UI Design and Development with Scaleform Gfx

Total Page:16

File Type:pdf, Size:1020Kb

UI Design and Development with Scaleform Gfx UI Design and Development with Scaleform GFx Ben Mowery Business Director Scaleform Middleware •Fastest Growing Game Middleware! • Scaleform GFx #1 Game UI, 300+ Games WW • Licensed T&M on PC, Wii, 360, PS3, PSP, PS2 • Integrated in UE3, Gamebryo, CryEngine, BigWorld, etc. • 30+ US HQ, Asian Offices: Korea, China, Japan • Fully Localized Presence What is Scaleform GFx? •Comppplete UI & 2D Graphics Solution • Use Adobe Flash to Create: o Front EEdnd Menus o HUD o 3D Textures o Mini-Games o And more… GFx Technologies •Vector Grappghics Rendering o Scalable Graphics o Anti-Aliasing • Cross Platform • High Performance • Text Rendering Flash Examples Using Adobe Flash / Design Suite for Game UI, Textures, & Casual Games Menus & Chat Front End (X360, PS3, Wii, PC) On line MMO Lobb y with Cha t (PC) Mass Effect (X360, PC) Demo: Chatting Lobby HUDs & MMO UIs Mass Effect (X360, PC) MMO UI (PC) Civilization Revolution (X360, PS3) Drag & Drop Demo 3D Animated Textures Crysis (PC) UE3 + GFx Demo ((,PC, PS3 , X360 ) 3D Window (PC) UE3 Integration Demo Gamebryo Integration Demo Mini Games Uno Rush (XBLA)* Fable 2 Pub Games (XBLA)* Globz Games (iPhone)PacMan (Mobile) World Tour Golf (PC) * Uno Rush and Fable 2 Pub Games were made exclusively with Scaleform . Others are standard Flash games. Why Use GFx? • Reduce Risk and Streamline Development • Save Time, Money, and Resources • Empower the Artists and Designers • Focus EEiingineering on Game Play • Would You Build These? o Photoshop – Heck No! o 3D Studio MAX – No Way! o Flash – Of course not! • Use Multi-Billon $$$ Industry Standard Tools • Worldwide Communityypp & Support Improves Workflow! Improves Workflow Proven Industry Standard Tools 3D Textures Video UI Autodesk 3DS Max Adobe Photoshop Adobe After Effects Adobe Flash Convert to Game Engine/Middleware Format Game Editor and Runtime Example: Flash for Games User Interface (UI) Video Game Engine with Scaleform GFx Convert SWF to GFx Format Artists Create UIs, HUDs, Animated Textures, Mini Games WYSIWYG - What You See Is What You Get! Flash Workflow Demo WYSIWYG – from Flash to Game! GFx 303.0 •Imppyyroved Memory System • UI Framework Components • Localization Enhancements • Audio Support • Scaleform Video Add-On Plus much more… UI Components • Developed by gskinner • Made for Console & MMO • Customizable Look & Feel • Full Docs & Samples • Optimized Memory & Perf Out-Of-The-Box Flash UI Components & Plugins! CONFIDENTIAL UI Framework Controls Libraries Workflow Button FocusHandler API Docs RadioButton InputManager Samples CheckBox DragManager Chat w/ IME ComboBox SoundManager Best Practices ScrollList DataProvider Launch Panel TileList PopupManager Control Panel InventorySlot EventDispatch Import Helper etc. etc. etc. CONFIDENTIAL Illustrator Skinning Demo Scaleform Video • Native Flash Video w/ alpha channel • Powered by CRI Movie • All Platforms: PC, X360, PS3, Wii AE/Premier -> Flash -> Game • Video Use Cases: • FllSFull Screen: I Itntros, C CtSut Scenes w / subtitl es • Windowed: Billboards, HUDs • Alpha (Green Screen): Casual Games, UI Effects DEMO: Scaleform Audio/Video! CONFIDENTIAL Scaleform 3. 0 Video Demo Scaleform IME • Full Asian Text Input • Chinese, Japanese, and Korean • Cross Pla tform: PC, X360, PS3 Multi-Lingual In-Game C h at PC & Console MMOs Thank you Question & Answer Brendan Iribe Frank Black President and CEO VP of Sales [email protected] [email protected] T: +1 (301) 446-3200 T: +1 (301) 446-3200 F: +1 (301) 446-3199 F: +1 (301) 446-3199.
