#I was looking for new 3D assets for my cave game in the Unity Asset Store and thought “what are these shape keys it talks about??”
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Ugggh it's SHAPE KEYS! Blender lets you save parameters to tweak shapes using shape keys!
[In the above blurry demo, the two parameters are "Height" and "Fat" and then I saved a certain combination of them as "Bob"]
Timeline of my secret 3D rendering project that's genuinely super important to me and I'm bummed about not having finished yet:
June-September 2023: I make a shader I'm really proud of to produce stylistic renders
September-December 2023: I spend hours and hours saving body shape parameters to support a wide range of human body shapes . . . as a bone rig (which is normally used for putting a character in different poses). I thought this was so clever! Then I could save different characters' body shapes and clothing as "poses"!
December 2023-January 2025 (OVER A YEAR): I make virtually no progress on the Tiny Final Step of creating characters with different parameters because the shader turned out awesome but saving body shape parameters as bones made things Really Hard and in retrospect was Not Clever
I just learned blender literally has a feature for storing shape parameters! It's literally called shape keys! At no point did I think to Google "Does this thing that would be really useful exist already?" and I decided to be clever instead . . .
Anyway, hoping this discovery unblocks me on my Important Project
#blender#my secret 3d rendering project#which isn't a game#I learn almost everything about Blender by doing Game Dev . . .#I was looking for new 3D assets for my cave game in the Unity Asset Store and thought “what are these shape keys it talks about??”
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devlog # 8 // mapmaking, part 2 (plants, blender modeling + refining map visuals)
welcome back to the world of Gamedév!
okay, so, it’s been a couple weeks since the last devlog, but honestly, it feels like years have passed. to let you know a bit of what i’ve been up to, i’ve mainly been reflecting on pursuing further education in a formal setting. for close to a year now, i’ve already been studying computer science and game development pretty intentionally on my own - with the abundant resources available online, it is more than possible to receive a full and competent education without university studies. however, there are a few things that self-studying does not always make easy or accessible, namely: a) tangible, structured evidence of the skills you’re learning, in a format others (employers) feel they understand, b) opportunities to collaborate and build with other people around your skill levels, and c) in-person connections, leading to further interpersonal and career potentials
these are things that i think university education does tend to provide more consistently, and they are the reason that i am nearly certain i’ll be pursuing more formal education in the coming months. i am mainly waiting to hear back on a funding opportunity, so more details on my plan in the next devlog ..
as far as progress on zodaia, the main thing i worked on this week was getting some new models into the game. as you may remember, in the previous devlog, i had made a number of environmental models .. pretty much entirely out of cubes. the first model, a tree, allowed me to render a stunningly realistic and artistically compelling forest:
it may be difficult to tell, but this is a digitally-rendered forest scene, not a photo; hard to believe, but if you zoom in close, you might see subtle indications that these models were created from geometric shapes. while i did not imagine i could improve upon the flowing asymmetry of the grass or the bold sharpness of the rock faces, i thought i would give it a shot.
putting these placeholder assets temporarily aside, i decided to start with a sort of leafy plant because it seemed like something i couldn’t fuck up too much.
i opened blender, deleted the initial cube, and started with a flat plane, just the default one provided. i then extruded it a couple of times, making a longer, flat plane - it seemed easier to work with the leaf as a flat piece before bringing it more into 3d. i next curved the shape by selecting loop cuts and scaling them down as made sense to me; i didn’t follow any guide, just went along adjusting the shape into something pleasing to me. once i had a flat leaf that looked nice, i put a loop cut down the length of the leaf, and i rotated the whole leaf up, keeping its base close to the center, where the axes meet. i then pulled this center loop of vertices down, creating an indent in the leaf, then individually adjusted the side vertices up and down to create more depth, as if the leaf were rotated or growing differently along its edges.
and that brought me to this:
i know that is a lot of blender/3d-modeling talk, already, so let me know if you’d like a more in-depth blender introduction; if you support me on patreon, i will definitely make a tutorial so you can know more about the modeling process!
anyhow, once i had this one leaf, i just duplicated it and started manually positioning the leaves to make something that looked decent. i’m sure there is a more perfomant or efficient way to do things, but my goal right now is simply to make - i have spent years trying to conceptualise an ideal way to do everything, which often led to me not making anything at all, but the intention of this blog is for ahn to make. so, this is what i made:
obviously, as this was the first model i’ve made for the game (aside from the hex model, which will also soon get a rework), i couldn’t wait to see the model actually in the game. i made a basic green material, imported the model (as an fbx file) into unity, and simply replaced this with the model in one of the original InteractableObjects - i think i replaced the bush?
here’s how it looked:
already stunning! sincerely, this time. i am in love with the simplicity of this effect - and though i might feel differently later, right now, i love how this plant looks.
next, i continued swiftly on with a tree, since i imagined that is the thing that would be most engaging and also most visually rewarding. in the past, i have created low-poly trees before and absolutely loved the effect, so i also decided i would go for something similar this time.
skipping most of the modeling details, i basically just started with a cylinder and extruded, extruded, extruded and repositioned vertices until i got this shape - it took probably 5 minutes (including the part where i needed to bond the duplicated tree branch by manually creating faces between the central and duplicated branch vertices).
i then added in some icospheres, which i just pulled around and contorted into these shapes, which i (again) duplicated.
after creating materials for the tree bark and the tree top and putting a light in the scene, this was the quick render result.
and now, in the game..
the difference is absurd, especially considering how little energy it took to make these trees. i created a dark and a light variation once i had the models imported into unity, and will certainly make variations with many more shapes - however, right now, there is only that one tree model in this scene. could you tell? without studying the trees too hard, i think the automatic rotation (included in the procedural generation) gives a convincing effect, as if there are many tree models there.
and since i was coasting on the excitement of having these models complete nearly immediately, i decided to go ahead and do the grass and rock models, too.
again, start with one shape ..
then duplicate and make material ..
et voilà. also featuring the rocks i made.
actually, the first time i imported the model and pressed play, it crashed unity and looked like this:
why? i initially thought it was because i had made the noob mistake of making 3d grass (which i did) instead of using 2d images, but actually, it was because i had also imported a light and camera for each grass model; remember to delete them from the scene in blender before exporting!
with that, i was pretty in love with how everything was going. the environments are starting to look more organic and how i dream of them being.
updated glacier: (not much going on here yet; needs more water effects, snow falling .. but i did update the ice color and transparency to be more distinct from the snow)
desert scene with a very bright weather:
ash biome looking almost exactly the same:
gardens at night with an ambient light:
and two new biomes: the tundra, a mostly frozen, rocky landscape with some plant-growth:
and the cove, dark because it’s inside/a cave:
overall, i am super pleased with these developments and *so* thrilled for the next changes to come.
look out for the next devlog, where i’ll probably be working on a couple more models (or texturing/modeling the hexes?) and especially the more weather-y environmental effects: lighting, post processing, clouds, rain, lightning, water, the sky -- much to come. until then..
with love and hopefully a low poly count,
ahn
// support me on patreon? click here to join my party and help me keep making content like this <3
#low poly#low poly art#lowpoly#modeling#blender#modeljob#3d model#low poly modeling#art#environment#trees#grass#rocks#plants#digital#game art#game design#game dev#indie game#indie#indie game dev
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Words About Games: Unreal Tournament (Epic Megagames, 1999)
In 2291, in an attempt to control violence among deep-space miners, the New Earth Government legalized no-holds-barred fighting.
291 years earlier, I heard that for the first time. Unreal Tournament begins with a narrated flythrough explaining two very simple things: there is a Tournament, and you are going to win it. After the lonely melancholy of Unreal, that's a pretty abrupt pivot. Why, after getting through most of the 90s with platformers, pinball, and fighting games, did Epic Megagames barrel in headfirst to the multiplayer arena shooter market, a playground run exclusively by industry already-giant id Software?
Because they wanted to.
As I mentioned in the Unreal essay, that game's multiplayer was a fun shell filled with horrible, horrible problems. Epic set to fixing it, but realized that beyond some quick and dirty surface-level patches, there wasn't a lot they could do within the same scope. So they broke away from a simple expansion pack and landed on creating a full separate release by the name of Unreal Tournament.
Unreal Tournament, UT99 from now on, was released on November 23, 1999, to an almost absurd level of praise. Quake 3 Arena, id’s latest offering in the Quake franchise and first multiplayer-only title, would come out just over a week later on December 2, pitching the two games into a deathmatch of their own which still rages to this day almost 20 years later.
