Sunday, November 8, 2009

10 things I contributed to Bioware

  • Conversation System
We have 1000's of dialog , and since thats lot of content to animate, we came up with a tool that automatically generates animations that will support all that diolog in game. With the help of FaceFx and some of Bioware's great tools, we can generate correct phonemes based off of writing and audio VO, the system would randomly make the head move based off the stress waves from the VO, face expressions and behaviors will be generated from the symbolic punctuation marks. For example, if the sentence ends with (?) the facial gestures will randomly choose the facial features that best fits the (?), We got to a point where we are able to handle the basic (.)(?)(!). Once the Basics was all figured out and working, we expanded the horizon and added on mood type. Which branches out into other groups, Happy (.?!) Sad (.?!). The best part, this system can animate 100% of all our dialog, but we only want it to take care of 80%, while the 20% will be hand touch for best quality animation.
  • Combat Flurry System
  • Defined unique class combat styles
  • Mocap combat and conversation system
  • Polishing
Towards the end of the project, polishing plays a big roll. All the content that you have in the game has to look good and bug free. Pose polishing can take some time to fix, because fixing just one pose can cause a chain reaction, were you have to make those changes across hundred of animations that uses that pose.
  • Pushing the MMO game to another level
  • Skinning pipeline
  • Puppetshop Techniques
  • Understand how cinematic works in game
  • Provide RnD with programmers and designers

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