = Maturity • New team • Mature team • New plflatform • Mature plflatform • New engine • Mature engine • New type of game • Sequel to a GOTY Maturity + Process = Bigger Game in Less Time! He Who Ships, Wins • There comes a point of diminishing returns • Need to plan for windows of opportunity • Timely shipping allows you to react to – Player feedback – Industry trends – Competitive landscape • Franchises are grown – very difficult to start at GTA4 or MGS4 Gears 2 > Gears 1 + 2 years The Iron Triangle Resources Fixed Ship Date Mindset • The belief that the ship date is both realistic and unchangeable – Date can change but must be justified – Date not actually fdfixed till very confdfident • Provides a clear goal for the -
Rules for Gears Of
TM Rules of play Introduction Component List For a time, the humans of Sera knew the illusion of peace • 32 Plastic Figures, including: – until Emergence Day. The Locust horde arrived without 4 COG Soldiers warning; countless soldiers and creatures spilled forth from • their underground hollows. • 6 Drones • 6 Wretches The Coalition of Ordered Governments (COG) struggled to 6 Tickers fend off the subterranean threat, but their defenses were • quickly crushed. With billions dead, humans turned their • 3 Boomers weapons of mass destruction on their own cities to deny the • 3 Theron Guards enemy control. • 3 Kantus Now the long struggle against overwhelming odds • 1 Berserker approaches one final, desperate stand. • 168 Bridge-sized Cards, including: • 35 Locust AI Cards Gameplay Overview • 27 Mission Cards (7 Missions, 3–7 cards each) • 54 Order Cards In Gears of War: The Board Game, each player controls a • 4 COG Character Cards COG soldier fighting to save humanity from the Locust • 10 Enemy Cards horde. At the start of the game, players collectively choose a mission to undertake. Each mission includes • 29 Special Weapon Cards different objectives that players must fulfill in order to • 9 Random Weapon Cards win the game. • 38 Mini Cards, including: Gears of War: The Board Game is a cooperative game, • 34 Location Cards meaning all players will win or lose the game together. • 4 Reference Cards Only by working as a team can players overcome the Locust horde (controlled by a deck of artificial • 7 Sheets of Punchboard, including: intelligence -
Japan Import
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