Why I’m not worried about PC and Console decline

A good number of well respected (and better read) people than I have lately voiced concerns about the state of indie and art gaming in the near future. Consoles, once the easiest and cheapest way to get hyper realistic games, are now regularly passed on the turnpike by off the shelf PCs. And the PCs are slowly being replaced with simpler tablet touchscreen devices. Devices that can play games whenever you want, wherever you are. And, barring some boneheaded designs, are as easy to play on as their original Console counterparts.

 
Good.
 

I’ve been around long enough to know the phrase “zero wait states”. The idea was that the machines will get so powerful that there will be no time delay between when you ask a computer to do something and when it happens. Some current systems take that to heart, most notably Apple. Most current systems are so mired in their computer science that the feel of a machine is a distant fifth priority item to anything else. That is a serious disservice to the power our current computers command. I bring this up because it is no longer vitally important to know that this machine has 1.21 gigawatts of processing power. These easier to use devices *should* be where we are going.

And yet people are freaking out that there will no longer be a venue for “that” kind of application or game. Why not? Touchscreens? They can certainly use controllers just like consoles, if the game works better for it. Big displays? The internal resolution of most tables far exceeds our “high def” televisions, and the devices have been able to drive them for years.

So what is the problem? Visibility of indie and art games? There is this strange thing called an interweb thingy where you can see other peoples opinions about all kinds of things. So what if Steam suddenly closed its doors on PC? As a website alone, even if it were no longer directly selling a thing – it would still be a highly respected resource for new games on the Internet because of its partially crowd based decision system. This is all it takes.

So what is all this grousing about? Things are getting simpler. Apart from a few better cable combinations (free charging cable with hdmi out for iPad) and some extra software support (his controller support via Bluetooth), we are already there with a bright future. People who want to know should be able to learn what they want about machines. But for the bulk of the world, they should not *need* to know. And that is exactly where we are heading.

Veridus Quo

Tonight I was at a local gathering of moonlighting game developers. One artist was having a lot of issues with his character rigging in Maya. He kept having to go back and recreate his skeleton and skin weights over and over again. He wanted to know what the typical workflow was for rigged characters. He described exporting the skin weights so that he could reimport them if things went wrong.??

This is not a technical explanation. These concepts will be just as valid for Blender or 3dsMax as they are for Maya.

Here were my suggestions.??

 

The first guideline to remember is to make backups often. That means save the maya file and make a duplicate, or put it in a version control system. How often? At least once an hour. Also save additional copies when you feel you have finished something complicated. There are some tools out there that will do this automatically for you.??

Be sure to save the it as a Maya file. Exporters should only ever be used as a last resort. Don’t use a skin weights exporter to ‘save’ the state of that part of the mesh. Always save everything, and that means the Maya file itself.

Phase 1: mesh phase

Get your mesh formed how you want it in a bind pose. Do lots of test deforms manually, and then reset it back. This will be the only phase you will be able to easily add or remove vertexes. You can move the vertexes easily later for tweaking, but adding or removing them later can be dangerous.

Put extra vertexes near joints that are expected to bend significantly, like more than 20 degrees. Take a human elbow for example. You might think one ring of vertexes at the place that the elbow will bend internally would be enough. Instead, have at least two rings of vertices just above and below where the elbow will bend. This will later be used to smooth out the large joint changes.

You may freely do texturing in this phase if desired. It is easier to do if you aren’t adding and removing vertexes, but it doesn’t hurt to do it here (or in any following phase).

Phase 2: building the skeleton

Now we will build the armature that must line up with the mesh. It is vitally important that you don’t move forward until the skeleton lines up with the expected internal joints of the mesh.

Starting in a 2d view, perhaps Front, build the armature and line it up with your mesh, all in this 2d view only. Do not bind the mesh yet! Then use a Side view and tweak only the depth of each pivot point. You will likely have to adjust the joint lengths slightly to maintain the proper lengths.??

As you build each joint, this is the best time to create any movement constraints you want on your joints. The range of motion can be adjusted later, but the correct orientation of the joint must be set now. In the case of an elbow, you will want to align one axis with the large up and down rotation that elbows can do, leaving the other axis for the smaller side to side motion limits.

You are welcome to add any desired inverse kinematics or other control structures at this or later phases. This can be handy for quickly testing the resulting mesh. Just be sure to undo any movement created by the controls before you get out of sync with the mesh.

Largely you will want joints that match up with real physical joints. A joint at an elbow for example. That said, there are some unexpected tweaks that can significantly improve the quality of the final skeleton.??

An arm with a hand on the end should have an extra joint added just above the wrist joint, perhaps a quarter of the way between the wrist and the elbow. Keep it in line with the ‘bone’. This joint will never be rotated to ‘bend’ the bone, only ever rotated to partially follow the wrist rotation. This way the wrist can rotate up and down, and side to side while not significantly affecting the forearm. (See this superb but technical paper for more information.)

Another exception is to remember that the joints do not have to stay physically inside the mesh. If there is a large curved mesh section that will never change curvature (like an alien arm with a curved bone), just make a single joint from one end to the other. You do not need smaller joints in between just to keep it visually within the mesh. Joints are never rendered.

Once you have realigned everything, go back to a perspective view, and triple check the joint positions. You will not be able to easily go back and change the joint lengths after this phase.??

