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New generation game play

New generation game play

2005-05-18       - By Robert Moodie

 Back
Reply:     <<     11     12     13     14     15     16     17     18     19     20     >>  

So you reckon they put out a pre-rendered piece to get people excited about the
game then?
;-)




 -- -- Original Message -- --
 From: Brad Friedman
 To: XSI@(protected)
 Sent: Wednesday, May 18, 2005 9:20 AM
 Subject: Re: New generation game play


 Tell me if I'm wrong... but isn't that likely to be (or at least
 incorporate a lot from) a "look test" for their game?  We had a producer
 from EA come by our school a few months ago and he explained that at the
 beginning of every one of their game production cycles, they produce a
 pre-rendered piece thats supposed to be their target for gameplay.  So
 they try and keep the geometry, shaders and particles at the level that
 they expect will fit in the game engine, but pre-render it.  I would
 think that would explain the confusion.  Its meant to look like
 something that might be made on the PS3 with PS3 level assets but its
 all glossed up for a promotional piece and pre-rendered.  So looking for
 tell-tale signs of it being realtime or pre-rendered is simply going to
 create confusion given that some elements are designed to look realtime
 and others likely are not.

 Thats my theory based on conjecture... anyway.

 -brad

 André Adam wrote:

 > Putting the rather excessive demolition models aside, particle effects
 > and the detail of the vehicles and landscape don't seem too way off.
 > Will overall look way less appealing with a regular ingame camera and
 > more repeditive track elements, though.
 >
 >    -André
 >
 > kim aldis wrote:
 >
 >> http://www.gametrailers.com/player.php?id=5841&type=mov
 >> <http://www.gametrailers.com/player.php?id=5841&type=mov>
 >>  
 >> anyone in games care to comment on whether or not we really can
 >> expect this level of quality in the next gen consoles? If we can,
 >> I'll have 4.
 >>  
 >>  kim@(protected)    
 >> kim@(protected)
 >>  
 >
 >
 >
 > ---
 > Unsubscribe? Mail Majordomo@(protected) with the following text in
 > body:
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<DIV><FONT face=Tahoma size=2>So you reckon they put out a pre-rendered piece
to
get people excited about the game then? </FONT></DIV>
<DIV><FONT face=Tahoma size=2>;-)</FONT></DIV>
<DIV><FONT face=Tahoma size=2></FONT>&nbsp;</DIV>
<DIV><FONT face=Tahoma size=2></FONT>&nbsp;</DIV>
<DIV><FONT face=Tahoma size=2></FONT>&nbsp;</DIV>
<DIV><FONT face=Tahoma size=2></FONT>&nbsp;</DIV>
<BLOCKQUOTE
style="PADDING-RIGHT: 0px; PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER-LEFT:
#000000 2px solid; MARGIN-RIGHT: 0px">
 <DIV style="FONT: 10pt arial">-- -- Original Message -- -- </DIV>
 <DIV
 style="BACKGROUND: #e4e4e4; FONT: 10pt arial; font-color: black"><B>From:</B>
 <A title=xsibrad@(protected) href="mailto:xsibrad@(protected)">Brad Friedman</A> </DIV>
 <DIV style="FONT: 10pt arial"><B>To:</B> <A title=XSI@(protected)
 href="mailto:XSI@(protected)">XSI@(protected)</A> </DIV>
 <DIV style="FONT: 10pt arial"><B>Sent:</B> Wednesday, May 18, 2005 9:20
 AM</DIV>
 <DIV style="FONT: 10pt arial"><B>Subject:</B> Re: New generation game
 play</DIV>
 <DIV><BR></DIV>Tell me if I'm wrong... but isn't that likely to be (or at
 least <BR>incorporate a lot from) a "look test" for their game?&nbsp; We had
a
 producer <BR>from EA come by our school a few months ago and he explained
that
 at the <BR>beginning of every one of their game production cycles, they
 produce a <BR>pre-rendered piece thats supposed to be their target for
 gameplay.&nbsp; So <BR>they try and keep the geometry, shaders and particles
 at the level that <BR>they expect will fit in the game engine, but pre-render
 it.&nbsp; I would <BR>think that would explain the confusion.&nbsp; Its meant
 to look like <BR>something that might be made on the PS3 with PS3 level
assets
 but its <BR>all glossed up for a promotional piece and pre-rendered.&nbsp; So
 looking for <BR>tell-tale signs of it being realtime or pre-rendered is
simply
 going to <BR>create confusion given that some elements are designed to look
 realtime <BR>and others likely are not.<BR><BR>Thats my theory based on
 conjecture... anyway.<BR><BR>-brad<BR><BR>André Adam wrote:<BR><BR>&gt;
 Putting the rather excessive demolition models aside, particle effects
 <BR>&gt; and the detail of the vehicles and landscape don't seem too way off.
 <BR>&gt; Will overall look way less appealing with a regular ingame camera
and
 <BR>&gt; more repeditive track elements,
 though.<BR>&gt;<BR>&gt;&nbsp;&nbsp;&nbsp; -André<BR>&gt;<BR>&gt; kim aldis
 wrote:<BR>&gt;<BR>&gt;&gt; <A
 href="http://www.gametrailers.com/player.php?id=5841&amp;type=mov">http://www
.gametrailers.com/player.php?id=5841&amp;type=mov</A>
 <BR>&gt;&gt; &lt;<A
 href="http://www.gametrailers.com/player.php?id=5841&amp;type=mov">http://www
.gametrailers.com/player.php?id=5841&amp;type=mov</A>&gt;<BR>&gt;&gt;&nbsp;
 <BR>&gt;&gt; anyone in games care to comment on whether or not we really can
 <BR>&gt;&gt; expect this level of quality in the next gen consoles? If we can
,
 <BR>&gt;&gt; I'll have 4.<BR>&gt;&gt;&nbsp; <BR>&gt;&gt;&nbsp; <A
 href="mailto:kim@(protected)">kim@(protected)</A>&nbsp;&nbsp;&nbsp;
 <BR>&gt;&gt; <A
 href="mailto:kim@(protected)">kim@(protected)</A><BR>&gt;&gt;&nbsp;
 <BR>&gt;<BR>&gt;<BR>&gt;<BR>&gt; ---<BR>&gt; Unsubscribe? Mail <A
 href="mailto:Majordomo@(protected)">Majordomo@(protected)</A> with the
 following text in <BR>&gt; body:<BR>&gt; unsubscribe
 xsi<BR><BR><BR><BR>---<BR>Unsubscribe? Mail <A
 href="mailto:Majordomo@(protected)">Majordomo@(protected)</A> with the
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