Recommended publications
  • Audio Middleware the Essential Link from Studio to Game Design
    AUDIONEXT B Y A LEX A N D E R B R A NDON Audio Middleware The Essential Link From Studio to Game Design hen I first played games such as Pac Man and GameCODA. The same is true of Renderware native audio Asteroids in the early ’80s, I was fascinated. tools. One caveat: Criterion is now owned by Electronic W While others saw a cute, beeping box, I saw Arts. The Renderware site was last updated in 2005, and something to be torn open and explored. How could many developers are scrambling to Unreal 3 due to un- these games create sounds I’d never heard before? Back certainty of Renderware’s future. Pity, it’s a pretty good then, it was transistors, followed by simple, solid-state engine. sound generators programmed with individual memory Streaming is supported, though it is not revealed how registers, machine code and dumb terminals. Now, things it is supported on next-gen consoles. What is nice is you are more complex. We’re no longer at the mercy of 8-bit, can specify whether you want a sound streamed or not or handing a sound to a programmer, and saying, “Put within CAGE Producer. GameCODA also provides the it in.” Today, game audio engineers have just as much ability to create ducking/mixing groups within CAGE. In power to create an exciting soundscape as anyone at code, this can also be taken advantage of using virtual Skywalker Ranch. (Well, okay, maybe not Randy Thom, voice channels. but close, right?) Other than SoundMAX (an older audio engine by But just as a single-channel strip on a Neve or SSL once Analog Devices and Staccato), GameCODA was the first baffled me, sound-bank manipulation can baffle your audio engine I’ve seen that uses matrix technology to average recording engineer.
    [Show full text]
  • January 2010
    SPECIAL FEATURE: 2009 FRONT LINE AWARDS VOL17NO1JANUARY2010 THE LEADING GAME INDUSTRY MAGAZINE 1001gd_cover_vIjf.indd 1 12/17/09 9:18:09 PM CONTENTS.0110 VOLUME 17 NUMBER 1 POSTMORTEM DEPARTMENTS 20 NCSOFT'S AION 2 GAME PLAN By Brandon Sheffield [EDITORIAL] AION is NCsoft's next big subscription MMORPG, originating from Going Through the Motions the company's home base in South Korea. In our first-ever Korean postmortem, the team discusses how AION survived worker 4 HEADS UP DISPLAY [NEWS] fatigue, stock drops, and real money traders, providing budget and Open Source Space Games, new NES music engine, and demographics information along the way. Gamma IV contest announcement. By NCsoft South Korean team 34 TOOL BOX By Chris DeLeon [REVIEW] FEATURES Unity Technologies' Unity 2.6 7 2009 FRONT LINE AWARDS 38 THE INNER PRODUCT By Jake Cannell [PROGRAMMING] We're happy to present our 12th annual tools awards, representing Brick by Brick the best in game industry software, across engines, middleware, production tools, audio tools, and beyond, as voted by the Game 42 PIXEL PUSHER By Steve Theodore [ART] Developer audience. Tilin'? Stylin'! By Eric Arnold, Alex Bethke, Rachel Cordone, Sjoerd De Jong, Richard Jacques, Rodrigue Pralier, and Brian Thomas. 46 DESIGN OF THE TIMES By Damion Schubert [DESIGN] Get Real 15 RETHINKING USER INTERFACE Thinking of making a game for multitouch-based platforms? This 48 AURAL FIXATION By Jesse Harlin [SOUND] article offers a look at the UI considerations when moving to this sort of Dethroned interface, including specific advice for touch offset, and more. By Brian Robbins 50 GOOD JOB! [CAREER] Konami sound team mass exodus, Kim Swift interview, 27 CENTER OF MASS and who went where.