Let's talk about Quake a bit. Shooters, up until around the time the first Quake came out and probably still after that, were commonly referred to as ‘Doom clones’ because, well, many were. Any unambitious dev could buy an engine license, whip up some sprites on a lunchbreak, and ship a game. There's a parallel to be drawn between that era and the current ongoing avalanche of Unity and Unreal asset flips, but you can turn to others for opinions on all that.
Quake was, famously, id Software’s followup to Doom 2, and an early frontrunner of fully-3d shooters. It was so popular and noteworthy that it even caused the term Doom Clone to fall away in favor of Quake Clone. Quake expanded the popularity of online play, and saw the creation of the some of the first AI bots made exclusively for deathmatch. Quake 2 came along not too far after and pulled in even more interest. If you remember from my Unreal essay, that was when it grabbed my own interest, and I became a frequent over-the-shoulder spectator of many a Quake 2 deathmatch.
But then, UT99. When I first played Unreal Tournament, I was blown away. By the bots. Meaning that they killed me a lot. I was very bad at it. I didn't even strafe back then, just ran forward and turned with the mouse. But I learned.
UT99 is actually quite an accommodating game. Bots have 9 skill levels ranging from drooling idiot to a fittingly-named godlike, and I remember bumping them up a level at a time over the years. UT’s bots were one of its largest selling points back then, and the cornerstone of the Tournament part of its name.
The titular Tournament in Unreal Tournament is a series of botmatches of increasing difficulty over the game’s five primary gamemodes: Deathmatch, Team Deathmatch, Capture the Flag, Domination, and Assault. A final series of three 1v1 matches caps off the Tournament, the third of which pits you against the Big Bad Reigning Champ, a robot named Xan Kriegor.
There were a handful of firsts in that short bit, so let's take a look.
As stated, Quake 2 was the de facto king of online shooters at the time. But Quake 2, for all its fame, only had three gamemodes available: deathmatch, team deathmatch, and capture the flag. Unreal had dabbled with alternative styles of deathmatch and team deathmatch, but all of them were, more or less, the same gamemode, save one. In a unique take on King of the Hill, the first player to score a kill got a permanent damage boost until they were killed, at which point that buff was transferred to their killer. Killing the King awarded more points, matches were first to X points, you get the idea. RtNP added Cloak Match, a take on this KotH concept where instead of a damage boost, players fought for permanent partial invisibility and infinite jump boots.
Unreal Tournament was a little more ambitious than just reflavoring deathmatch, however. Domination used its own unique rotation of maps centered around controlling three points. Your team scores one point per every couple of seconds, per point held. Touching a point is enough to flip control of it to your side, and the result is a fun, frantic match with enough additional focus to guide it away from just another deathmatch. Map control becomes something more than just controlling various weapon spawns, and demands you keep your attention between the three points. Random respawns instead of near your team’s current territory and the instant capture of points meant the game never ground down to just being spawncamped, and helped reduce the prevalence of one-sided victories. Domination was great, the extra effort put in to creating its own category of maps was great, and games today still use the gamemode. That said, Destiny 2 really needs to make capture instant and not have you sit around for 5 seconds in a tiny room, like come on.
Domination may have been new for the time, and DM, TDM, and CTF made their own waves that I'll get into later, but Assault is what really caught people's attention. Assault was an attack and defense mode where one team was tasked with completing a series of varied objectives, while the defenders tried to stop them. The most similar thing we get in games now is pushing a cart down a predetermined path in TF2 or Overwatch. Payload gamemodes in those games are similar in the sense that one team must progress down a path to get to a specific location, and I suppose it might come across as a streamlining of the idea, but Assault is just more interesting.
UT99 shipped with seven Assault maps, and each one presented a different scenario. Assault was not just replacing the objective on an existing map, the same as Domination had its own maps. Each one had a little story it presented, from the attempted hijacking of a supersonic train, assaulting an ancient fortress on an alien planet, sabotaging an underwater research facility, stealing a Navy battleship, escaping a medieval castle, destroying an experimental battle tank, and even a recreation of the D-Day landing. Assault maps varied in how linear they were, with maps like Guardia, HiSpeed, and Overlord being fairly straightforward, to the more open-ended OceanFloor and Rook. It was, by design, an asymmetrical experience, but that design went so far as to change in-level as the attackers pushed further and further in. On HiSpeed, for example, the attackers start in a helicopter hovering over the rear of the train, and drop down largely uncontested. There's a full car where they can grab weapons and powerups, and then they reach where the defenders have spawned.
As objectives are met and various places in the map are reached by the attackers, spawn points start to change. On the same map, attackers spawn with a serviceable loadout of shock rifles and pulse guns (we'll get to the weapons later), both good options for the mixed-distance encounter they'll be facing as they move towards the next car. The defenders, however, spawn with access to flak cannons and rippers, which in the close quarters of the car’s interior are absolutely brutal. Once the attackers push far enough in to it, though, that car becomes their spawn point and the defenders are moved further back, thus giving the attackers access to those weapons for the next part of the map.
The same sort of design echoes throughout all seven Assault maps, and it creates a varied and frantic experience that was new at the time and still hasn't really been copied. The feeling of actually taking part in an event in the game’s world added so much to even the relatively sparse setting, and it remains a great example of an excellent piece of very quiet but highly effective worldbuilding.
The other gamemodes were again, team and free-for-all deathmatch, and as standard as that was at the time, UT99 made some weighty impressions on the genre. At the time of Quake 2’s release, it was common practice to just repurpose singleplayer campaign levels as the multiplayer maps. Quake 2 would get its own suite of maps designed explicitly for multiplayer later in its life, and Unreal shipped with 14 multiplayer-only maps, with a further 9 added later as free updates. UT99 shipped with multiple dozens of maps, each one presenting a different take on design and execution. You have a standard collection of flat-ish arenas, some truly impressive vertical design, maps with stage hazards, big maps, small maps, maps with areas of low gravity, and maps with secret passages leading to hidden weapon spawns. A handful of Unreal’s maps were even remade for UT99, and two in particular became series mainstays - Deck 16 and Curse. Both are still thought of as iconic maps, and for very good reason. They're well-balanced and play to the strengths of the game they're in while also, going back to Unreal’s bit here, feeling like they're a real space.
Because while UT99 may be a multiplayer-only fragfest with no real story, it has lore.
The opening narration is just a small bit of fluff, but it sets up a whole lot that the various designers had a ton of fun expanding on. Official weapon descriptions in the manual talk about the (in-game) real-world applications of each, and even set some up as not even being explicitly for combat. The Translocator, a personal teleporter by way of launching tiny disks, is a repurposed tool given to miners to help escape cave-ins. The GES Biorifle is a vacuum cleaner for toxic sludge instead of dust. The Impact Hammer is a jackhammer but sideways. The in-universe justification for those few weapons doesn't mean anything to the gameplay, but given that the Tournament was set up by Liandri Mining Corporation, it adds a bit of fun sense-making to the whole thing.
Maps, too, are part of that lore package. Each map throughout the Tournament ladder has a short description, and it's almost always about what this particular arena’s place in the world is. Most boil down to “this is a site built for the Tournament” or “Liandri bought this and made it a Tournament arena,” but it's about the tiny details hidden in the lines. Deck 16 is a toxic sludge refinery, but it's also a single deck of the spaceship Gaetano, rented out to Liandri whenever it's in drydock. Curse is an ancient temple that was an archaeological site until Liandri bought it after funding ran out. Arcane Temple is a Nali worship site on Na Pali left abandoned after the Skaarj invaded. Oblivion is a Liandri passenger ship that tricks Tournament entrants by being their first arena. Hyperblast, the final stage of the Tournament, is Xan Kriegor’s personal spaceship made specifically to be an arena.
The whole thing paints the Liandri Mining Corporation as this quirky half-malicious corporate giant, as big and influential as any sci-fi megacorp but out of an innocent love for their decidedly not-innocent game. It's a world where humanity spent seven days on the brink of destruction at the hands of the Skaarj, where the Corporation Wars tore entire planets apart, and where despite that everyone can get over it, crack some beers, and watch people blow each other away on live television, kept safe by technology that respawns them within seconds.
Character backgrounds, too, drop hints in their two to three sentence lengths. The bots you fight against or with all have tiny snippets of who they are, making reference to revolts, arrests, rebellions, other worlds, secret government experiments, and revenge.
