[Breakdown] Assassin’s Creed II

This article is a reprint of the original I wrote in February 2013 for MapCore, you can read the original version over here. ———————————– The following breakdown is based on my own guesses and how I understand the game from the textures and meshes I have watched. I can’t tell you exactly if I’m right or wrong since I’m not a developer of the game. However, I believe I’m rational enough to think that most of what I say is close toRead more

EXIL Dev-blog 9 : Going to the Unreal Engine 4

A bit of time passed since my last dev-blog post (I feel like I’m coming back from the graveyard, my last dev-blog was one year ago). It’s not that I didn’t wanted to give more updates, unfortunately my school became very overwhelming, same case for some other projects. I still kept working on Exil here and there, but often not very focused. Most of the time it was for minor features. Those following me on Twitter had the chance toRead more

Why Tomb Raider doesn’t work

This blog post is a personal review about the last Tomb Raider game, which came out the 5 march 2013. It contains no spoiler about the story. Before talking about the game, I would like to be sure that everybody reading this understand my initial point of view. I don’t see myself neither as a casual gamer or an hardcore gamer, I’m between these two states. I have done some Tomb Raider games before (Legend, Anniversary and Underworld for example),Read more

EXIL Dev-Blog 6 : Cleaning, Beams and post-process

A new month means an new dev-blog. So what is new since January ? 🙂 (A lot of chat and not many images this time, sorry.) Behind the scene A spend a bit of time cleaning and rewriting some code of the core gameplay. Mainly rewriting properly the climbing detection functions. There is still some errors that I have to fix but now my code is more modular than before, so it’s easier to manage and fix any possible problems.Read more

[Breakdown] Assassin’s Creed II

The past days I did a new breakdown this time about Assassin’s creed II. A game I still love today ! The amazing website “Mapcore” kindly hosted me to explain my thoughts about the game, you can read it all of it here : >> [Technical breakdown] Assassin’s Creed II on Mapcore.org It was very interesting to do, especially when you compare the game to Assassin’s Creed II which comes out some month ago. It’s nice to compare the progressRead more

[breakdown] Shadow of the Colossus (PAL – PS2)

I’m a big fan of the game Shadow of the Colossus. It’s an important influence for my own projects today. I’m still amazed about how they were able to handle so impressive Colossi and environments on a console like the Playstation 2. I started some month ago to try to go deeper on how the game was made. I’m interested about the technical side only. If you are also interested about the story and the environments I recommend you toRead more

[breakdown] Batman : Arkham City

The last days I spent quite of time playing to Batman AC made by Rocksteady. It’s a really good game and I was intrigued sometimes on how they managed to create the content of the game. So the following blog post is a breakdown of the game from my personal point of view (I don’t know at all how Rocksteady works). The purpose is educational and the work presented here go to their respective authors. The following breakdown is basedRead more

EXIL Dev-Blog 2 : Physics and concept art

Second dev-blog, back to you with some news. Environment test for the climbing Physics on the Colossus Yeah, I will talk again about the physics on the colossus. I have made on new discover on the physics in UDK, especially with them interacting with a Pawn actor. If you don’t use the per-poly system in the UDK for your skeletal mesh, you must use the system called “Physics Asset” if you want them to collide. This collision system is simplyRead more

EXIL Dev-Blog 1 : Physics in UDK and Colossus

I will try to make updates of my project more often now. Here the first “true” dev-blog post on the project. I will try to talk about my design, problems, and solutions. This time I’m working on the first colossus of the game and it’s not very easy. My big problem is the physics engine of the UDK. Physics in UDK The physics in UDK is one of the things where you have the less controls. The UDK provide aRead more

How I work to go faster

In this post I will describe my way of work for all my real-time work oriented. I find always interesting to see how people work, what are their tips for working safer, faster and easier. My goal is always to try to work faster : in this domain (real-time creation) making assets consume a LOT of time, and this time passed to create something is a time lost for learning something new. WINDOWS Since Windows Seven I have made someRead more

Modularity and Drawcall

In game development you are dependent of your framerate. For having a smooth and pleasant rendering to offer to the player, you need a very well optimized scene. The first thing to look carefully is your polycount, obviously the more triangle you need to draw, the more calculation you will performs. So a very well optimized scene on the geometry will be displayed very fast. Today, game engines and the current graphic cards are optimized to draw theses triangles, soRead more

Textures : can we cheat ?

I have seen a lot of tutorial about merging multiple texture into one by using the canals of a texture as different textures. Problem : this technique is not always good. The big difficulty is to know when to use it, when to avoid it, and know how textures are compressed. It very difficult in the case of a normal map because of the way of how they are compressed. Generally when you work in Photoshop (by example), your settingsRead more