    [Show full text]
  • James Overton V Software Systems Engineer, Sensei, Inventrepreneur San Diego, CA | [email protected] | Senseijames.Com | [email protected] | (858) 568-3605
    James Overton V Software Systems Engineer, Sensei, Inventrepreneur San Diego, CA | [email protected] | senseijames.com | [email protected] | (858) 568-3605 Software craftsman; tech guru; interface designer; overachiever; asset in any work environment. I love working with those who share my vision and passion. AT A GLANCE: Software Engineering – Gaming, Application & Web Development: agile methods, Kaizen, and building scalable, robust systems Languages JavaScript / ES10 | TypeScript | HTML5 / CSS3 | ActionScript 3.0 | C / C++ Java | PHP | MXML | XML | UML Runtimes native, browser, Cordova, Flash platform (browser, AIR for desktop & mobile), Scaleform GFx player, JRE, Apache (WAMP/LAMP stacks), Tomcat Tools & Development IntelliJ, Eclipse IDE, Flash Authoring Environment, Flash Environments Builder, FlashDevelop, Sothink (SWF decompiler), Android Studio, DDMS, command line/terminal emulators, GCC, GDB, make, text editors (x/emacs/vi), Charles, version control (git, SVN, CVS, perforce) Frameworks & Angular (10), AngularJS, Ionic, Node.js, Vue, Flex SDK Libraries 4.8, AIR SDK 3.2, Starling, Nape, Android SDK, J2SE/EE, Java Server Pages, STL, Zend Framework, Jasmine Web Design – integrating function with design and appeal with clarity of vision in building interactive, standards compliant, cross-browser compatible web sites Languages HTML | CSS | JavaScript | ActionScript 3.0 | XML | JSON Tools Browser, Flash, DreamWeaver, Photoshop, Fireworks, FileZilla, text editor Sample work americaspharmacy.com | hohm.life/book | babysenses.me |
    [Show full text]
  • Evaluating Game Technologies for Training Dan Fu, Randy Jensen Elizabeth Hinkelman Stottler Henke Associates, Inc
    Appears in Proceedings of the 2008 IEEE Aerospace Conference, Big Sky, Montana. Evaluating Game Technologies for Training Dan Fu, Randy Jensen Elizabeth Hinkelman Stottler Henke Associates, Inc. Galactic Village Games, Inc. 951 Mariners Island Blvd., Suite 360 119 Drum Hill Rd., Suite 323 San Mateo, CA 94404 Chelmsford, MA 01824 650-931-2700 978-692-4284 {fu,jensen}@stottlerhenke.com [email protected] Abstract —In recent years, videogame technologies have Given that pre-existing software can enable rapid, cost- become more popular for military and government training effective game development with potential reuse of content purposes. There now exists a multitude of technology for training applications, we discuss a first step towards choices for training developers. Unfortunately, there is no structuring the space of technology platforms with respect standard set of criteria by which a given technology can be to training goals. The point of this work isn’t so much to evaluated. In this paper we report on initial steps taken espouse a leading brand as it is to clarify issues when towards the evaluation of technology with respect to considering a given piece of technology. Towards this end, training needs. We describe the training process, we report the results of an investigation into leveraging characterize the space of technology solutions, review a game technologies for training. We describe the training representative sample of platforms, and introduce process, outline ways of creating simulation behavior, evaluation criteria. characterize the space of technology solutions, review a representative sample of platforms, and introduce TABLE OF CONTENTS evaluation criteria. 1. INTRODUCTION ......................................................1 2.