The important thing to take away from this is that all of this was put in but none of it had to be. It doesn't affect the game and it's not even immediately noticeable unless you let every map and character description load before entering a Tournament match. Just going to map select for a practice session/instant action game doesn't show the same descriptions, so you have to go through the singleplayer ladder. It's work put in that shows a genuine and earnest excitement for the world the devs had created, and I still get a smile thinking about it. Unreal Tournament is such a weird celebration of every gritty science fiction trope, but turns them all on their heads to create a world for this game that feels exactly as expansive as it isn't. Because Unreal Tournament doesn't have anything to do with the lore it hides in all these corners, it's just a multiplayer shooter with no story beyond “kill better than the other guys.” And boy do they ever make that part feel great.
For better or worse, Wolfenstein 3D cemented FPS weapon progression. Ever since and with only a few minor alterations here and there, the loadout progression is melee weapon, bad pistol, automatic weapon, shotgun (though those sometimes switch position), a better version of one or both of those, some kind of explosive option, sniper rifle (that was a later addition), and then a superweapon of some kind. From Doom to Quake to our old nemesis Half-Life to our slightly newer nemesis Halo to Call of Duty, you get those weapons in roughly that order.
So let's talk about Unreal again for a second. I didn't mention that game's weapons because I wanted to bring the whole discussion in at once, but it does require me to go back in time a year and talk about where the series landed on its own weapons. The first thing to know about Unreal is that it was not immune to the Holy Progression of Gun, but it did make some incredibly noticeable changes. Unreal saw a videogame gun, famous for being a thing you can left click on men with, and asked “what if you could also right click on men?”
I'm moving a rough sort of progression, so be aware that this is only the general order you get these guns in. In Unreal, the first weapon you pick up is the Dispersion Pistol, a projectile-firing semi-auto gun that doesn't do a whole lot of damage. One fun thing about it is that its projectiles cast a real-time light on the environment so you can use it as a way to peek into dark areas before going in them with your vulnerable body. But another thing about the Dispersion Pistol is its alt fire, where you hold down the right mouse button to charge up a shot which then acts essentially as a rocket launcher shot - it deals better damage, it deals splash damage, and it can gib enemies. In-universe, the Dispersion Pistol is a Skaarj weapon, and you can also find hidden upgrades for it that boost the damage of both firemodes at the cost of taking more ammo per shot. Luckily, as your holdout weapon, the Dispersion Pistol recharges its ammo passively.
The second weapon you get is the automag, a basic hitscan pistol. Primary fire shoots a fairly accurate shot, alt fire has you hold the gun sideways to increase the fire rate at the cost of accuracy. It's dumb and I love it to this day.
Third up, the Tarydium Stinger, a projectile-based minigun with an alt fire that acts as a projectile shotgun. Here's where the lines start to get a bit blurred, but we're not totally out of the usual progression just yet.
After the Stinger you get the ASMD Shock Rifle, a famously curious gun that, as its primary fire, shoots a hitscan beam, and shoots a fast-moving projectile orb as its alt fire, trading perfect precision and speed for a little bit of splash damage. The thing about it is that if you shoot the orb with the beam you get a giant explosion that does an absolute ton of damage.
Moving from that piece of sweet hardware brings us to the GES Biorifle, a rapid-fire goop-throwing mine layer with a charged shot as its alt fire.
Then, the Eightball Launcher, a rocket launcher that has not two but four firemodes. Click primary fire to shoot a rocket, fast moving and with splash damage. Hold primary fire to charge up to six rockets that fire in a spread pattern, or click alt fire while charging to shoot them in a spiral formation. Also, you can get a mild lock-on effect by holding your mouse cursor over an enemy for about half a second. Alt fire is the same as primary but with grenades - click alt fire once to lob one, hold to charge up to six. The grenades bounce around for a set period of time, and also blow up on contact with an enemy.
Then possibly the series’ most famous weapon, the Flak Cannon. Primary fire is a projectile-based shotgun that fires individual shards that bounce around the environment for a bit, allowing you to fire around corners or even up at the ceiling to bank a shot over cover. Alt fire is another grenade launcher, though this one fires its shells at a shallower angle, a higher velocity, has a smaller up-front splash radius, and still creates little bits of flak that bounce around for a short time. This gun is my and many other people’s favorite gun in videogames.
The Razorjack is a strange gun that fires disks that bounce around the environment at scarily high velocities, and even have the ability to decapitate enemies if you hit their head, a useful feature in the Skaarj-infested levels where you first find it. Alt fire is a tricky system that lets you influence the path the disk takes, though its high velocity, bad turning radius, and small size makes “influence” a more appropriate word than “guide.”
Next is the Rifle, a high-powered hitscan primary fire with an alt fire that zooms in. Headshotting enemies decapitates them but other than that it's just a sniper rifle, let's move on.
Finally, Unreal has the Minigun, a hitscan bullet-spewing beast that shows up near the end of the game, leaving you with just barely too little time to get to use it as much as you want and also to realize that hey, it's just a minigun. Primary fire shoots with a short spool-up time, alt fire shoots faster but less accurately. Unfortunately this does not make you hold the Minigun sideways like the Automag.
So that was Unreal’s loadout, and it made some big waves at the time. Physics-based projectiles? Well sure, Quake had the bouncy grenade launcher, but the Flak Cannon and Razorjack made being aware of and using the environment second nature to players. The ASMD’s ability to produce a BFG shot on demand if you could combo properly was amazing. And the upgradeable nature of the Dispersion pistol made what was usually a loadout slot reserved for being sad about having to use a legitimate late-game complement to your arsenal.
So it stands to reason that Unreal Tournament barely changed it.
UT99’s arsenal did change a little bit, but not too drastically. Most changes were to damage or fire rate, and every weapon got a new model. Some weapons were slightly renamed, like the Automag becoming the Enforcer or the ASMD receiving its full title of ASMD Shock Rifle, the Eightball Launcher was just called the Rocket Launcher, the Rifle became the Sniper Rifle, and the Razorjack was renamed the Ripper.
The next level of changes was tweaking some alt fires. The biggest change here was the new Ripper losing its guided blade in favor of an alt fire that shot an explosive disk. Unlike the primary fire, it didn't bounce, and while it had only about half the splash radius of the Rocket Launcher proper, its fire rate and projectile speed were both much faster. Other than that, the only change to another gun was the Sniper Rifle getting a thematically appropriate overlay when you zoomed in, instead of Unreal’s Rifle not displaying anything. Additionally, because it seems to fit here more than the next bit, if you manage to find another Enforcer lying on the ground, you can pick it up and dual wield. It's pretty rad.
Larger changes came in the removal of both the Stinger and the Dispersion Pistol, and the addition of the Impact Hammer, Pulse Gun, and the series’ first superweapon, the Redeemer.
I'm personally a bit conflicted about trading the Stinger out for the Minigun. On one hand, UT99’s Minigun is a great piece of visual design - massive, chunky, and bold, with the added flair of seeing your arm holding onto a forward grip to really sell the vibe of that one scene in Predator. On the other hand, there's something to be said about a projectile weapon over a hitscan one, especially since so many high-powered hitscan weapons exist in the game already. But at the same time, UT99 does have an answer to the automatic projectile weapon, the Pulse Gun.
The Pulse Gun should be instantly familiar to anyone with a passing understanding of id Software’s early titles. Primary fire is just the Pulse Rifle from Doom, and alt fire is the Thunderbolt from Quake. But put together, married in this suitcase-sized brick of green polygons? A thing of beauty.
Let me at least address the Impact Hammer before moving on: it's a melee weapon you can charge up. It'll kill someone pretty good if you charge it up and manage to make contact. It has a pretty fun and inspired visual design but ultimately the only reason it's there is because you can run out of ammo with the Enforcer you spawn with. The end.
Alright, the Redeemer. The Redeemer is a man-portal nuclear warhead launcher, kind of like the Fat Man from Fallout 3 except way, way cooler. Primary fire launches a relatively slow-moving projectile that, on contact with anything, explodes in a shockwave that does enough damage to instantly gib anyone without 199 health and a Shield Belt powerup. It goes through walls, too. It's a very good superweapon. Making it better is its alt fire, where you take personal control of the missile as it travels, allowing you to guide it around the map with a surprising degree of maneuverability. The BFG may have a classic flair, but the Redeemer took the idea of a superweapon to a whole other level.
So how did all of these weapons actually play together? How did an arsenal designed for and balanced around a singleplayer game with fixed enemy spawns translate to a multiplayer arena? Quite well, in fact. Epic didn't design the game in a vacuum, and as Quake 2 was the reigning champ at the time, they didn't have to look far to see what worked and what could be changed for the better.
