How Spore's Creature Creator was made, 2003-2008
Chris Hecker's website showcases his detailed insights on Spore's creature design, covering skin mesh, texturing, animation, and AI. He explains challenges in real-time mesh generation, texture atlases, implicit surfaces, and procedural paint systems.
Read original articleChris Hecker's website features his liner notes for his contributions to the game Spore. He discusses various aspects of the game's development, focusing on creature design elements like skin mesh, texturing, animation, and AI. He explains the challenges faced in dynamically generating creature meshes and creating texture atlases in real-time for player customization. He details the use of implicit surfaces for skin representation and the unique approach taken to handle texture charting efficiently. He also mentions collaboration with the art director and the importance of procedural paint systems in Spore's design. He highlights the technical intricacies involved in these processes, such as optimizing texture charting algorithms for quick generation and the trade-offs made for speed versus quality. Overall, Hecker's notes provide insights into the complex and innovative techniques used to bring Spore's creatures to life, showcasing the collaborative and creative efforts behind the game's development.
Related
Total Annihilation Graphics Engine (2012)
The article details Jon Mavor's work on Total Annihilation's graphics engine, overcoming hardware limitations and implementing optimizations like caching units as sprites and improving image quality. Mavor's dedication and technical insights are well-received.
Starcraft (A History in Two Acts)
The history of Starcraft's development by Blizzard Entertainment is detailed, highlighting its transformation from a criticized project to a successful game with unique factions, multiplayer mode, and strategic depth.
A Thousand Primers, Not Just One
The essay critiques generic gamification in education, advocating for intrinsic motivation and subject-specific design. "Zombies, Run!" success is attributed to tailored gameplay, immersive storytelling, and user-centered design principles.
I've been making a bunch of weird creative tools recently, so this resonated with me.
tinkerings: https://cedric-h.github.io/linear-webgl/scroll_thick.html https://cedric-h.github.io/linear-webgl/paint_terrain.html https://cedric-h.github.io/linear-webgl/cube_editor_tutorial...
I've also been looking toward Townscaper, Spore, and Inigo Quilez's work for inspiration.
The metaball rigging and texture generation approach feels like its still somewhat relevant.
The 3d model generation deep learning pipeline that Meta released recently operates on almost similar principles, using signed distance fields and a deep learning network to generate both textures and materials.
Related
Total Annihilation Graphics Engine (2012)
The article details Jon Mavor's work on Total Annihilation's graphics engine, overcoming hardware limitations and implementing optimizations like caching units as sprites and improving image quality. Mavor's dedication and technical insights are well-received.
Starcraft (A History in Two Acts)
The history of Starcraft's development by Blizzard Entertainment is detailed, highlighting its transformation from a criticized project to a successful game with unique factions, multiplayer mode, and strategic depth.
A Thousand Primers, Not Just One
The essay critiques generic gamification in education, advocating for intrinsic motivation and subject-specific design. "Zombies, Run!" success is attributed to tailored gameplay, immersive storytelling, and user-centered design principles.