Lord of the Rings: Tactics Attract Mode Video EA, Publisher

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Creating World Class Graphics
on the PSP
Creating World Class Graphics on
the PSP
• Shipped Titles
• PSP Art Topics
• Asset breakdowns
•Open Q & A
Shipped Titles
The Lord of the Rings: Tactics
LOTR used assets from 3 previous
console titles and 1 PC title with
additional assets created to match.
All had to go through strict
approvals by multiple parties in a
very short development cycle.
LOTR included 40 min of film
footage & re-edited to tell story of
Middle Earth from Mordor’s
perspective. No true in-game
cinematics were created, flythroughs introduced the levels and
lots of combat cameras were used
throughout.
The Lord of the Rings: Tactics
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The Lord of the Rings: Tactics
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The Lord of the Rings: Tactics
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The Lord of the Rings: Tactics
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The Lord of the Rings: Tactics
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Lord of the Rings: Tactics
Attract Mode Video
EA, Publisher
LOTR Movie Here
The SiMs2
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The SiMs2
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The SiMs2
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The SiMs2
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The SiMs2
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The SiMs2
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The SiMs2
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The SiMs2
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The SiMS 2
Attract Mode Video
EA, Publisher
Sims Movie Here
Pirates of the Caribbean
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Pirates of the Caribbean
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Pirates of the Caribbean
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Pirates of the Caribbean
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Pirates of the Caribbean
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Pirates of the Caribbean
Walk Cycle movie
here
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Pirates of the Caribbean
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Pirates of the Caribbean
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Pirates of the Caribbean
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Pirates of the Caribbean
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Pirates of the Caribbean
Attract Mode Video
Buena Vista Games, Publisher
Pirate Movie Here
PSP Art Topics
PSP Perceptions
The PSP is not a true PS2 in terms of what can
be loaded into memory (approximately 0.75)
“Porting to PSP is not a simple matter of texture
resolution!”
PS2 vs PSP workflow
Smaller memory pool requires more
coordination of art, sound, and design to pull
back on typical PS2 pipeline and practices.
• Level effects vs sound files
• Game art vs. HUD texture resolutions
• # of unique characters vs design balancing
RUNTIME vs. LOAD TIME
(Frame rate issues vs. Memory budgets)
“To LOD, or not to LOD….”
Total Visible Mesh Count
• Hard edges
• Multiple shaders
• Combining close proximity meshes
•Separating large meshes – Skybox for example
• Cels and Portals
• Fog & far clip
Bone/Joint Count
• 200 Total Bones on screen is the (self-imposed)
limit for frame rate
• LOTR: 16 characters max, each about 30-35 bones.
• TBA 1P Shooter: 7 characters max; 1 Player, 2 - 3
allies, 3 - 4 opponents (per average level)
•TBA 3P Action/Adventure: 16 characters max;
target 25-30 bones each
Lighting
• “Fast Track”: Like PS2, our pipeline like 2
Dynamic Lights, 1 ambient & 1 directional
• Baked in lighting for environments is best for
load & run time issues.
•Painted-in shadows or baked into verts.
Texture Resolution
Less resolution resulted in less noise and
cleaner looking characters. LOTR test image.
Shaders
• Too much alpha = sorting issues
• Too many passes on a surface = Runtime
Slowing (decals, shine, UI, shadows, layers, etc)
• Effects: a good savings is to use add blend for
glowing effects. No alpha channel needed
Environment Resolution
Foreground, middle ground, background/skybox
Environment Resolution
Foreground, middle ground, background/skybox
Total Visible Mesh Count
• Hard edges
• Multiple shaders
• Combining close proximity meshes
•Separating large meshes – Skybox for example
• Cels and Portals
• Fog & far clip
LODs
• [Level of Detail]
• Spend the memory loading in extra meshes
to help run-time?
Shadows
•Blob/Dots shaded across all, use LOD to
draw, or go full detail?
Clipping
• No PSP software/hardware clipper built in
• Software clipper can be added at a runtime
cost
• Environments can be subdivided, use scalable
terrain mesh, or LOD system
• Overdraw: Try to minimize the amount so
runtime sorting is less taxing.
Project Asset
Breakdowns
The Lord of the Rings: Tactics
Chart Here
The SiMs2
Chart Here
Pirates of the Caribbean
Chart Here
TBA Flight Combat
Chart Here
st
TBA 1 Person Shooter
Chart Here
rd
TBA 3 Person Action/Adventure
Chart Here
Creating World Class Graphics
on the PSP
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