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Cover of Repopulating the Earth: Character Production on Horizon Zero Dawn
64 min
Game Developers Conference64 min

Repopulating the Earth: Character Production on Horizon Zero Dawn

The development of Horizon Zero Dawn necessitated a strategic approach to character production that balanced the inherent uncertainty of a new intellectual property with the technical demands of a massive open-world environment.

  • To manage the uncertainty of a new IP, Guerrilla Games prioritized creating versatile, reusable character archetypes early in development rather than waiting for finalized narrative details.
  • By building technically robust assets that functioned as 'like-for-like' replacements for proxy models, the team avoided performance bottlenecks and allowed content to be integrated late in the production cycle.
  • The character team maintained a small core of only four full-time artists and two contractors, relying on outsourcing for 87% of the total character production volume to achieve the game's massive scope.
Game Developers ConferenceJul 2018
Cover of 10 Years of Evolution of the Assassin's Creed Brand
59 min
Game Developers Conference59 min

10 Years of Evolution of the Assassin's Creed Brand

The Assassin’s Creed franchise has undergone a decade-long transformation, evolving from a singular technical showcase into a sprawling, multi-platform global brand.

  • The franchise transitioned from a standalone technical showcase to a multi-platform global brand by implementing a multi-studio production pipeline that leverages specialized international teams.
  • Development shifted from scripted combat to modern, systemic open-world design, utilizing hitbox-based mechanics and emergent AI to modernize gameplay while retaining core parkour and historical elements.
  • The brand maintains a cohesive universe through a strict transmedia strategy that enforces unified narrative guidelines across literature, film, and games, allowing each entry to function as a standalone product.
Game Developers ConferenceJul 2018
Cover of Animating Quill: Creating an Emotional Experience
47 min
Game Developers Conference47 min

Animating Quill: Creating an Emotional Experience

The development of Moss centers on the thesis that virtual reality provides a unique medium for fostering genuine emotional connections between players and digital protagonists.

  • The development of Moss prioritized character-driven interactions, such as eye contact and collaborative puzzle-solving, to foster genuine emotional connections between the player and the protagonist, Quill.
  • Transitioning from rigid software dependencies to a modular, scriptable animation pipeline increased individual productivity from three seconds of finished footage per day to fifteen.
  • The animation team achieved efficiency by decoupling the control rig from the character setup and utilizing simple, translation-based controls to create an open sandbox environment.
Game Developers ConferenceJul 2018
Cover of Yo-kai Watch World: Market Summary
Report6 pages

Yo-kai Watch World: Market Summary

GungHo Online Entertainment, Inc. is executing a strategic pivot toward global market expansion to mitigate the effects of a maturing domestic Japanese mobile gaming sector.

  • GungHo Online Entertainment is shifting from a Japan-centric mobile model to a global, multi-platform strategy to counter the maturing domestic market.
  • The company is diversifying its development pipeline beyond smartphones to include console and PC platforms to reach international audiences.
  • Flagship title Puzzle & Dragons remains the primary revenue driver, sustained through continuous updates, in-game events, and high-profile collaborations.
GungHo Online EntertainmentJul 2018
Cover of The Art of Severed: Making a 2D/3D Hybrid
52 min
Game Developers Conference52 min

The Art of Severed: Making a 2D/3D Hybrid

Severed represents a deliberate departure from traditional platforming, functioning as a first-person, touch-based dungeon crawler that prioritizes a dark, minimalist aesthetic.

  • Severed utilizes a cylinder-based camera system that maps 2D assets across three distinct layers to simulate 3D depth and rotation.
  • The development team maintained the illusion of a seamless 3D environment by using a node-based movement system paired with cross-dissolves to mask visual deformations.
  • The project prioritized a rapid prototyping schedule that mandated the creation of one enemy per week to ensure diverse and responsive combat behaviors.
Game Developers ConferenceJun 2018
Cover of 15 Years of Ratchet & Clank: A Lombax Story
60 min
Game Developers Conference60 min

15 Years of Ratchet & Clank: A Lombax Story

The Ratchet & Clank franchise serves as a definitive case study in long-term brand management and iterative design within the action-platformer genre.

  • The Ratchet & Clank franchise evolved from a loose, improvised narrative in the early PlayStation 2 era to a structured, lore-heavy universe, requiring the hiring of a dedicated senior writer in 2007 to standardize mythology across games, comics, and film.
  • Insomniac Games transitioned the protagonist Ratchet from a sarcastic, snarky character in the original 2002 title to a more empathetic and curious hero to improve player connection and emotional depth.
  • To maintain consistency across a growing team, the studio moved away from oral tradition and implemented standardized design documentation, such as a four-page manual specifically detailing the placement and stacking of crates.
Game Developers ConferenceJun 2018
Cover of Raid on Rise: Narrative Creation on Rise of The Tomb Raider
58 min
Game Developers Conference58 min

Raid on Rise: Narrative Creation on Rise of The Tomb Raider

The narrative development of Rise of the Tomb Raider centers on a collaborative, cross-disciplinary framework that rejects isolated creative silos in favor of studio-wide world-building.

