connecting visuals to gameplay at valve · • applying lessons learned from tf2 • utilizing...

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Jason Mitchell Connecting Visuals to Gameplay at Valve

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Page 1: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Jason Mitchell

Connecting Visuals to Gameplay at Valve

Page 2: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Introduction

• Team Fortress 2• Distinctive Silhouettes• Stylized shading

• Left 4 Dead• Creating a Dark, Gritty Horror experience• Applying lessons learned from TF2• Utilizing “Filmic” effects

Page 3: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Team Fortress 2 Left 4 Dead

Page 4: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Team Fortress Mod

Page 5: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Initial Team Fortress 2

Page 6: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Initial Team Fortress 2

Medic!

Page 7: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Team Fortress 2

Page 8: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Why The Unique Visual Style?

• Gameplay• Readability• Branding

Page 9: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

• Team – Friend or Foe?• Color

• Class – Run or Attack?• Distinctive silhouettes• Body proportions• Weapons• Shoes, hats and clothing folds

• Selected weapon – What’s he packin’?• Highest contrast at chest level, where weapon is held• Gradient from dark feet to light chest

Color Swatch

Read Hierarchy

Page 10: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Dean Cornwell

J. C. Leyendecker

Norman Rockwell

Early 20th Century Commercial Illustration

Page 11: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

J.C. LeyendeckerThanksgiving 1628-1928

J.C. LeyendeckerTally-Ho, 1930

Clothing Folds

Page 12: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

J.C. LeyendeckerArrow collar advertisement, 1929

J.C. LeyendeckerSwimmin’ Hole, 1935

Rim Highlights

Red Terminator

Page 13: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Rim Highlighting

Page 14: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Rim Highlighting

Page 15: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Character Creation1. Character silhouette

2. Interior shapes

3. Model sheet

4. 3D Model

5. Character Skin

6. Final Character in game

Page 16: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Character Silhouette• Building block of

character design• Identifiable at first read

Page 17: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Interior Shapes• Solving interior

character design with shadow shapes

• Keep it iconic• Work out design in

three quarter pose

Page 18: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Model Sheet• Use concept painting

as guide• Solve design

problems using silhouette only

• Solve interior design with shadow shapes

Page 19: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

3D Model• Match silhouette to

model sheet• Solve 3 quarter

design with screenshots / paintovers

• Model with character in mind

Page 20: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Base Ambient Occlusion map

Page 21: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Character Skin

Page 22: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Final Character• 3D model with

texture and basic shading

Page 23: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Engineer Concept

Page 24: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Engineer model

Page 25: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Pyro Concept

Page 26: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Pyro model

Page 27: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Environment Design• Creating a compelling,

immersive world• Team distinction

through material hue/value/saturation• Desaturated relative to

players

• Impressionistic painterly look

Concept paintingConcept painting

Page 28: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Contrasting Team Properties• Red

• Warm colors• Natural materials• Angular geometry

• Blue• Cool colors• Industrial materials• Orthogonal forms

Concept paintingsConcept paintings

Page 29: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team
Page 30: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Miyazaki – Brush Width Foreshortened

Background plates from Spirited Away

Background plates from Spirited Away

• Can easily imagine a 3D camera move between these 2D views of the same space

Page 31: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

World texturing

Texture mapTexture map InIn--game Screenshotgame Screenshot

Page 32: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

World texturing

Texture mapTexture map InIn--game Screenshotgame Screenshot

Page 33: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

World texturing

Texture mapTexture map InIn--game Screenshotgame Screenshot

Page 34: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team
Page 35: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Introduction• Co-op, first-person horror

game• Dynamic shared narrative

• Experience an action movie with friends

• AI Director• Procedurally generated

character performance, pacing, effects and music

• Shipped today!• (Please stay in your seats)

Page 36: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

We Shipped Today!• Because of Steam, there is an exact

moment when the PC version of a Valve game officially ships.

