unity bootcamp post mortem

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Amilton Diesel, Raphael Baldi, Maurício LongoniAquiris Game Studio

Bootcamp PostmortemDeveloping AAA games in Unity 3

Amilton DieselAquiris Game Studioamilton@aquiris.com.br

Briefing

Meeting Unity 3

Amilton DieselAquiris Game Studioamilton@aquiris.com.br

• Demonstrate features• Lightmapping• OCC System• Tree Editor• Audio Filters

• Deffered Rendering• Post-Processing FX• Core Optimizations• Streaming Content• Many more…

Main Concept

Amilton DieselAquiris Game Studioamilton@aquiris.com.br

• Military Trainning• Dynamic loadings• Stunning Graphics• Cutscenes

Main Navigation Board

Enemies

Amilton DieselAquiris Game Studioamilton@aquiris.com.br

• Not really smart• Not boring either• Original design

Enemies

Amilton DieselAquiris Game Studioamilton@aquiris.com.br

Planning the Graphics

Storyboard

Amilton DieselAquiris Game Studioamilton@aquiris.com.br

• Detailed Cutscenes• First color guide

Detailed Cutscenes Storyboard

Color Palette

Amilton DieselAquiris Game Studioamilton@aquiris.com.br

• Timeline oriented• Detailed mood board

Timeline color palette

Collecting References

Amilton DieselAquiris Game Studioamilton@aquiris.com.br

• Search for real places

• Filter pictures

Planning Spaces

Amilton DieselAquiris Game Studioamilton@aquiris.com.br

• Composing a level by pictures

• Connecting buildings

Timeline color palette

Composition Rules

Amilton DieselAquiris Game Studioamilton@aquiris.com.br

• One place to remember

• Same drawing and photography rules

Symmetrical Perspective

Divine Proportions and Rule of Thirds

Unreachable Illusion

Amilton DieselAquiris Game Studioamilton@aquiris.com.br

• Large scale feeling• More interesting to

explore

The Unreachable Illusion

Popular examples

Amilton DieselAquiris Game Studioamilton@aquiris.com.br

Environment Art

Modeling

Amilton DieselAquiris Game Studioamilton@aquiris.com.br

• Individual Prefabs• Unity as a level

design tool

Texture Scale

Amilton DieselAquiris Game Studioamilton@aquiris.com.br

• Real world scale• 1cm² = 1px²

Texture Division

Amilton DieselAquiris Game Studioamilton@aquiris.com.br

• Tileable vs unique textures

• Advantages and disadvantages

The Half Life 2 like

Amilton DieselAquiris Game Studioamilton@aquiris.com.br

• Tileable textures• Flexible prototyping• Fast production• Less VRAM required• Save triangles

• No mesh combining• Less realistic

The Unreal 3 like

Amilton DieselAquiris Game Studioamilton@aquiris.com.br

• Unique textures• Flexible prototyping• Slow production• Huge VRAM required• Increase triangles

• Good for batching• More realistic

The Bootcamp like

Amilton DieselAquiris Game Studioamilton@aquiris.com.br

• Middle ground solution

• Advantages from both sides

Shading

Amilton DieselAquiris Game Studioamilton@aquiris.com.br

• Reflective/Bumped/Specular• Ambient Cubemap

Realistic Vegetation

Amilton DieselAquiris Game Studioamilton@aquiris.com.br

• Using the Tree Editor• Observing nature

Fork shape

Less dense leaves

Lighting

Amilton DieselAquiris Game Studioamilton@aquiris.com.br

• Sunlight and Skylight• It’s all about colors!

Colors and temperature

Lighting Contrast

Amilton DieselAquiris Game Studioamilton@aquiris.com.br

• Dark vs Bright• Cold vs Warm• Shadow vs Light

Raphael Lopes BaldiAquiris Game Studioraphael@aquiris.com.br

Coding

Coding

Raphael Lopes BaldiAquiris Game Studioraphael@aquiris.com.br

• Programming language

• Soldier• Enemies• Smart objects

• Streaming and scene loading

• Decal System

Programming language• JavaScript• Widespread in the community• Easier to learn

Raphael Lopes BaldiAquiris Game Studioraphael@aquiris.com.br

• Third person shooter• Realistic movements• Very specific camera

behaviour

Soldier Behaviour

Coding

Camera behaviour• Non centered character• Collide with walls• Over the shoulder effect• Highlight weapon when aiming

Raphael Lopes BaldiAquiris Game Studioraphael@aquiris.com.br

• Turrets• Training dummies• Easy to place and

setup• Editor tools to setup

range and attack areas

• Why use mechanical enemies instead of real soldiers?

Enemies

Coding

Smart objects• Objects that “know” what must be done

under certain conditions• Barrels• Trash bags• Collectable items

Raphael Lopes BaldiAquiris Game Studioraphael@aquiris.com.br

Streaming• Web deployment• Large scenes• User must feel that the game is continuous• Loading free

Raphael Lopes BaldiAquiris Game Studioraphael@aquiris.com.br

• Very small loading steps

• “Hiccup” free solution (asynchronous loading)

• Used to compose first cut scene

Additive scenes

Coding

Decal system• Main use: bullet holes• Secondary use: environment enrichment• AAA titles makes extensive use of decals• Unity does not have a built in decal system

Raphael Lopes BaldiAquiris Game Studioraphael@aquiris.com.br

• May use built in projectors

• Very “expensive”• Per frame

calculations• Should use specific

shaders to work properly

Decal system

Coding

• References• Eric Lengyel –

Aplying Decals to Arbitrary Surfaces (Game Programming Gems 2, 2001)

• Unreal Engine• Source Engine

Decal system

Coding

• Technical overview• Obtain affected

surface• Space conversion• Mesh clipping• UV generation

Decal system

Coding

• Technical overview• Interpolate any

needed mesh property (color, tangent, normal)

• “Push” vertices to avoid depth fighting

• Combine generated meshes

Decal system

Coding

Occlusion CullingNothing more than meets the eye

How it actually helps?• Objects occluded by others are not rendered• Less Draw Calls• Less CPU overhead• Bigger frame rate

Maurício LongoniAquiris Game Studiomauricio@aquiris.com.br

Picture text

Picture text

Picture text

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The Forest Challenge• Open environment• Thin objects• Not too much things to hide after

Maurício LongoniAquiris Game Studiomauricio@aquiris.com.br

Picture text

Picture text

How can we go over that?• Fake!• If it looks right, it is righttm

• Take advantage of so many trees

Maurício LongoniAquiris Game Studiomauricio@aquiris.com.br

We can use pretty big objects to hide thing behind dense tree sets.

Simulate Canopy

Occlusion Culling

Picture text

Picture text

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