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Just Cause

Game

Documents about Just Cause

Cover of Honey, Where is My Wingsuit? - Building the Just Cause 3 Animation and Rigging Pipeline
51 min
Game Developers Conference51 min

Honey, Where is My Wingsuit? - Building the Just Cause 3 Animation and Rigging Pipeline

The development of the Just Cause 3 animation and rigging pipeline centered on transitioning from a MotionBuilder-centric workflow to a Maya-based environment to better accommodate the game’s unique hand-keyed mechanics, such as the wingsuit.

  • Avalanche Studios implemented a dual-software pipeline for Just Cause 3, transitioning animation workflows between Maya for rigging and MotionBuilder for animation editing using a shared HumanIK (HIK) skeleton system.
  • The team utilized a modular rigging architecture where all character types—including humans, animals like cows, and specialized gear like wingsuits—shared a standardized initialization and finalization process to ensure consistency.
  • To manage 13,000 lines of English dialogue, the studio used MotionBuilder’s built-in voice device to automate lip-syncing, driving face poses via float data (0 to 1) that the game engine blended at runtime.
Game Developers ConferenceApr 2018
Cover of Realizing Responsive High Fidelity Character Movement in Just Cause 3
55 min
Game Developers Conference55 min

Realizing Responsive High Fidelity Character Movement in Just Cause 3

Achieving high-fidelity character movement in Just Cause 3 requires a sophisticated hybrid architecture that prioritizes player responsiveness without sacrificing the visual integrity of authored animations.

  • Avalanche Studios achieved responsive character movement in Just Cause 3 by decoupling animation-driven motion from player input, allowing for real-time adjustments to rotation and speed without relying solely on pre-authored animation data.
  • To maintain responsiveness during start animations, the team extracted rotation data from the animation and applied a fixed adjustment to the character's facing direction to match the player's target input in real-time.
  • The developers used authored angular acceleration curves to smooth character orientation changes, ensuring consistent movement responsiveness across different gameplay scenarios like transitioning from a parachute landing to a run.
Game Developers ConferenceOct 2017
Cover of De-Gamification - Flexibility to Play Your Way - Extra Credits
9 min
Extra Credits9 min

De-Gamification - Flexibility to Play Your Way - Extra Credits

De-gamification serves as a critical design methodology that involves the intentional removal or relaxation of extrinsic motivators—such as scores, timers, leaderboards, and resource limitations—to evaluate the core, intrinsic appeal of a game.

  • De-gamification is a design methodology that removes extrinsic motivators like scores, timers, and leaderboards to isolate and evaluate the core intrinsic appeal of a game's mechanics.
  • Developers use de-gamification as a testing tool to determine if movement, exploration, and interaction are inherently engaging without relying on external validation or performance pressure.
  • Removing systemic constraints during development often reveals new creative possibilities, as testers frequently invent their own challenges when freed from rigid objectives.
Extra CreditsMar 2017
Cover of Comedic Games - Can We Make More Funny Games? - Extra Credits
6 min
Extra Credits6 min

Comedic Games - Can We Make More Funny Games? - Extra Credits

The primary challenge in creating comedic video games lies in the fundamental conflict between the rigid timing required for humor and the unpredictable nature of interactive player agency.

  • The core challenge in game comedy is the conflict between the rigid timing required for humor and the unpredictable nature of player agency.
  • Traditional scripted comedy, as seen in titles like Portal, fails to leverage the medium's potential because it relies on removing player control to preserve comedic pacing.
  • Effective game comedy should shift toward 'comedy by choice,' where players generate humorous outcomes through their own actions rather than consuming passive, scripted content.
Extra CreditsApr 2014
Cover of Square Enix Holdings Consolidated Financial Results: Three-Month Period Ended June 30, 2010
Financial report15 pages

Square Enix Holdings Consolidated Financial Results: Three-Month Period Ended June 30, 2010

Square Enix Holdings reported strong financial growth for the three-month period ending June 30, 2010, marking a significant recovery compared to the same period in the previous year.

  • Square Enix achieved a significant financial turnaround for the quarter ending June 30, 2010, reporting a net income of 1,812 million yen compared to a net loss of 1,672 million yen in the same period the previous year.
  • Operating income surged by 814.4% year-on-year to reach 5,434 million yen, while net sales grew by 10.7% to 32,540 million yen.
  • The Digital Entertainment segment served as the primary growth engine, generating 16,626 million yen in sales and 5,891 million yen in operating income, bolstered by 'DRAGON QUEST MONSTERS: Joker 2,' 'FINAL FANTASY XIII,' and 'Just Cause 2.'
Square EnixAug 2010
Cover of Square Enix Annual Report FY2010
Financial report68 pages

Square Enix Annual Report FY2010

Square Enix achieved record financial performance for the fiscal year ended March 31, 2010, characterized by a 41.7% increase in net sales to ¥192.3 billion and a 130% surge in operating income to ¥28.2 billion.

  • Square Enix achieved record financial performance in FY2010, with net sales rising 41.7% to ¥192.3 billion and operating income surging 130% to ¥28.2 billion.
  • The acquisition of Eidos Ltd. and the success of international titles like Final Fantasy XIII, Batman: Arkham Asylum, and Just Cause 2 increased overseas revenue from 16.5% to 26.6% of total sales.
  • Management initiated a strategic pivot toward a 'network-centric' model, prioritizing smartphone gaming, digital platforms, and user-generated data over traditional physical media.
Square EnixJul 2010