UT99 plays fast, hard, and unrelenting. People load into a map and immediately start running around picking up weapons and letting the lead fly. Now, it's time for my bias to show a bit. I only ever watched Quake 2 multiplayer, but I have in fact played Quake 3 and Quake Live, as well as a handful of hours of Quake Champions which I know isn't really comparable but it uses the same weapons so I'm still mentioning it. UT is my series, I have a preference for it, and this next bit is all my own opinion and observation.
Quake only has three weapons.
Quake is a game where movement is fast, projectiles are fast, and time to kill is fast. It's a fast game. But it's so fast that only three weapons end up mattering - the rocket launcher, railgun, and thunderbolt. They're the three highest-damage weapons in the game and they make up pretty much the entirety of its arsenal. Quake matches inevitably all play out as taking potshots at each other with rockets as everyone strafejumps around like crazy, switching to the railgun if someone manages to be in the open for more than half a second, and swapping to the thunderbolt if you manage to get close enough that another character model takes up more than a handful of pixels on your screen.
Quake is a very fast and chaotic game, and I'm not saying that this kind of play isn't skillful, it's just so fast that actual duels never really happen, and people just kind of end up taking damage from one end of the map when they're on the other. Quake’s other weapons just may as well not exist, because if you find yourself using your starting shotgun, the nailgun, or any other weapon you want to be close for, you're likely doing so in range of someone's Thunderbolt and that's not a race you're going to win.
It's a difficult point to make, so let me move back to UT and why I prefer it. UT is a small but noticeable bit slower than Quake in a way that I feel greatly benefits it. Overall, it comes down to bringing the action in a little closer, really making the fights seem more personal, and really giving players more of a chance to dance around each other rather than hopping around the level on their own accord until they find each other by chance. Projectiles are both slightly slower and much more visible than in Quake, so trying to slam a rocket into someone's face from three hundred meters isn't really going to happen. So, from further away, you'll want to use a hitscan weapon, but since your target will be smaller they'll be harder to hit. Unless you want to zoom in with the Sniper Rifle, but then you lose a bit of awareness of your immediate surroundings. Close up, the Flak Cannon is king, but its range is short enough to matter. The Pulse Gun’s alt fire is just the Thunderbolt, and it'll tear someone apart pretty handily, to say nothing of putting the Minigun into overdrive with its own alt fire. Even flipping your Enforcer sideways will get bullets into someone quickly, and with fancy enough footwork you can save yourself from a gruesome fate with the starting gun. Or, if you're trying to keep someone away, quickly laying down a gooey minefield with the Biorifle works just as well as filling a hallway with a dozen bouncing Ripper blades.
Every gun in UT99 can kill someone, and not just in theory. The game balances each of its weapons almost perfectly, and nothing ever feels totally useless or has an obvious better version (I am not counting the Impact Hammer or Enforcer in this statement). Jumping over or dodging away from rockets to close with the Pulse Gun’s alt fire is just as reasonable as forcing someone to switch away from their Flak Cannon by retreating backwards as your Biorifle makes it impossible for them to safely advance. Lobbing a Flak alt fire over that minefield is alway an option though, so be ready to get out of the way, and maybe pull out your Shock Rifle to push them backwards. A fully stocked Minigun can keep an approach locked off, but a quick sniper bullet right to the face will put an end to it.
Alright, admittedly the Biorifle is historically a bit ignored, and the Ripper didn't even show up in subsequent games, but both still had a purpose. I, personally, am a staunch defender of the Biorifle’s utility as an area denial tool, and the ability to charge its alt fire will instantly kill someone no matter their health and shield level, if you can hit them. It's certainly better in team gamemodes like Assault or CTF, though. But just shooting at people with the weapons does not an arena shooter make. For there to be the proper levels of frantic action, movement needs to have a strong focus.
As in Quake, you'll want to get familiar with your spacebar. Strafe jumping isn't a thing as far as constantly upping your own speed, but it sure does make you harder to hit, and getting decent at dodging rockets always helps. Double tap a movement key to do a quick dodge in that direction, useful not just for avoiding projectiles but for snaking down corridors. On an elevator? Jump just before it reaches the top to get a massive boost and go flying. The Impact Hammer isn't ideal as a weapon, but a quick blast downward makes a decent stand-in for a rocket jump, if at the cost of significantly more self-damage. Capping it all off is the Translocator, the aforementioned teleporting-disk-thrower. Primary fire to shoot a disk in a pretty generous arc, alt fire to teleport to it. Disks emit light and can be destroyed, if you teleport while carrying a flag you drop it, and yes, you do fall faster than the disk travels upward. Truth be told, I usually play with the Translocator turned off, but that's mainly because the bots, as good as they are at the rest of the game, are less than stellar at putting those disks where they want, often leading to a cluster of them bouncing their shot off a wall just inches under the ledge they want up to, and not taking any action until they get it. I think it has to do with the accuracy modifiers based on bot skill level, but I'm not sure.
The bots are great in every other respect, though. Sure, they'll never actually replace a human player, but they're more than good enough for a few hundred hours of offline play. All the tricks the Skaarj demonstrated in Unreal are on display again, and tuned up to use every weapon. Bots jump and dodge, retreat if they're low on health, make decisions about what weapon to use based on their proximity to you as well as their own inventories, switch between firemodes when it makes sense, and plenty else. Upping the bot difficulty doesn't just make them do more damage or give them more health (it doesn't even do that in the first place), it makes them smarter. Or ‘smarter’ if you really care - it changes their reaction times and how accurate they are, how aggressively they'll act, and even how good they are at using the weapons beyond just aiming. A low-level bot might not get close enough to hit you with the Pulse Gun’s alt fire, or will use a Rocket Launcher in close quarters with all the risks of splash damage and self-death that entails. Higher difficulty bots will bank Flak shots off walls and bounce grenades around corners, lay fields of Biorifle goop, or be deadly-accurate with a sniper rifle from above.
The bots are what really put UT99 firmly on the ‘classic’ shelf, because its contemporaries just didn't offer the same thing. Again, Quake 2 had bots, but they served the purpose of being moving targets and not much else. Driving UT’s bots was a dead-simple, if tedious to implement, system. If you'll indulge me, I'm gonna pull back the hood and reveal the not-at-all-secret ways Unreal Tournament made all of its bots so good at playing each map.
All over a map, there are invisible waypoints hand-placed by the designer. The goal is to make a rough trail of waypoints to each part of the map. Bots see each waypoint and have the ability to travel in a wide radius around each. Weapons, ammo, health, armor, and special powerups all act as special waypoints that a bot will see and travel to if they don't already have what that pickup is. Players and other bots are considered waypoints as well, and when all that comes together, a bot will very intuitively move around the level. Placing a waypoint higher in the air will make a bot jump to reach it, so having them move over obstacles is simple. Like I said, it only requires a loose sort of web across the level, as the world geometry itself is also something a bot sees. Going around a corner or a box in the middle of a room is no issue provided the waypoints are good enough.
So now that you know how the sausage is made, what does that mean for the game? Well, quite a lot. Bot support is built into every single one of the maps UT99 shipped with, which is no small feat considering the base game came with 53 maps across four gamemodes (deathmatch and team deathmatch use the same maps), with a further 30 maps added for every gamemode but Assault over the course of four free downloadable bonus packs.
Every single one of those is playable, to this day, offline with a complement of bots just as ready to rock as they were almost twenty years ago. And that's not event counting the thousands of user-made maps still available for download, but we'll talk about modding in a bit. Because right now, it's time to talk about another excellent thing present on each map - the music.
Returning from Unreal are indisputable gods of music Alexander Brandon and Michiel van den Bos, who trade the previous game's subdued alien score for a soundtrack full of some of the boppin’est, crunchiest, hypest EDM tracks of the late 90s. (Can you tell I don't know anything about music?)
Run, GoDown, and Organic provide the upbeat bleeps and bloops to murder by; Save Me, Razorback, and Superfist let you rock out with your shock (rifle) out; while Forgone Destruction, Skyward Fire, and The Course chill things out a bit so you can focus on getting sick headshots. The quality of the music in Unreal Tournament is impossible to overstate, just as it was in Unreal. Brandon and van den Bos are unrelentingly good at their jobs, and the mishmash of styles all grinds together across UT99’s broad palette of maps like butter full of shrapnel. It's good, is what I'm saying. The music's really good. Listen to it. Please.
Stage music is something I personally miss from shooters, if you'll indulge another tangent. I love hearing the gameworld as interpreted by the composers, it adds so much to the whole package, and we just don't really get it anymore. The rise of the modern military shooter in 2007 with the runaway success of Call of Duty 4 kind of slammed the door on stage music with a tactical-lite focus on identifying footsteps and directional fire, but even Halo’s deathmatches were filled with a blank silence. Or Halo 2, I suppose, since Halo 1 didn't have online play, except for the PC version, which did. No stage music though, that's the main takeaway.
