Contents
Postmortem: MotoGP '06
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [12]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [15]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Trion Redwood City
Sr. Environment Artist
 
Trion Redwood City
Sr. Evnironment Modeler
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
3D Environment Artist
 
Crystal Dynamics
Sr. Level Designer
 
Sony Online Entertainment
Brand Manager
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [7]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [7]
 
arrow iPhone Piracy: The Inside Story [51]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 22, 2009
 
Managing Creativity
 
Time Fcuk - A Postmortem [3]
 
Accepting the Inherent Value of Games [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  Postmortem: MotoGP '06
by David Jefferies
0 comments
Share RSS
 
 
August 8, 2006 Article Start Previous Page 2 of 7 Next
 

What Went Right?

1. Tight Focus

Advertisement

Right from the beginning we knew the focus had to be kept tight. MotoGP had always received praise for its handling, game modes and Live implementation. It was decided, therefore, that these key areas would receive only a light reworking leaving us to concentrate all our resources on a complete overhaul of the graphics systems.

2. Tomcat

Our artists don’t model in Max or Maya but in a modelling package that we write for them, called Tomcat. Work had started 2 years earlier on the tool that was based on our SuperTools modelling and texture package 1

The original incentive for writing our modelling tool came because of the lack of curved surface capabilities in the other popular packages. All our tracks and bikes are modelled with curved surfaces and then, at export time, we tessellated the model into any number of polygons. The artists are happy and productive working this way and it has the added benefit that all our resources are totally scaleable in terms of number of polygons. The tool is also much faster than the other packages.

The Tomcat renderer is the renderer that we use in game on MotoGP’06, so the artists have a true what-you-see-is-what-you-get interface.

This was invaluable at the beginning of the project because it allowed the artists to hit the ground running. They didn’t have to hang around waiting for us to write the in game renderer – they could get on and model their assets safe in the knowledge that when the time came their assets would work in game. They also knew that we could scale the polygons and texture sizes of their assets according to the power of the target hardware.

They also got busy designing their own shaders. Tomcat has 50 or so small shader fragments that the artists can combine in whatever order they like. This allows them great freedom to experiment with different material types and because the game and tool share renderers, anything they do in Tomcat will look the same in game.

 
Article Start Previous Page 2 of 7 Next
 
Comments

none
 
Comment:
 


Submit Comment