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FULL
SPEED
ANIMATION
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How do you make a game that players feel they're actually "in" instead of just
controlling? Animate in real time using realistic, three-dimensional graphics. Sound
complicated? Not if you have the right tools. On assignment to create a new breed of
"super" game for the Playstation, the Sony Psygnosis development team used Softimage 3D
to help them produce their futuristic racing adventure, WipeOut. The result? Imagery so
dynamic, you could swear you're behind the wheel. Even after hours of testing his own
product, Producer Dominic Mallinson, still says WipeOut is "a game you just can't put
down."
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SOFTIMAGE
MEETS
THE 3D
CHALLENGE
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After a search for the best production software, the design team at Sony Psygnosis
unanimously choose Softimage. "We looked at other packages," says Mallinson, "But
Softimage had the most to offer." Sony Psygnosis leveraged the flexibility of Softimage's
integrated modules and extensive tool palette to increase production speed and create
what designer Nick Burcombe describes as "cyberpunky, aggressive" animations.
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WHEN
ONLY
THE
BEST
WILL
DO
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Creating a master game that moves at 30 fps isn't child's play. In order to build the
extraordinary components necessary for aggressive play, Sony Psygnosis relied on
Softimage. Initial diagrams of game play and models were sketched by hand and handed over
to computer artists. The new polygonal modeling tool was used to create the ships for the
games "anti-gravity" racing league and provide reusable models of trees and other
along-the-road-way objects. Six race tracks were built using Softimage's spline-based
modeling tool, creating tracks in segments that were then blocked together. Based on fast
screen feedback, animators then seamlessly modified timing or models. Using the local
texture mapping tool, Psygnosis animators maintained the integrity of the game's
graphics. Futuristic racing logos were quickly mapped or "localized" onto individual
sections of fuselage. And to further enhance the dynamic look of the game, Softimage
provided designers with an array of lighting capabilities. Artists were able to create
bottom lit tracks filters for dramatic highlights and shadows and even effects that lit
the scene for nighttime racing.
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THE
ART
OF THE
GAME
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When designer Nick Burcombe sat down to create WipeOut he decided to build a game that
would not only test sheer gamer skill but also look like an alternative universe. With
barely six months turn around time, Burcombe relied heavily on Softimage to keep the
artists free from the hazards of programming. "If you chose a tool that is oriented to a
programmer, your artists won't be able to design elements that look and feel good to a
player," admits Burcombe. Team Leader and lead animator for the project, Nicky
Carus-Westcott agrees that not only did Softimage payoff in sheer beauty of the graphics
but it also helped to build a free flowing creative environment that captivated both pro
and novice animators.
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3D Animation
Puts Players
"In" The Driver's Seat
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The Team
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SONY
PSYGNOSIS
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A renowned developer/distributor in the 16-bit realm, Psygnosis caught the interest of
Sony in 1993. Recognizing the company's dedication to both technological and artistic
innovation, Sony asked Psygnosis to join their team. Now a wholly owned subsidiary, Sony
Psygnosis is pushing the boundaries of the new Playstation 64-bit technology by producing
games the likes of which have never been seen, or played, before.
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