UT99 had a truly odd mix of contemporaries, from the last days of Quake 2 and the imminent release of Quake 3 a week after UT itself came out, to Half-Life creating a mod scene in its multiplayer, to Halo a year or so later. The turn of the century would bring with it the generally-accepted death of the arena shooter, but they all went out kicking, and the few hundred people still populating UT99 servers to this day are a testament to its tight, clean design and no-frills focus on gameplay.
Unless, of course, they're playing a mod.
Truth be told, I never actually played much UT99 online. I was very bad, you see, and when I got better my horrible social anxiety had progressed to the point where the idea of even playing a game with faceless strangers was terrifying. I was 8. But anyway, modding! You may have, in your travels as someone who presumably plays videogames - an assumption I'm making because you're reading this - heard of the Unreal Engine. In a hidden bit of Trivia, Unreal was the first game on the Unreal Engine, and Unreal Tournament also used it. Wild!
Along with the game itself, both releases also shipped with the Unreal Editor, or UnrealEd. UnrealEd is the exact development tool the fine folks at Epic Megagames used to make those games, and they just casually handed them to the players. The result echoes throughout the game industry to this day, and while Epic was hardly the only developer supporting mods, they were the first to do so on that kind of level. As a result, there are thousands if not tens of thousands of user-made maps scattered around the web, along with new gamemodes, fan-made expansions for Unreal, new character models, weapons, and mutators.
Ah, mutators.
Mutators can be thought of as ‘mini-mods,’ if you want. There's a list of them you can select before each game that all change, or mutate (see?), the gameplay a bit. Superjump, low gravity, replacing each weapon spawn on a map with another, big head mode, stuff like that. Mutators are a fun addition that can mix up a usual match, but don't bring with them the sweeping changes of a full mod or total conversion. They were a way to illustrate how flexible the development options were, and a nifty thing for players to have available to them.
So, Unreal Tournament had lots of ways to keep the game fresh, either built-in or crafted by other players. Turn a small map into Explosion Hell with the Rocket Arena mutator, or download a player-made weapon pack filled with weird goodies. Wondering how Quake’s iconic maps play in UT? Somebody's made them. Hell, someone's even made a bunch of UT2004 maps for UT99, complete with de-made character and weapon models. A lasting legacy of creativity is what UT99 brought above all else, and the fact that so much of what it did can remain as the primary example of how to do something right says more than I can about its impact on videogames as a whole.
Unreal Tournament is a fast, brutal game balancing all of its various systems on the edge of a spinning razor blade, and it does so with a mastery that I feel was not seen among its peers of the time. From the weapons, the movement, the maps, and the gamemodes, Unreal Tournament presents you the player with so many options, but it never feels like a generic crowd-pleasing paste has been slathered over everything. The game's core is simple and well defined, and everything else builds on that. It has a certain tightly-realized identity that I feel is missing from a lot of games that try to have the same sort of arcady arena vibe - Halo was probably its closest rival as far as small genre shifts go, and looking at Destiny 2 as the latest version of that is a weird mix of procedurally generated weapons, hero abilities, flat maps, and very few projectile weapons. Skill has been taken out of some areas and added to others, but the design feels looser, less actualized. Call of Duty is fast, but still has that small desire to be somewhat tactical, so there are recoil patterns and weapon attachments, the rich-get-richer killstreaks, and a progression system that murders any attempt at balancing their arsenal. Quake Live, from what I understand, has a healthy enough playerbase, but my preference has already been stated. Quake Champions tries to marry its classic gameplay with that of Overwatch, and the reactions have been mixed. Team Fortress 2 has been bogged down with more and more weapons that blur the lines between classes, and the official map rotation - already small on launch - has barely been added to in twelve years.
This isn't a “games are different now and that's bad” sort of thing, my point is just that UT99 had a much cleaner mission statement, if you will, than what we get now. The industry's gotten bigger, and budgets followed. Expectations of sales rose, leading developers to want to bring in as many players as they could. Games can't really be niche anymore.
Or maybe that was true five years ago, but now the indie scene’s getting huge, and you can find a revival of your favorite genre just about anywhere. Most aren't super well polished, but isn't that what made games like Unreal, Quake, and Half-Life into what we remember? They all had more ambition than was perhaps warranted, and each made their huge impacts despite a healthy amount of blemishes. Endless polish makes for a good player experience, but maybe not as much of a memorable one.
Unreal Tournament all but made me into an FPS fan, and I think it's great that we all have so many types to choose from now. Public tastes have shifted and evolutions of the genre happened. I've enjoyed my fair share of Calls of Duty and Battlefields, I plugged hundreds of hours into TF2 throughout highschool, I've ridden the Overwatch hype train, and I love poking holes in walls and getting sneaky kills in Rainbow Six: Siege. But Unreal Tournament is my oldest bastion, and one I return to every now and then when the whim takes me. It occupies my top slot, though admittedly in an endless 1v1 with Unreal Tournament 2004.
But there was another Unreal Tournament between the two, one that came and went with mild fanfare while paving the way for what I feel is, hands down, the best game ever crafted by human hands. Check back at the end of the month for a short look at the odd little Unreal Tournament 2003.
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Alice Lloyd George Contributor
Alice Lloyd George is an investor at RRE Ventures and the host of Flux, a series of podcast conversations with leaders in frontier technology.
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Last week Sketchfab, the 3D content hub, shared an exciting milestone — the company has just crossed 1 billion cumulative pageviews. Taken with the community’s growth — they just surpassed 2 million users, as well as the 200 million people that have experienced content via Sketchfab more broadly, this makes it one of the platforms with the largest reaches for interactive 3D content on the web.
With Google’s Poly turning one and Microsoft’s Remix 3D turning two, it’s an interesting moment to reflect where we are in the trajectory of the 3D web.
Alban Denoyel, the CEO of Sketchfab has watched the industry and community evolve in the six years since he founded the company. In an interview for Flu I sat with Alban and we got into the history of the business and how he’s built a team between Europe and the U.S., what the company has learned from Youtube and why they are pursuing a distributed content strategy. Alban also shared details on how power creators are using the platform to monetize content, the powerful role 3D plays in cultural heritage, and the importance of figuring out standards and formats in 3D. An excerpt of the conversation can be found below and the full transcript is on Medium.
AMLG: Our guest today is Alban Denoyel. He is the founder and CEO of Sketchfab a hub for 3D content on the internet. The company was founded in 2012 and is based between New York and Paris. I haven’t caught up with you for some time, it’s great to see you again. I believe you had a baby girl in the last few months?
AD: Three months ago.
AMLG: Congratulations. Maybe we can start with a bit your history, how you got into graphics, came over from France for Techstars and the origins of the company.
AD: Sure. We started the company back in 2012 in Paris. I actually had a business background so for the first two years of the company I was the only non-developer in the team. I do sculpture as a hobby and was commissioned to make a large piece. I was trying to figure out what was the most efficient way to make it. That’s how I heard about 3D printing. Back in 2011 in France it was very new. I found it fascinating and was telling everybody about it — “3D printing, that’s the future if you haven’t heard about it.”
AMLG: Clay sculptures?
AD: Initially wood sculpture, then for this piece it had to be clay because it was too big for wood and I had to do a mould. A lot of that would have been easier if I had known about 3D scanning and all that stuff. Then in 2012, I left my job because I wanted to start a company. I was trying to meet as many people as possible. I went to a party where I was preaching the 3D printing gospel again. Someone told me, hey you should go talk to this guy back there he’s a 3D guy. So I went to Cedric who is now my co-founder and CTO. He had never heard about 3D printing. But he told me, “I’ve been working on this prototype around 3D. If you are interested I’d be happy to talk more. Let’s have lunch.” So we agreed to have lunch the next day. Then he showed me what was essentially the first web-based 3D player to have ever been built. He had been a 3D programmer in the video game industry for 15 years and was hired by Mozilla to make the first demo of WebGL for the launch of Firefox 4 back in 2011. He built the first WebGL framework — so WebGL is now standard but wasn’t standard back then to display 3D graphics in the browser. He showed me the prototype which was really just an upload button, you uploaded a 3D file and got back a URL and saw the 3D file in your web page. No user interface, no nothing.
AMLG: So he had built the core idea already a bit, tinkered with it.
