An overview of upcoming features, enhancements, packages, templates and integrations, the different types of solutions Unity offers for film and animation, and a Q&A.
Speaker: Mathieu Muller, Sr. Technical Product Manager for Film (Unity Technologies)
New in Unity 2018.3
- DCC Mesg Sync: live link to Maya, Max, Blender, and Motion Builder
- Alembic package
- Unscaled Blendshapes, negative blendshapes
- Multiple scene editing, Nested Prefabs,
- Nested Timelines
- HDRP (preview) – High Definition Render Pipeline,
- HDRP Shader Graph
- HDRP soft shadows, volumetric lighting, planar reflections, stack lit shader
- Global Illumination: GPU accelerated ray-tracing for Baked Lightmap (preview)
- Cinemachine: Auto-focus, Storyboard, Post-processing, Maya cameras, lens presets
- Post Processing Stack
- VFX Graph (preview)
Plan of Intent (2019.x)
pipeline integration (Python, workflows)render passesColor pipelinehigh-quality video exportFurDigital HumansVisual ScriptingVideo genlockmocap performance capture frameworkVideo IO (SDI, NDI,…)real-time compositing (chromakey, lens calibration, …)real-time GPU raytracingintegration with offline raytracing
- Unity Editor on Linux CentOS (preview)
- Licensing for closed networks
- Python Support for Editor (Windows, Mac, Linux)
- Recorder v2 as package
- Post Processing v3
- Fur and Hair material
- Blendshapes up to 16 bones per vertex influence
A crash course in working with voice actors to get the right read for your game. Voice Actor Sally Beaumont will walk us through a recording session, from script preparation to performance direction and what to expect from a professional voice actor on the day. Find the fun in this collaborative, creative process and gain the confidence to direct like a pro.
AdventureX is the only convention dedicated to narrative-driven games.
“While the topic of virtual cinematography has essentially focused on the problem of computing the best viewpoint in a virtual environment given a number of objects placed beforehand, the question of how to place the objects in the environment with relation to the camera (referred to as staging in the film industry) has received little attention. This paper first proposes a staging language for both characters and cameras that extends existing cinematography languages with multiple cameras and character staging. Second, the paper proposes techniques to operationalize and solve staging specifications given a 3D virtual environment. The novelty holds in the idea of exploring how to position the characters and the cameras simultaneously while maintaining a number of spatial relationships specific to cinematography. We demonstrate the relevance of our approach through a number of simple and complex examples.”
Associated paper: https://hal.inria.fr/hal-01883808v1
Konsoll is a conference founded by The Game Developers Guild in Norway. Konsoll was first organized in 2012, and has a steadily growing audience of game developers from both Norway and abroad.
00:00:00 Brie Code – Friends Forever: tend and befriend in mechanics
00:43:00 Jake Clark – Cuphead: Creating Djimmi the Great
02:40:00 Gwen Frey – 3 Steps for Founding a Successful Indie Studio
03:46:00 Charlene Putney – Delightful Dilemmas: Writing for Choice-Based Narratives
05:14:00 Johnnemann Nordhagen – Decision Points: The Process of Creating an Experimental Commercial Indie Game
06:21:00 Felicia Prehn And Barrie Ellis – Accessibility Panel
This talk will present a closeup look at a number of barely noticeable elements from the game INSIDE. The case studies will focus on input and animation but otherwise be all over the place. A common theme of the talk will be our ambition to make animation as continuous as possible, while keeping the player in control.
Fully-procedural animation. I’m using a function state machine (Playmaker) to trigger random timing on expressions and head tilts, and an IK system smooths the movement of the head, neck, and shoulders at slightly different timings.
I ended up creating an elaborate gimbal of parented rotating joints so the chin could point in one direction and the eyes another. The IK system is set up to follow the rotation of one of the gimbal joints, rather than rotating the head directly.