  • Crystal Dynamics utilizes a 'story pillar' framework for narrative development, centered on a three-act structure where the protagonist's character arc serves as the primary backbone of the entire experience.
  • The narrative team employs a holistic tracking system using digital boards and hashtags to map out all character arcs and plot threads, allowing them to proactively manage emotional pacing and identify potential narrative logjams.
  • To ensure internal consistency and world-building veracity, the team conducts deep research into historical and archaeological subjects, aiming for 'plausible Google-ability' so players can verify game elements against real-world facts.
Game Developers ConferenceJun 2018
Cover of Global Illumination in Tom Clancy's The Division
59 min
Game Developers Conference59 min

Global Illumination in Tom Clancy's The Division

The Snowdrop engine utilizes a sophisticated, probe-based global illumination system to facilitate dynamic lighting within the expansive, open-world environment of Tom Clancy's The Division.

  • Ubisoft Massive utilized a Precomputed Radiance Transfer (PRT) system within the Snowdrop engine to achieve dynamic global illumination, allowing for a full day/night cycle without the need for static light maps or UV unwrapping.
  • The system organizes light probes into 2D grid sectors of 64x64 meters, typically containing 300 to 400 probes, with a maximum capacity of 1,000 probes per sector.
  • To manage memory and performance, the engine stores sky visibility per probe and uses irradiance bricks to define light influence, resulting in a total lighting data footprint of approximately 1 gigabyte.
Game Developers ConferenceMay 2018
Cover of Tomb Raider Rebooted: Audio Reimagined
63 min
Game Developers Conference63 min

Tomb Raider Rebooted: Audio Reimagined

The 2013 Tomb Raider reboot represents a fundamental shift in game audio design, moving away from generic, weapon-centric soundscapes toward a character-driven model rooted in Lara Croft’s emotional evolution.

  • The 2013 Tomb Raider reboot shifted audio design from generic weapon-centric soundscapes to a character-driven model that mirrors Lara Croft’s psychological transition from vulnerable survivor to confident hero.
  • Development teams abandoned standard asset libraries in favor of bespoke, context-specific recordings to ensure every sonic element served as a narrative pillar.
  • The audio system utilized a modular, reactive architecture, including complex weapon layering—such as using rubber tubing for bow sounds—and real-time ambient ducking to maintain sonic clarity.
Game Developers ConferenceMay 2018
Cover of Photorealism Through the Eyes of a FOX: The Core of Metal Gear Solid Ground Zeroes (Sponsored)
84 min
Game Developers Conference84 min

Photorealism Through the Eyes of a FOX: The Core of Metal Gear Solid Ground Zeroes (Sponsored)

Kojima Productions developed the proprietary Fox Engine to establish a new standard for photorealism in the Metal Gear Solid franchise, specifically targeting the transition to physically based rendering (PBR).

  • Kojima Productions developed the proprietary Fox Engine to transition the Metal Gear Solid franchise to a physically based rendering (PBR) pipeline using a linear space workflow.
  • The engine achieves photorealism by integrating raw photographic data and 3D scanning of physical sculptures and environmental objects to create accurate models.
  • The deferred rendering pipeline utilizes a G-buffer to manage complex material properties, including subsurface scattering, anisotropic specular highlights, and view-dependent roughness.
Game Developers ConferenceMay 2018
Cover of The Digital Museum - Assassin’s Creed Origins Discovery Tour - Extra Credits
7 min
Extra Credits7 min

The Digital Museum - Assassin’s Creed Origins Discovery Tour - Extra Credits

The Discovery Tour mode in Assassin’s Creed Origins represents a significant milestone in the integration of interactive entertainment and formal education.

  • The Discovery Tour mode in Assassin’s Creed Origins establishes a proof-of-concept for AAA studios to repurpose commercial game engines into formal educational tools for historical study.
  • By removing combat and incorporating expert historical consultation, the mode successfully transforms a high-fidelity game environment into a digital museum experience.
  • The current implementation relies on a restrictive, linear 'on-rails' design that mirrors traditional audio tours, which limits the medium's potential for self-directed learning.
Extra CreditsMay 2018
Cover of Watch Dogs: Hacking it to 11
64 min
Game Developers Conference64 min

Watch Dogs: Hacking it to 11

The audio design for Watch Dogs centers on the challenge of maintaining a cohesive, narrative-driven sonic identity within the unpredictable constraints of an open-world environment.

  • To manage memory and processor constraints, the audio team replaced long, multi-layered musical tracks with a modular system that chops compositions into smaller, reusable parts that trigger based on in-game actions.
  • The team implemented a reactive music engine that uses short, looping segments to minimize latency between game events and musical transitions, allowing the score to skip or advance sections based on player input.
  • The audio team utilized a 'piano validation' technique, testing complex synth or guitar riffs on a clean piano to ensure harmonic stability and compatibility before committing to final production.
Game Developers ConferenceMay 2018

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