AD: Yeah. He kind of built it as a tool for himself. He was working with 3D artists in the gaming industry and they were sharing screenshots of their work, which sucked. He said hey maybe I can find something better. So he built it for himself and had told nobody about it.
AMLG: Did you convince him to leave his job?
Sketchfab co-founders Alban Denoyel, Cédric Pinson and Pierre-Antoine Passet
AD: He had already moved to full-time freelancing around WebGL. He was super happy as a freelancer, he had no intention to build a business. And I initially had no sense as to whether this would be a sustainable idea. So I just started helping out on the side. It immediately took off because we were the first platform to do that. Then our third co-founder Pierre-Antoine joined us a few months after. We quickly realized we’re the first mover in the space. And that if we wanted to reach our ambitions and find funding and get partnerships with the big tech guys we had to move to the U.S. fast. If you look at other media platforms — we had DailyMotion for video in France, we had Deezer for music. They both got doubled by U.S. companies because it was harder back then to move to the U.S. So very early on I started applying to the U.S. accelerators. We first got into Web Forward which was Mozilla’s accelerator, so we spent Q4 of 2012 in San Francisco and then back to Paris. We knew we had to go back to the U.S. as fast as possible and we applied and got into TechStars New York in spring 2013. So that’s how we came back.
AMLG: Ok. So to get into what is Sketchfab—it’s essentially a platform for creators to publish and users to consume 3D content. There’s an embeddable player that displays 3D content across the web. So much of the 3D landscape has changed in the six years since you started the company. What is the biggest difference now?
AD: There’s been shifts on the two sides of the platform, both creation and consumption. When we started there were only professional people creating 3D content. You needed advanced professional tools like 3ds Max or SolidWorks and AutoCAD. The crowd of people who could become Sketchfab users was limited to 20 million or so 3D professionals. Then on the consumption side, there was no VR or AR. 3D printing was very early and there were fewer ways to consume the content. Six years later — the iPhone 10 has a depth sensor, which means you can do 3D capture on the spot. That means that anyone with a smartphone will become a 3D creator moving our target user base from 20 million to 2 billion people. Then on the consumption side, 3D used to be meant only for background work, back office stuff like manufacturing. A lot of ads are done with 3D assets but the result is 2D and its the same for movies. Whereas today you can consume stuff that is made in 3D in a 3D form which is VR or AR. So the appetite for 3D content is exploding and there are more and more ways to use and leverage that content. So it’s become increasingly important to be able to share and find that content.
The evolution of capture
AMLG: When it comes to those two sides of the marketplace it feels like on the consumption side we’re at this turning point with VRAR, that we’re about to have all these different ways to consume. But the creation side still feels like a bottleneck. I mean I’m trying to learn Unity so maybe that’s my own personal struggle. But when we talk about how creation has evolved, we started with cave paintings and then went to regular paintings, then photography, then video, and now we’re going to 3D. We’re starting to learn how to capture in 3D.
You mentioned Intel RealSense. Obviously, there was a lot of excitement with Google Project Tango — RIP. I still have my Lenovo Phab. I was very excited to get it, it took such a long time to come. But I was hoping we’d see more uptick in capture and content growth from that. My understanding is that the Tango team rolled into AR Core anyway so that’s been a positive. That’s capture. There’s also Tiltbrush and other tools for creating. But overall, is there still a bottleneck?
AD: It’s definitely true that for the average person there aren’t a lot of seamless ways to create content. But the thing is you don’t need a crazy depth sensor to make 3D capture. Most of our 3D captures on Sketchfab are coming from photogrammetry. It’s an older technique stitching a ton of images together. The downside is that it’s much less seamless than depth sensors because you have to take a lot of pictures. But the upside is that the result looks nicer because the tech is more evolved. I would say about half of our uploads are coming from 3D capture. More and more is coming from drones. We see new use cases for 3D captures every day, we see new solutions coming to market every day. I guess for the outside world it may seem like a bottleneck. But for us, because we have become the go-to place to publish that content, we see a lot of volume.
AMLG: In various talks you’ve said that 3D is eating the world. I think that’s true it’s just, along what timeframe? Is it nibbling, is it taking a large chomp, where are we in that… What do you think will be different about 3D and where are we in format standardization?
AD: It’s important to make a differentiation between the formats and the platform to host it. There’s been a lot of technical discussions around which 3D format should be the holy grail of 3D formats. It’s an ecosystem that is much more fragmented than sound or video. But even if we do get to an agreement around the best 3D format you still need a platform to host it, publish it, share it, embed it, display it. That’s where we come in and where YouTube comes in for video. Today you can display a video on a web page without Youtube. It’s part of any normal html5 markup. We’re going to get to the same state for the 3D world.
ugh
AMLG: I remember the days of “please make sure you’ve downloaded Adobe Flash plugin” — like, what.
AD: Yeah so Youtube made it easy and then reached critical mass, and at that point there was no reason not to use Youtube because it made it easier. That’s what we want to do.
AMLG: And you’ve done that with the embedded API right? You have that built-in capability now, to view Sketchfab content across the web? Through your partnerships.
AD: Yes. We’ve spent a lot of energy on that. The main difference when it comes to consuming the format is it’s a very different medium. Even if now we’re able to support many volumetric movies which are closer to what a video is, a lot of the content is more like objects or scenes. And while a lot of it makes sense to be consumed as is, there are a number of assets that make more sense combined or reused in a different context. So maybe it’s just because the Web part of the ecosystem is too early to do this efficiently. But what we’ve come to realize is that while YouTube is fully optimized for content being consumed within the Youtube player, we’re just starting to see that there is more value in letting the content go, letting it leave the Sketchfab player to be reused in different contexts.
AMLG: So it’s distributed consumption rather than a destination.
AD: Exactly.
AMLG: Which is why it’s such a feat. I saw pinned to the top of your Twitter that “it took six years but I’m proud to say we’ve been able to partner with Google Apple Facebook Amazon and Microsoft.” Slow but steady. I can’t imagine what kind of work that took. I guess it comes back to what you were saying with WebGL. Curious to get into that — it’s really the first web standard that allows you to display 3D graphics in a browser without a plugin. Mozilla has been driving that and you have DNA from Mozilla in your team. What is it about Mozilla? I mean they’re a free open source browser, but why are they such a critical role in this ecosystem? They seem very forward thinking.
AD: They’ve always been pushing for content openness and distribution. A lot of previous formats were quickly grabbed by large tech companies and then locked into proprietary formats like Flash. So they felt this shouldn’t happen for the 3D world. What’s interesting is that they pioneered WebGL back in 2011 2012 and they did it again with WebVR WebAR webXR. They were actually the first browser — Firefox — to launch with built-in WebVR support out of the box a few months ago, ahead of Google and any other browser which is impressive.
AMLG: So how does this all relate to WebVR?
AD: Well VR is just another screen, another way to consume the content. We are the repository and then you can consume it on mobile on desktop in VR in AR. What I like about WebVR is that instead of having people needing to go to one of the VR destination sites like the Oculus store or the Steam platform — people don’t have the habit to do that. We’ve been betting heavily on the concept of embedding content anywhere on the Web. Our content is traveling across e-commerce websites, news sites and so on. Then you run into the Sketchfab player wherever you are — in your Facebook feed, in a tweet. You can consume it the way you want. If you have your VR headset plugged in you can just jump into it in VR without having to worry about anything else.
AMLG: So it’s hardware agnostic right? And the API works for this. That API essentially gives developers access to your 150,000 3D models?
AD: So WebVR lets you consume our entire library of 3 million plus assets straight from our player. Our player is VR enabled for the web. And then our download API is a pipeline to get the content outside of our player to be used natively inside any other — well it can then re-end into WebVR but in another platform —
AMLG: I may have to draw a diagram for listeners. But what you’re saying is you’ve made it really easy for people to access.
AD: Yeah to search — the concept is a search bar for the 3D world. Just like when you are in Photoshop or even Google Slides, if you want to get content, they have integrations with guys like Shutterstock or Getty or Fotolia . It’s just a library of 2D stuff. We want to do the same thing for the 3D world.
November 13th 2018 announcement
AMLG: To get into the numbers and give listeners a sense, as of July you have a community of over a million and a half users who’ve published close to 3 million 3D models, which I believe makes Sketchfab the largest library of 3D volumetric content online?
AD: We’re close to 2 million users now and we just passed 3 million assets.
AMLG: Can you get into uniques per month — you said a few months ago maybe five million. I’m guessing it’s somewhere near 10 million now?
AD: Yeah we’re in between that.
