Agenda
Feral Framing: Building Gameplay Camera Systems For 'Marvel's Wolverine'
Solomon Sliwinski (Principal Gameplay Programmer, Insomniac Games)
Pass Type:
Academic Pass, Festival Pass, Game Changer Pass, Indie Pass, Start-Up Pass -
Get your pass now!
Track:
Programming, Design
Audience Level:
All
Format:
Lecture
Vault Recording: TBD
Audience Level: All
This talk presents a detailed overview of the camera systems used by Marvel's Wolverine developed by Insomniac Games. It covers the techniques worked on during production, including both what was successful, and what was ultimately not used. This presentation provides a detailed overview of both the mathematics and code behind these techniques, as well as design philosophies that were applied throughout development. In addition, it describes important internal tools and workflows that allowed programmers, artists, and designers to develop the overall camera experience. It also highlights different strategies that were used to effectively manage and specialize camera data across the entire game.
Takeaway
Attendees will learn how camera techniques such as framing, procedural noise, traditional animation, dissolve, and more, were used in order to create the overall gameplay camera experience in Marvel's Wolverine. In addition, attendees will learn about valuable tools and workflows used during development, as well as some general camera design philosophies.
Intended Audience
This presentation is intended for programmers, as well as technical designers and artists, that are interested in gameplay camera systems. The prerequisites are a basic understanding of 3D math, and some familiarity with standard gameplay camera concepts and terminology.