igda chicago

igda chicago

next gatheringmeeting reportsforumabout igda chicagoresources

 

 

Meeting Report

 

“Bringing authenticity to the game”

with Kudo Tsunoda, GM of EA Chicago

 

JUNE  2006

 

The talk focused on how EA Chicago is adjusting creative priorities for the next-gen game development. The agenda for the night included topics on:

 

- Game Design

- Creative Pipeline

- Characters

 

“Method Acting” style of game design

 

For Fight Night 3 a “Method Acting” style of game design was implemented. Before Fight Night 3 the team was unfamiliar with boxing, but during the development of the game they were encouraged to participate in the sport. Kudo is a big believer in this style of design and has gotten very familiar with the subjects of his previous projects. All the members of the team were encouraged to go into the ring. This style of game design allows the artists, programmers, and designers to reproduce the experience with high fidelity. With actual ring experience, and a few hard hits to the face, the designers noted that defense was a crucial part of the game. Because of this Fight Night 3 became a game where defense and strategy was king. As Kudo put it, “Put yourself out there to immerse yourself in the content.”

 

 

 

Creative Pipeline

 

- Idea

- Reference

- Asset Base Collection

- Asset generation

- Implementation

- Iteration

- Final

 

The talk focused on Reference and Asset generation and introduced what he termed as an Asset Base Collection. Whenever possible the team wanted to put real world assets into the game to generate a sense of authenticity. Boxers were brought into EA’s offices to have their faces scanned with a laser body scanner, which picked up details as tiny as a mole or a pimple. High resolution photos were then taken of their bodies, if the actual boxers were unable to be brought in doubles with similar physical features were found for the asset generation.

 

Everything was collected to help lend authenticity to the game. The boxers gear, including clothes and shoes, were referenced and licensed if possible. The power of next-generation hardware is allowing developers to show more emotion in their creations and the team made sure to capture that as well. Capturing a boxers emotion is no easy task, they’re great athletes but not necessarily great actors.

 

The physical impacts were also meticulously captured. Stunt people were brought in to help capture the infamous “Impact punch”. Motion capture equipment was used to see how a face reacts to real punches. Although the team might not have gotten the results they wanted, it only motivated them to look for new solutions to the problem. Stock footage, motion capture, and anything that could be found was used to generate seemingly authentic assets for the game. The smallest details, such as the state of the boxers’ eye in offense or defense was, collected while they were in the ring to help give life to their digital counterparts.

 

 

“It’s all about the details”

 

 

The team worked just as hard on the special effect. To achieve realistic sweat the team experiment with everything from capturing video of boxers sweating to testing fluid dynamics in 3D program simulations. A dedicated team member offered a fresh bloody nose, which occurred during a lunch time sporting event, to be captured and added to the asset collection in the hope of adding to the games authenticity. Equipment was set up in a special room to capture how dust reacts on the ground, in the air, or with people moving about the room. Cloth simulation and motion capture were used to understand how the boxers’ shorts behave. The stunt people were called again to help capture how sweat or blood moves on the body or face after a blow. There was much abuse of stunt people in the making of Fight Night 3. To Kudo it’s about “going the extra mile to get all these things in the game”.

 

Environments have always been an important part of bringing authenticity to a sports title. The team made sure to capture as much as possible to make sure that each arena, from Madison Square Garden to the local gym, was believable. 360 degree panoramas were taken from inside the ring at the various venues. Numerous pictures were taken for added detail or for things which the 360 degree shot might have missed. Rowdy crowd members were brought in and recorded. The same techniques used to capture the likenesses of the fighters were also used to capture members of the crowd. As with the boxers gear every possible license was acquired to help with authenticity and to keep legal eagles in their nests.

 

The visuals are great but another key aspect of an immersive experience is sound. EA Chicago has a dedicated sound room to experiment in to achieve the sound effects they needed. There is a big difference in how a boxing match sounds given your distance to ring. Hearing a punch from the front row is brutal. Again, stunt people were brought in to get that meaty punch sound, and if that didn’t sound right they tried animal carcasses like in Rocky. Authentic crown noises were captured. Many lines of commentary were recorded and a commentary system was incorporated that accurately followed the action. Sound was also used to give the player clues, like breathing rate and sounds of impact, on the status of their boxer and their opponent. Sound also helped reinforce the HUD-less gameplay.

 

 

 

FUN FUN FUN

 

In the end it’s all about the fun. Team member were able to visit places like Madison Square Garden. Talking about how the assets were created also makes for great PR. Looking for ways to obtain all these assets or trying to figure out how to reproduce a certain action (sweating, dust) also lead to an overall increase in creativity, efficiency, and authenticity.

 

 

 

IMAGES:

 

 

 

 



 

ABOUT THE SPEAKER

 

Kudo Tsunoda, the GM of EA Chicago and the creative visionary behind Fight Night Round 3, is the pre-eminent next generation console developer here in the Chicago area. Fight Night Round 3 is heralded as the break through, next generation gaming defining title on the Xbox 360 platform. EA Chicago is revolutionizing the way games are made – focusing on next gen asset collection as the key first step to delivering a truly photo realistic and emotionally immersive gameplay experience.”

 

For more information on Kudo and Fight Night Round 3 you can visit:

http://www.easports.com/fightnightround3/

http://www.xbox.com/en-US/games/e/easportsfightnightround3xbox/20060201-devinterview.htm

http://www.gamespot.com/pages/profile/video_player.php?id=Kic0lWf65b8Iuw

 

ABOUT OUR SPONSOR

 

Our sponsor for this month’s meeting is James Murphy at Virtual Partners Training Center.  They will again be raffling off great prizes at the end of our meeting!

 

“Gain the skills you need to contribute to your organization and advance your career by gaining recognition for those skills.

Call 800-701-7936 or, on the web at http://www.virtualpartners.com.

 

Virtual Partners employs only the Top Authorized and certified Master Instructors in the Country for Autodesk 3ds Max, 3ds VIZ, Character Studio, Mental Ray, Combustion,  Maya and MotionBuilder.”

 

 

For questions, comments or suggestions about the Chicago chapter of the IGDA, please contact Carrie Fowler.