Spor(T)

Thursday, 9 August
1:45 - 3:30 pm
Room 6DE
Session Chair: Leo Hourvitz, Polygon Pictures

Player-Driven Procedural Texturing

Two forms of player-driven procedural texturing for game models. Because the game models are also player-created, this poses unique challenges.

Andrew Willmott
Ocean Quigley
Henry Goffin
Chris Hecker
Shalin Shodhan
David DeBry
Maxis
awillmott (at) maxis.com

Creating Spherical Worlds

Production of Spore required creating spherical planets rather than the more usual 2D terrain. This sketch describes how the spherical worlds were created and presents Maxis' system for procedurally generating four billion planets.

Andrew Willmott
Ocean Quigley
James Grieve
Christian Stratton
Kate Compton
Eric Todd
Ed Goldman
Maxis
awillmott (at) maxis.com

Fast Object Distribution

The problem: How to quickly place objects with attribute variation according to density maps, in a visually pleasing way. The solution: An incremental Halton sequence.

Andrew Willmott
Maxis
awillmott (at) maxis.com

Rigblocks: Player-Deformable Objects

Deformable building blocks that allow players to create their own creatures, buildings, or vehicles, which can then be used in-game, providing a richer player experience.

Andrew Willmott
Ocean Quigley
Lydia Choy
Brian Sharp
Ryan Ingram
Maxis
awillmott (at) maxis.com

Improving Real-Time Motion

With its new animation tool, called ANT, Electronic Arts Canada has taken a major step toward achieving believable videogame motion.

Eric Armstrong
Electronic Arts Canada