At this year's Unity Developer Conference, I had the honor to
hold a talk about the development techniques Cliffhanger Productions
used to develop Jagged Alliance Online, a large, turn-based,
tactical browser game. With the requirement to manage a large
codebase, many thousand assets and over a hundred unique missions,
we faced enormous technical challenges to create an efficient and
stable workflow and deployment process.
The session covered strategies that help to:
The session slides can be downloaded here.
Creating large-scale virtual environments for interactive
applications such as computer games poses a demanding challenge for
computer graphics.
Urban environments are usually hand-crafted by artists using
commercial 3D modeling software. For today's detail-rich games, this
becomes less and less feasible. Procedural modeling techniques
strive to help artists to create virtual worlds in less time.
In my thesis, I present a system that helps artists and game
designers to plan, layout and model urban environments for games and
other media.
Methods are described to create street networks manually and
procedurally and to edit them interactively at any time in the
development process. A stable street tessellation technique is
employed that is able to represent street segments as well as
crossings connecting an arbitrary number of streets and that adapts
to the underlying terrain.
Poster and Thesis are available for download.
As a part of my master thesis, I publised a paper at the Central European Seminar on Computer Graphics in 2010. I presented a system that procedurally creates urban environments including street networks, street geometry and building parcels. My main contribution was a constraint based system that chooses the best fitting building for every parcel from a set of existing buildings. Building properties such as the footprint, area, and faces that should have street access are used to select the most suitable building.
I was awarded with with the Best Presentation and 3rd Best Paper Award.
The Paper and a short Video Showcase are available for download.
I am currently working on an article series for the german game
development magazine Making Games.
The series will provide in-depth information about the development
of Jagged Alliance Online with the Unity
game engine.
The first issue will be published in mid-december.