Phase 3: binding the skin

It is finally time to bind the skeleton to the mesh in its bind pose. Pay close attention to the options in the binding tool. You will want to have Maya make as many vertex weight calculations as possible for you. Therefore bind it, and then start deforming the joints to see how well the default skin looks. The resulting mesh should look good in most places, and need tweaking in a few. If the skin moves like it is a mushy sack of potatoes, undo the bind, set a smaller influence radius and bind it again. On the other hand, if the skin looks rigid then the influence radius is too small.

Phase 4: everything else

At this point the key features are set in stone: the vertex count and the joint count. From here is all tweaking. Editing the texture itself, or the uv coordinates is perfectly fine. Editing the skin weights is a must to get every movement just right.

You may edit the positions of some vertexes, tho it is discouraged. Doing so also requires adjusting the skin weights. Typically it is better just to adjust the skin weights alone. Either way, do not add new vertexes or remove them. It tends to mess things up badly.

Avoid changing joint lengths. You can do it, but then you have to adjust a fair number of vertex positions and weights to make it not feel stretched.

 

Maybe this artists guide to the workflow of creating skin meshes will help someone out there. It already helped one, so it must be of some use! If it is useful to you, pass it on. If I’m wrong about something, poke me on twitter @DrakkenWulf. Happy modeling!

Hellfire (iPhone Game)

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  • Product description: Free-to-play Card Collecting game
  • Release Date: April 9, 2013
  • Product history/genesis: This is the first Unity3d-based title for the company. I was brought on to add new features to the product.
  • Team: Lead Coder, Self, Three Coders, Three Producers, Multiple Artists, QA team.
  • Core Technologies: C# in Unity3D, with native Java and ObjC code for platform specific plugins.
  • Most proud of: Quickly learned Unity3D, and made significant improvements quickly.
  • Responsibilities: Added Special Dungeon features, Code Refactoring and Engine support

Flick Controls Appstore Image
While I had done a little research into Unity3D previously, I did not feel a need to get deeply into it. After my company was bought, they forced a new tech direction, and by the time they allowed for native game engines again, theComplex had stagnated for two years.

As things turned out, it was the best possible situation. The deeper I got into Unity3D, the more the engine resembled the core design ideals of my own. In fact there were a few situations where I was able to guess the internal design of some Unity3D features simply by imagining how I would have written it in my engine.

Deck Edit Appstore Image
While my tasks started small, in the six months leading up to this major release I touched nearly every facet of the game. Adding new user interface scenes, working with downloadable asset bundles, creating asset bundles, and adding to the sqlite data management system.

One of my major tasks was to make scrolling lists act correctly on the new iPhone 5 with its taller screen. Up to this point the game simply stretched the standard 320×480 scene to the larger aspect ratio, and the effect was noticeable. I rewrote major chunks of the scrolling system to support proportionally correct scrolling, while still filling the entire display.

I also was a significant part of creating a new event type, the “Special Dungeon.” In standard dungeons you can choose to play any specific round of the game in a largely static environment. Special Dungeons have a specific progression of rounds that got progressively harder. With each round you would visually “crawl” through the dungeon to face the next foe.

I have continued to make improvements on this title, but now am on to other projects at the company.

Coin Push Frenzy HD (iPad Game)

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  • Product description: Free-to-play carnival game.
  • Release Date: Nov 24, 2010
  • Product history/genesis: Original title (Coin Push Frenzy) was handed to me to clean up enough to release. After doing so, I recoded it in my game engine (theComplex) to create the iPad version. Re-used most artwork from the original game.
  • Team: Self, Producer, Artist, QA team.
  • Core Technologies: C++ game in theComplex engine supporting iPhone OpenGL, and partial Android OpenGL
  • Most proud of: This was a very fast conversion. By this point my game engine had matured enough to allow this conversion of a very messy, zero commented, plain C codebase into a sleek and efficient game within a couple weeks.
  • Responsibilities: All code and art integration

Game Screenshot

All of the 2d user interfaces were implemented using Interface Builder. theComplex was able to load xib files directly and create OpenGL-based objects with them. This also included support for any aspect ratio screen (as would be needed on Android).

There are actually two physics engines in use on this product. theComplex has bullet physics integrated into it, and this was used for almost every object. However, in the original game, all the coins that were directly on the face of the playfield were handled manually in a 2d-only, much simpler physics system. This was done as a performance optimization. The side effect was that a coin that dropped onto the playfield at a slight angle (say, by getting hung up on the pusher) would actually stick at that angle permanently as it moved down the playfield instead of laying flat as one would expect. The HD version of the game preserves this error, despite the fact that the improved engine did not need the optimization any longer.

Machine Selector

When beginning this conversion, I built a few alternate models for the playfield to take advantage of the iPad’s larger display size. None of these alternate models made it into the final game, but the engine was able to play just fine with them.

Some of the most difficult things to reproduce in the new engine was the particle effects of the original. The original was based on redrawing everything every single frame, and the new engine is designed with a core concept of “assume it will exist in the next frame.” This was eventually handled by adding some particle system support to the engine, with dynamic vertex buffers. Up to this point, supporting both Apple’s vertex buffer standards and the ARB versions (for different hardware) was not that simple. But Apple had finally made the ARB versions available across all hardware which considerably simplified the task.

This was the first game based on theComplex game engine to run partially on Android devices. It could get into and display the main game board. I was unable to complete the port, as ngmoco had just purchased Freeverse and completely changed the technology direction behind our games, canning it.

An older (but more exciting!) portfolio page for this project.