    [Show full text]
  • (SCIENCES BUILDING of TUC) USING GAME ENGINE by Stefan P
    DEVELOPMENT OF A LARGE SCALE, SMART, MULTI-PURPOSE VIRTUAL ENVIRONMENT (SCIENCES BUILDING OF TUC) USING GAME ENGINE By Stefan Petrovski Submitted to the Department of Electronics and Computer Engineering Technical University of Crete Examining Committee Dr Aikaterini Mania, Advisor Dr Aggelos Bletsas Dr Antonios Deligiannakis 1 Table of Contents 1 Introduction ................................................................................................... 9 1.1 Thesis Outline ....................................................................................................................... 11 2 Technical Background ................................................................................... 13 2.1 Introduction .......................................................................................................................... 13 2.2 3D computer graphics .......................................................................................................... 13 2.2.1 Modeling ........................................................................................................................... 14 2.2.2 Layout and animation ....................................................................................................... 14 2.2.3 Rendering.......................................................................................................................... 14 2.3 3D Models ............................................................................................................................. 14 2.3.1
    [Show full text]
  • Localization Tools in General Purpose Game Engines: a Systematic Mapping Study
    Hindawi International Journal of Computer Games Technology Volume 2021, Article ID 9979657, 15 pages https://doi.org/10.1155/2021/9979657 Review Article Localization Tools in General Purpose Game Engines: A Systematic Mapping Study Marcus Toftedahl Division of Game Development, University of Skövde, Skövde, Sweden Correspondence should be addressed to Marcus Toftedahl; [email protected] Received 31 March 2021; Accepted 5 July 2021; Published 23 July 2021 Academic Editor: Cristian A. Rusu Copyright © 2021 Marcus Toftedahl. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. This paper addresses localization from a game development perspective by studying the state of tool support for a localization work in general purpose game engines. Using a systematic mapping study, the most commonly used game engines and their official tool libraries are studied. The results indicate that even though localization tools exists for the game engines included in the study, the visibility, availability, and functionality differ. Localization tools that are user facing, i.e., used to create localization, are scarce while many are tool facing, i.e., used to import localization kits made outside the production pipeline. 1. Introduction tions or specific corporate entities handling functions such as marketing or distribution. This is not always the case with “The world is full of different markets and cultures and, to indie game development, where Pereira and Bernardes [7] maximize profits™[sic], nowadays games are released in sev- note that the structure of indie development is more flexible, eral languages.
    [Show full text]
  • IDN Authoring Tools Resource
    Appendix I: Tools Shortlist Yotam Shibolet, Noam Knoller and Hartmut Koenitz Note: This is a copy of the anonymised document posted 25 July 2018 on interactivenarrativedesign.org/ authoringtools/appendix.pdf. It is kept here as a placeholder since its url has been cited in a conference paper. The difference from the original is limited to the addition of the author names above, and the current note. The current project website is at interactivenarrativedesign.org/authoringtools/ Main overview Real-time-animation\game engines All-purpose game engines 1. Corona GUI 2. Construct2 3. CooperCube5 4. Clickteam Fusion 2.5 5. CryEngine V 6. Amazon Lumberyard (based on CryeEngine) 7. GameMaker Studio 2 8. GODOT Game Engine 9. LOVE 10. Ogre3D Game Engine 11. Panda3D 12. Playcanvvas 13. Unity (Plugins: AdventureCreator, Cradle, Danesh, Fungus, Tidy Text Adventures, Vive VR Tookit, Yarn\Yarn Spinner, PSST – mixed-initiative) 14. Unreal (and Blueprint mode) 15. Source (and GoldSource) 16. Shiva Genre-specific game makers 17. AdventureGameStudios 18. Adventjure (Clojure) 19. Bitsy 20. Bladecoder Adventure Engine 21. CANVAS + SWB (Story World Builder) 22. Chatmapper 23. Ensemble 24. Game Salad 25. ITY Studio 26. One-Roll Engine 27. RPG in a Box 28. RPG Maker MV (and the Degica ‘make’r series) 29. Stencyl 30. TIC 80 31. Tinsel 32. ToonTastic 33. Versu 34. Visionaire 35. Wolf RPG Editor Dead Comme-il-Faut Scribe Interactive Drama Architecture Storybricks Engine Hybrid text + graphic tools Visual novel authoring tools 36. Omega Visual Nover Maker 37. Kirikiri\Kirikir Z 38. NScripter 39. Ren’Py 40. RenJS 41. RLDev 42. Tyranobuilder Dead Novelty Other hybrid tools 43.