AMLG: OK. I want to get a bit more concrete around the types of content. Initially you were targeting 3D artists, animation, gaming studios — it seems like over time use cases and content types are much broader than you thought?
AD: We’ve had this kind of tension, in terms of market and even in terms of co-founders. I wanted to get traction and critical mass and volume and go for like Youtube model. My co-founders were more like, we need to serve the artists and make a solution for the best content, and having the best content will reflect positively on our platform. So do we go after less great content? We quickly became the market leader and so we decided we might as well go for every type of 3D content. So today we managed to grab the high end of the market. If you go to Sketchfab, the curated part is really high-end stuff that takes a month or six months to build. Then we have the long tail of things that are drawn by kids in Tiltbrush or 3D capture. Like I make portraits of my son, it’s not great content but it’s great content for me.
It seems like shoes come up a lot. I saw your Balenciaga partnership for their trainers, it’s high-quality stuff. You’re into shoes and have uploaded shoes. What is it with 3D shoes and e-commerce, and when is e-commerce 3D going to start penetrating for the average person?
Brands Sketchfab has worked with
AD: It always sounded crazy to me that when you buy your product you go to the product page and then you have 10 pictures of 10 angles of the product. We can do better than that. Then, of course, you think about AR and VR and the day that we will have Apple AR glasses on our head. Every brand will need a virtual version of their products. The good news is that most brands manufacture physical products, and they start with a 3D design because they need to manufacture it. So a lot of them already have 3D files of what they sell. But most of this content doesn’t look good and isn’t meant to be consumed that way.
Sketchfab collaboration with Balenciaga
We want to help 3D get into e-commerce and we’re starting with verticals where 3D is the most relevant and already present and accessible. Those categories are typically things like furniture. We work with brands like made.com. Shoes is an area where 3D is very present in innovation, just to design a shoe, and it’s also easy to 3D scan a shoe and has a great result. Often we combine both. I guess I also have a bias because I’m a shoe person —
AMLG: A sneakerhead.
AD: Yeah. I really want to get all the, well we actually already work with Adidas, Nike, New Balance and Crocs — I want to work with the shoe brands. It also seems like the type of product like you care more about seeing in 3D than a T-shirt. It’s more expensive. And then there are so many differences from one shoe to another. So many components and technical features.
AMLG: Do you think any businesses are proving out an ROI with 3D yet when it comes to e-commerce?
AD: Well we’ve started experimenting with free advertising, partnering with Google and programmatic networks to get our player to run 3D ads. We’ve seen a much better ROI than 2D ads. Like for a jewelry brand we did a case study. But to be honest, when I pitch an e-commerce brand I’m not pitching the ROI angle first. It’s a byproduct and I expect it to be ROI positive. But 10 years from now you will need to be ready for when virtual content is seamlessly shared with physical content. So what do you do today to be ready for that?
AMLG: Get ahead of the curve.
AD: Yes and today it starts with a web-based player of your products on an e-commerce site, and then tomorrow, I don’t know what the user interface is going to be for AR VR —
AMLG: Why am I not seeing more 3D on Amazon . Are they going to do it?
AD: That’s a long conversation but yes they’re working on it.
AMLG: I would think so. They’re usually ahead of these things. I guess to get more into a random question for you— if you could go back in history and 3D capture any human or any place, what would it be?
AD: Well my last grandmother just passed away. She is the only one I was able to capture in 3D four years ago because she came to visit me in New York. It sounds silly but I would love to have 3D portraits of all my grandparents. It’s as close to who they were and who they are.
AMLG: Yeah it’s powerful stuff.
AD: I take 3D portraits of my kids. It sounds silly —
8i’s “mom-and-baby” hologram
AMLG: No not at all. We have a company called 8i and one of the first things they did was capture a mother holding a baby. It’s been one of the most popular assets. She came back a year later and stepped into herself again to hold the baby. She couldn’t believe how much her child had grown, stepping back into her own hologram and holding the baby. It was an interesting moment. That’s what they’ve found in capturing these human moments. I’d be curious to hear what was the first thing you ever uploaded or sold on Sketchfab?
AD: The first asset I sold was a 3D capture of a chocolate croissant. It sold for $4.99. What’s interesting is that first, we had no idea if 3D captures would sell on our store because traditionally it’s an industry driven by high-end computer graphics and 3D captures are usually not optimized, the content doesn’t always look as good. So I was not expecting to sell it. Also, I had no idea who would have use of a virtual version of a croissant that costs more than the actual thing. Then I did a bit of research. It turns out it was an entrepreneur building an AR app to give nutritional advice on food. He’s doing machine learning on virtual versions of foods, so he is able to look at any actual food piece and say, hey —
AMLG: I think I’ve come across this guy. I remember someone doing this.
AD: There are probably several people doing that. But what’s interesting is, don’t assume that things won’t sell. Because you never know how they are going to be used. It was just a great surprise for me and for Sketchfab as a platform.
via TechCrunch
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Text
DD2000 Assignment 2 Research blog
Introduction
The job role which I would like to go into post Futureworks is a Level Designer role. In order to create my presentation, I had to do a lot of research into different companies I could work at and what the role of a Level Designer actually involves. I also had to look into different studios and key designers who have influenced my decision to become a Level Designer.
Sections to discuss
I had a list of different sections which I wanted to talk about. Due to this, I have ordered this research blog in the same way as the presentation.
Inspirations
There were a number of games which inspired me growing up to become a Level/ Game Designer. Some of these games include:
Black
Far Cry 3
Pokémon Ruby Red
Sea Dogs
Spyro
Before Futureworks
Here I will be discussing the different games and things which I created when I was at college and just after college.
During Futureworks
This section will be discussing what I have learned in my time at Futureworks.
• Modelling in Maya- I have vastly improved my Maya skills, having gone from never used Maya before I came to Futureworks to now having the ability to build semi realistic worlds in a few weeks.
• Blueprinting- Before I joined Futureworks, I had never used Unreal Engine before. Now I am creating working Multiplayer games using Steam integration and building fully working levels with a number of mechanics involved.
• Level Designing in UE4- My level designing skills have improved massively since starting at Futureworks
• Tell successful narratives- First year taught me a lot about narrative design and how to tell narratives in both games and in Twine.
• Gather feedback- I learned that feedback is vital in this industry and any piece of feedback could change the dynamics of an entire game or improve it dramatically.
• Work to deadlines- Although I had to work to deadlines at college, I feel that the deadlines at university are a lot tighter and stricter, as of which, I have had to learn to deal with them more professionally.
• Work both individually and in a team- I have learned how to work more efficiently as both an individual and a team for different projects and getting them finished efficiently and on time.
Self reflection
Main area of interest?
Level Design
Most enjoyable creative disciplines?
Level/ world building
Narrative writing
Blueprinting in UE4
Strongest skills?
Creating fun games
Perfectionist
Meeting deadlines
Working in a team
Self motivation
Technically: Designing worlds/ Blueprinting
‘Get a bit of freedom with your designs. Sure, the Game Designer and the Art Lead will tell you the theme and the art direction of the game, but you’ll have wiggle room to create within that framework.’
Level designers and editors can also be tasked with developing the gameplay of a level. In a genre like platformers, you’ll be designing a large part of the challenges that players of the game will face.
Kind of environment enjoy working in?
Enjoy working in a team if ethos is right
Enjoy solo tasks
Long term ambitions
Ship a game people want to play
Work for a company I am happy at
Challenging but fun projects
Working with charismatic and hard working people
What required to achieve them?
Keep working hard
Apply to places who make games I enjoy playing
Apply to places who make games similarly to what I enjoy making
Keep honing skills
Ethos: Everyone wants to work
Everyone working towards same goal
The beliefs of the game creating are similar to mine
Considerations
Location
Would like to be close to family
Prefer to be near countryside to city
Other commitments
Friends and relationship
Particular studios
Double Eleven
Ubisoft
Sumo Digital
Other avenues (networking/ competition)
Game events such as EGX, Manchester Gamer Unite or Tranzfuser
Research: How can you get to the job want?
• Begin as Junior Level Designer
• Move to Level Designer
• QA
• Graduate programs
• Indie companies
• Mods
Is it achievable?
These are the most common ways into this position.
Gabe Newell- “Traditional credentialing" has little "predictive value" to how successful someone will be or what they can do with their skillset.
Valve have hired people based on their mods (Team Fortress 2)
Gabe Newell- What he is saying here is that you could have the best qualification in the world, but if you cannot do the required work, not going to fit.
Do the work, more likely to get the job.