• Hitting enter on a keyboard in one guy’s office wasn’t momentous enough for us, so we built The Shipping Machine

• I was here in Montreal, so I missed the party, but here are a few fun photos…

Page 37: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

The Valve “Shipping Machine”The Valve “Shipping Machine”

Page 38: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

The Valve “Shipping Machine”The Valve “Shipping Machine”

Page 39: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Left 4 Dead goes live!Left 4 Dead goes live!

Page 40: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Art Direction and Gameplay• Dark, scary cinematic

environment• Apply lessons learned

from TF2• “Filmic” Effects• Shaders enhance dark

setting

Page 41: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Filmic effects• Color Correction• Grain• Vignette• Local Contrast Enhancement• Dynamically communicate game state

Page 42: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

No Post-processingNo Post-processing

Page 43: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Color CorrectionColor Correction

Page 44: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

GrainGrain

Page 45: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

No GrainNo Grain GrainGrain

Page 46: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Before VignetteBefore Vignette

Page 47: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

VignetteVignette

Page 48: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Local ContrastLocal Contrast

Page 49: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Bathers at Asnières by George SeuratBathers at Asnières by George Seurat

Page 50: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Filmic Effects OFFFilmic Effects OFF

Page 51: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Filmic Effects ONFilmic Effects ON

Page 52: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Normal StressNormal Stress

Page 53: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

High StressHigh Stress

Page 54: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Hunter PounceHunter Pounce

Page 55: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Normal StateNormal State

Page 56: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Third StrikeThird Strike

Page 57: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Lighting for Darkness• Support fiction

• Fires• Headlights of abandoned vehicles

• Aid navigation• Players tend to follow the light

• Importance of silhouette• Player as light source

• Flashlight tied to gameplay

Page 58: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Too many areas of contrastToo many areas of contrast

Early production screenshotEarly production screenshot

Page 59: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Simplified lightingSimplified lighting

Final lookFinal look

Page 60: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

In-game headlightsIn-game headlights

Page 61: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

In-game headlightsIn-game headlights

Page 62: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Smoking the Set• Separate foreground from background

• Fog• Light colored fog in dark areas to contrast with

silhouettes of infected in mid-ground

• Particles• Adds atmosphere and helps accentuate silhouettes

of infected against lighter particles

Page 63: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Black FogBlack Fog Light FogLight Fog

Page 64: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Without particlesWithout particles With particlesWith particles

Page 65: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Reload, Shove & Muzzle Flash• Player is the light source• Increases drama and immersion• Flashlight is attached to the weapons

• Reloading• Shoving• Muzzle flash

• Encourages players to coordinate actions

Page 66: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Traditional Normal Mapping• Traditional normal

mapping locally alters surface orientation, causing detailed lighting effects

Narrow dark area from normal facing away from the light

Light Intensity

Page 67: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Self Shadowed Normal Mapping• Self Shadowed Normal

Mapping incorporates local self-shadowing information for greater surface richness

• Reacts to lighting from radiosity as well as dynamic lights in the scene, such as the player’s flashlight

• Refactoring our shader code, this turns out to be free

Narrow dark area from normal facing away from the light

Self-Shadowed Region

Light Intensity

Page 68: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Self Shadowed Normal Mapping Example

No Self-shadowingNo Self-shadowing With Self-shadowingWith Self-shadowing

Page 69: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Wet Environments• Film technique

• Wash down the set to get that “movie dark” look

• Film Noir

• Adds details to dark settings while still feeling dark

Reference PhotographReference Photograph

Page 70: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

In-game screenshotIn-game screenshot

Page 71: Connecting Visuals to Gameplay at Valve · • Applying lessons learned from TF2 • Utilizing “Filmic” effects. Team Fortress 2. Left 4 Dead. Team Fortress Mod. Initial Team

Summary

• Team Fortress 2• Distinctive Silhouettes• Stylized shading

• Left 4 Dead• Creating a Dark, Gritty Horror experience• Applying lessons learned from TF2• Utilizing “Filmic” effects