    [Show full text]
  • Unity Game Development Engine: a Technical Survey
    (c University of Sindh Journal of Information and Communication Technology (USJICT) Volume 4, Issue 2, July 2020 ISSN-E: 2523-1235, ISSN-P: 2521-5582 © Published by University of Sindh, Jamshoro Website: http://sujo.usindh.edu.pk/index.php/USJICT/ Unity Game Development Engine: A Technical Survey Afzal Hussain1, Haad Shakeel1, Faizan Hussain1, Nasir Uddin1, and Turab Latif Ghouri1 1Department of Computer Science, Faculty of Engineering Science and Technology (FEST), Hamdard University Karachi, Pakistan [email protected], [email protected], [email protected], [email protected], and [email protected] Abstract: Paper aims to develop relevant understanding and knowledge about the Unity game development engine for the better conception of the people allied with the IT sector. The main audience targeted in this paper are those who are from a non-technical and technical background and due to the augmentation of technology, they want to pursue their careers in game development. Moreover, in this paper, qualitative research methods have been adopted. It is found that Unity is a smart and active game development platform that is playing an operative role nowadays. Different industries are inspired by Unity that may impact positively such as in career growth, job opportunities, and in other regards. Unity comes with many benefits; it is an easy and simple platform to learn game development and is a powerful tool that is preferred by professionals. Keywords: Unity, Information Technology, Benefits, Game Development, and Challenges. I. INTRODUCTION B. Research Paper Objectives Unity has been developed under the umbrella of Unity- 1. To examine the benefits of Unity game development Technologies that is a cross-platform game engine released engine.
    [Show full text]
  • [Learning] Games
    TOOLS FOR [LEARNING] GAMES Prepared by Marc Prensky. Updated November 18, 2004 Thanks to Steven Drucker, Bob Bramucci, and others. Note: not a complete list; will change over time. Please send corrections and additions to [email protected] FREE (OR CLOSE) COST $ Adventure Game Studio: Adventure Maker: www.adventuremaker.com Templates http://www.adventuregamestudio.co.uk/ BlitzPlus (2D) www.blitzbasic.com Adventure game engines (Spiderweb) Certification Templates (Games2train): www.spiderweb.com www.games2train.com Frame Discovery School: Flying Buffalo www.flyingbuffalo.com/teacher.htm Games http://puzzlemaker.school.discovery.com/ Game Show Pro (Learningware): Flash Games: http://flashgames.umn.edu/ www.learningware.com GameMaker: Games Factory (Clickteam): www.clickteam.com Game www.cs.uu.nl/people/markov/gmaker/index.html MindRover (Cogni-Toy): www.mindrover.com Makers Hot Potatoes (Half-Baked): Quandary (Half-Baked): http://web.uvic.ca/hrd/halfbaked/ www.halfbakedsoftware.com/quandary.php Simple 2D PPT Jeopardy: In “Awesome Game Creation” Book QuestPro: www.axeuk.com/quest/ Peril: www.teachopolis.org/arcade/index.html Simple Games: www.babrown.com Engines Personal Educational Press:: Stagecast Creator: www.stagecast.com www.educationalpress.org/educationalpress/ Play-by-mail: www.pbm.com/~lindahl/pbm_list/email.html Rapunsel: www.maryflanagan.com/rapunsel Savie Frame-Games (Canada) www.savie.qc.ca/CarrefourJeux/fr/accueil.htm Storyharp: www.kurtz-fernhout.com/StoryHarp/ Thiagi: www.thiagi.com/freebies-and- goodies.html Word Junction
    [Show full text]
  • Mapping Game Engines for Visualisation
    Mapping Game Engines for Visualisation An initial study by David Birch- [email protected] Contents Motivation & Goals: .......................................................................................................................... 2 Assessment Criteria .......................................................................................................................... 2 Methodology .................................................................................................................................... 3 Mapping Application ......................................................................................................................... 3 Data format ................................................................................................................................... 3 Classes of Game Engines ................................................................................................................... 4 Game Engines ................................................................................................................................... 5 Axes of Evaluation ......................................................................................................................... 5 3d Game Studio ....................................................................................................................................... 6 3DVIA Virtools ........................................................................................................................................
