Courses
Destiny Character-Animation System and Lessons Learned
Tuesday, 12 August 2:00 PM - 5:15 PM | Vancouver Convention Centre, West Building, Rooms 211-214
Tuesday, 12 August 2:00 PM - 5:15 PM | Vancouver Convention Centre, West Building, Rooms 211-214
This course discusses the practical challenges in creating the animation system for Destiny plus solutions, lessons learned, and future development. Bungie's upcoming title Destiny is a multi-player persistent-world action game that requires responsive character animation as a foundation for core game play. The course summarizes how that goal was achieved in Bungie's new game engine, emphasizing interaction with the networking model and distributed AI, under a tight CPU budget and memory constraints. Topics include:
• Integrating dynamic-object-update time slicing, performance gained. and challenges encountered.
• How research-project solutions for locomotion evolved to suit the constraints and needs of a practical game pipeline.
• Examples of Destiny’s character-action features.
• Content workflows and improvements in data specifications and verifications that delivered a more robust and efficient system.
This in-depth presentation of real-world problems will help researchers and game engineers avoid mistakes and achieve better systems in less time.
Course Schedule
2 pm
Introduction/Overview
Lee
2:10 pm
Design Goals and Constraints
Spataro
2:40 pm
Action System
Armstrong
3:20 pm
Runtime Rig and Animation Layers
Armstrong and Spataro
4 pm
Networking Models for Animation
Lee
4:20 pm
Performance Challenges
Lee
4:40 pm
SIGGRAPH Publication to Games
Lee
5 pm
Conclusion and Future Work
Yongjoon Lee
Bungie, Inc.
Tam Armstrong
Bungie, Inc.
Joe Spataro
Bungie, Inc.