Unlike games with fixed characters, like a James Bond or Lara Croft game, or games with parameterizable meshes, like the Sims or City of Heroes, Spore has to generate the entire mesh on the fly as the player makes the creature. The first thing I worked on when I started on Spore (in October, 2003) was the creature skin. These sections are in rough chronological order of my contributions. It also leaves out the contributions of the awesome artists who used the tools and systems. In most cases I'm limiting my discussions to the specific code and tools that I contributed to directly, which leaves out descriptions of a lot of the incredibly important and groundbreaking work other people did on neighboring code, whether higher level, more player facing aspects of the code, like user interface and gameplay, or lower level systems stuff like resource management, threading, rendering, and the like. It's great to watch players be delighted by something they just created. My favorite moment in the game is when you first attach a leg or arm or mouth to the torso in the creature editor, and your creature comes alive and turns to look at its new limb or roars with its mouth. I hope more developers put up pages like this for the games they work on.Īlmost all of my contributions center around the creatures, and helping to bring them to life for players. This is my attempt at this for my contributions, before I forget the details. Although assigning credit is a bit tricky because large-scale game development has a lot of subtle, overlapping, and often blurry responsibilities, I still think it's interesting to have rough descriptions and color commentary of the major things each person worked on. I think credits are very important for game developers, our industry, and the art form. If I've left somebody out or made a mistake, I apologize please email me and I'll correct it immediately.Ī Brief Note on Game Credits This page could be seen as augmenting the game credits, like what you'd get if you could click on the names to get more information. Given that, I will strive for inclusion and accuracy, and I will only talk about systems to which I made substantial contributions. I think the game had over 80 people working on it towards the end, and it was in development for more than 5 years, so basically everything in the game was touched by more than one person and was a team effort. It's a place for me to write up miscellaneous development comments about the parts of the game I worked on, while they're still fresh in my mind. SPORE Creature Creator is a powerful yet easy-to-use creation tool with a simple drag-and-drop interface that anyone with a PC or Mac and a mouse can enjoy.This page is intended to be a sort of liner notes for my contributions to Spore. Latest Games Coming Soon Free-To-Play EA SPORTS EA Originals Games Library PC PlayStation 5 Xbox Series X Nintendo Switch Mobile EA Play The EA app Competitive Gaming EA Play Live Company EA Studios Careers Our Technology EA Partners News Inside EA Our Commitments Positive Play Inclusion & Diversity Social Impact People & Culture Environment Help Forums Parental Controls Accessibility Press Investors Playtesting Latest Games Coming Soon Free-To-Play EA SPORTS EA Originals Games Library PC PlayStation 5 Xbox Series X Nintendo Switch Mobile EA Play The EA app Competitive Gaming EA Play Live Company EA Studios Careers Our Technology EA Partners News Inside EA Our Commitments Positive Play Inclusion & Diversity Social Impact People & Culture Environment Help Forums Parental Controls Accessibility Press Investors Playtesting SPORE Creature Creator Maxis Standard Edition SPORE Creature Creator EA Play FIFA 23 F1™ 22 Madden NFL 23 Apex Legends Battlefield™ 2042 The Sims 4
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