    [Show full text]
  • Gamebryo Based Smoke Effect System
    2006:032 HIP BACHELOR'S THESIS Gamebryo Based Smoke Effect System Tobias Björnudd Luleå University of Technology BSc Programmes in Engineering BSc programme in Computer Engineering Skellefteå Campus 2006:032 HIP - ISSN: 1404-5494 - ISRN: LTU-HIP-EX--06/032--SE Gamebryo based Smoke Effect System Tobias Björnudd [email protected] Luleå University of Technology Sweden Bachelors Thesis BSc Programmer in Engineering Campus Skellefteå Foreword This thesis is created for Luleå University of Technology Sweden campus Skellefteå and Resolution Interactive AB, Umeå. The bigger part of the smoke system have been developed in Östersund, Sweden. Resolution Interactive wanted a way to add realistic smoke effects to their Clusterball II title currently under development. I want to thank all the exceptionally nice people at Resolution Interactive. Many thanks also goes to my handling officer Lars Lindström who have been really helpful when it comes to integrating me with the rest of the company. I also want to thank Erik Winter for his programming help and for letting me use his code as example in how to integrate particles in Clusterball II using Gamebryo. Abstract Particle effects used in games nowadays is taken for granted. Almost every game engine that exists today has a complete system for emitting and handling particles. This thesis paper presents a way to utilize the particle system that is provided with the Gamebryo game engine. A basic overview in how to design a smoke effect system is presented. After that a overview of some Gamebryo and Clusterball II classes is given. Then a discussion about the results of this project is held.
    [Show full text]
  • Appendix a Basic Mathematics for 3D Computer Graphics
    Appendix A Basic Mathematics for 3D Computer Graphics A.1 Vector Operations (),, A vector v is a represented as v1 v2 v3 , which has a length and direction. The location of a vector is actually undefined. We can consider it is parallel to the line (),, (),, from origin to a 3D point v. If we use two points A1 A2 A3 and B1 B2 B3 to (),, represent a vector AB, then AB = B1 – A1 B2 – A2 B3 – A3 , which is again parallel (),, to the line from origin to B1 – A1 B2 – A2 B3 – A3 . We can consider a vector as a ray from a starting point to an end point. However, the two points really specify a length and a direction. This vector is equivalent to any other vectors with the same length and direction. A.1.1 The Length and Direction The length of v is a scalar value as follows: 2 2 2 v = v1 ++v2 v3 . (EQ 1) 378 Appendix A The direction of the vector, which can be represented with a unit vector with length equal to one, is: ⎛⎞v1 v2 v3 normalize()v = ⎜⎟--------,,-------- -------- . (EQ 2) ⎝⎠v1 v2 v3 That is, when we normalize a vector, we find its corresponding unit vector. If we consider the vector as a point, then the vector direction is from the origin to that point. A.1.2 Addition and Subtraction (),, (),, If we have two points A1 A2 A3 and B1 B2 B3 to represent two vectors A and B, then you can consider they are vectors from the origin to the points.
    [Show full text]