Pretty much every studio requires a level Designer
Rob Kay (19 years in the industry)
Lead Designer of Guitar Hero & Rock Band.
• The best training is definitely to make your own game/s, ideally small ones.
• Being capable of actually making (and not just designing) games.
• Getting your first break in the industry can be tough, but also totally doable.
• Everyone has a story of persistence towards their first break.
• Don't take rejections personally, stay positive, and be persistent.
• A University degree makes it easier to get first break.
• Starting in QA is the classic route into the industry due to "cultural fit“.
• Another route is to offer your dev services for free - i.e. intern.
• Game design is as much craft as theory
• Small games- You can make more faster and learn faster as a result. As almost every studio these day's uses Unity or Unreal, so I'd recommend focusing on one of them (probably Unity given it's the most popular and you've already got started on that learning curve). It's good that you're doing some scripting - I'd recommend doing that in Unity. If C# or JS are too much, look at Playmaker - a visual scripting plug-in for Unity (I've used this on 3 games now, and recommend it highly).
• Making games as well as designing also wins you huge kudos from skilled artists and coders.
• Spend time honing craft
• Learn crafts through practice.
• Even seasoned professionals have to deal with rejection
• They do this because there is usually a far higher demand for each entry level job position than the hiring manager can deal with, so they have to add requirements like "University degree" just to filter weaker candidates out and get a smaller pool of candidates. This is tough on people who have strong skills but no university degree of course, but it's the reality. By all means apply for positions asking for a university degree (it's so low cost you may as well) but don't rely on this path. Typically a recruiter will filter you out of the running for not meeting requirements before a hiring manager even has chance to see your resume.
• I know many many developers (inc game designers, producers, and programmers) who got their break at a game studio in the QA department. It's a great way to get to know people in the company / industry, and usually hiring managers at the company find it safer to promote someone internally from QA, than take a risk on someone entirely new to them, even if the outsider is more qualified on paper.
• So if they can show some design / dev skills, they're seen as a good bet and will get onto hiring managers radars. From what I can glean from your email, I'd recommend applying for QA positions - with the career strategy of transitioning into game design once you're in
• I knew a self trained 3D artist who got his break this way. He basically pestered his way into an interview, by visiting our studio at Infogrames Manchester with his portfolio everyday and offering to work for free. My manager at the time, said no several days in a row, but this guy kept coming back and politely offering to work for nothing. Eventually my boss asked the rest of us artists to check out his portfolio, and asked if we felt he could do anything for us. His portfolio was only average, but he seemed so willing and capable of some jobs and we had a lot on our plates, so we said yes. He's now been in the industry for 16 years (here's his LinkedIn). Persistence and a willingness to learn may be your biggest assets.
Key designer
Max Herngren (Level Designer)
• Student of game and level design at Futuregames, Stockholm
• Worked at Right Nice Games (Indie studio) as a Level Designer.
• Level Design intern at Mojang
• Level Designer at Mojang in Sweden
• Skylar & Plux: Adventure on Clover Island – Game made
• The Solus Project, a survival exploration game where I helped out at the end of the game’s development along with some other students in my class.
• Key Designers
Fundementals
• Have great sense of pacing and player experience
• Understand what a player wants at any given time
• Understand how they’re affected by the pacing curve
• Master composition
• Have an artistic eye
• Analyse games
• Flexibility
• Be able to do background work
• Use mechanics and space wisely
• What does it take to secure role of choice?
• Composition to guide a player through the space
• Won’t be able to make a level look appealing
• Guiding players arguably the most important thing to do
• Take it from me, you don’t have to be able to draw or make 3D models but you have to have an eye for it. Building a good structure can give environment artist more idea of what you’re wanting to achieve.
• You have to intuitively be able to look at a space and have an idea of if it looks good or not and how you can make it better
• Analysing these games can give better idea of space and improve own levels
• If waiting for mechanics to be built, possibly become a tester or help the artists or scripters if required or keep building to the space and tweaking until feels right.
• Try to understand why they put that rock just there and why that cave is laid out in this or that specific way, and how would I have done it differently and what would that mean for the player?
• Coders and scripters working on grey whiteboxed level, as soon as events begin happening in the background, becomes a lot more alive which can inspire people.
• Learning how to make a set of mechanics work for 20 hours without the player getting bored etc. Keeping it fresh and interesting for the players.
Main objective:
• Pre-production: Build a good foundation and base
• Figure out goals
• Work out an initial strategy
• Draw out ideas
• Research
• Block out with BSPs
• Replace with actual assets
• Learn engine inside out
• From which you can later build the game into a sequence of levels that are good and make sense in the context of the game.
• Work out an initial strategy of how going to reach them
Best options:
Sumo Digital
Rockstar North QA
Ubisoft Graduate Program
Rockstar North tend to have a few openings asking for game testers and QA. As Rob Kay said, may be the best way in.
The Ubisoft Graduate Program offers successful applicants the chance to spend two years working on production teams in two different Ubisoft studios in order to hone their skills in a variety of professional disciplines, essentially making them employees.
The Ubisoft Graduate Program is a two-year international program for fresh Graduates who expect a career accelerator into the games industry. Over two years, Graduates will have the opportunity to work in two different studios in different countries.
Sumo Digital
Location
Sheffield
Near Peak District National Park
Team size
Around 250
What games do they make?
Little Big Planet 3
Helped on Forza Motorsport 7, Hitman Episode 5
Mission statement
‘Sumo make games we're proud of and passionate about: everything from driving games to platformers’
Main perks
Group Life Assurance Policy, Group Income Protection Policy, Holiday Pay,
Employee Assistance Program (EAP), Pension, Flexi Time, On site free gym, Days out.
Student placements
Internship
Reviews
‘Friendly atmosphere, good people to work with’ ‘Hands-off approach can make you feel like a small fish in a big pond’.
What kind of studios offer these positions?
Sheffield- Family not far away (1 and a half hours)
Peak District- Countryside and city is not as big as Manchester etc.
Team size: Mid sized company to gain the step into the larger one later on.
Fact that they make all types of games is interesting because would give opportunity to see what really enjoy making and make what I really enjoy playing.
Enjoy all types of games and they have helped create games I have grown up playing
The benefit is payable to a designated beneficiary in the event of death by a lump sum of 4 x annual basic salary.
The company provides a Group Income Protection Policy which protects the employee and their family for long periods of illness by paying a portion of income equivalent to 75% of basic salary, for a set timescale.
All employees will receive 24 days holiday, in addition to the UK Bank holidays.
EAP is a free, completely confidential source of support for employees and their immediate families, which is provided by a professional independent body.
The Company will provide access to a Group Personal Pension Scheme, administered by Scottish Widows.
Sumo offers a flexi time scheme, because we understand just how crucial it is that staff are able to maintain their work/life balance
What is missing/ lacking:
• Need to do more player feedback
• Show more refined levels with process
• Shipped at least one AAA 3rd person action title- Sometimes add this to filter candidates out.
• Hone proposal skills in order to get teams on board.
• Keep working on building games in UE4.
• Keep learning how to blueprint.
• What kind of studios offer these positions?
• What roles actually entail- what actually do
Over summer
• Update portfolio/ CV
• Create some games similar to Sumo and Ubisoft style.
• Have playable demos on Itch
• Get social media up to date
• Use other engines, e.g. Map editor in Far Cry.
• Keep honing skills in programs
• Keep time management structured
• Network
• Ensure games are at the forefront of portfolio
Update and work on honing skills in:
Website, Tumblr, LinkedIn, Twitter, Facebook
Programs such as PhotoShop, Maya and UE4
Bibliography:
Sumo Digital placements: http://www.sumo-digital.com/placements-emma-lintvelt/
Sumo Digital reviews: https://www.glassdoor.co.uk/Overview/Working-at-Sumo-Digital-EI_IE765707.11,23.htm
Sumo Digital website: http://www.sumo-digital.com/
Ubisoft Graduate program: https://news.ubisoft.com/article/ubisoft-graduate-program-2018-tips-from-our-ubigrads
Gabe Newell quote: https://www.polygon.com/2014/1/3/5270182/gabe-newell-on-hiring-modders-official-credentials-have-no-predictive
Get a job in video games: https://www.gamedesigning.org/career/jobs/
Level Design article: https://80.lv/articles/who-are-level-designers/
Max Herngren website image: https://maxherngren.squarespace.com/the-solus-project
Max Herngren website: http://maxherngren.com/about-1/
Rob Kay LinkedIn: https://www.linkedin.com/in/robkaysf
Ubisoft logo: http://logos.wikia.com/wiki/File:Ubisoft_2017.svg
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