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Alan wake 2 game gif
Alan wake 2 game gif




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We’ve recently started participating and have already given a high-level tech presentation of our approach to integrate USD into our pipelines and published Book of USD.

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For example, actively participating in the Academy Software Foundation USD working group for games is a start. What do you think should happen for a wider adoption of USD in the gaming industry?Ĭollaboration within the games industry would definitely help. Familiarize yourself with the terminology and concepts, then play with it using existing DCCs that have integrations, or with one of the available USD composers such as NVIDIA Omniverse.įor a more in-depth development perspective, join and participate in the Academy Software Foundation’s USD working group Slack team. Level data, geometry, materials, and so on, will have to be more modular to leverage all the powerful composition mechanisms.Ĭan you share any tips or lessons learned for other developers looking to adopt USD? Any recommended small steps to follow for starters?īefore you start, you should read up about USD. We are still in the early stages of adopting USD, but we are seeing that it will change how we author assets in the long run. Has the change to USD affected how you create assets? Layer edits (and commands) describe how we send diffs to synchronize one way or another

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We expect there to be more challenges along the way as we learn how to author content efficiently and make use of all the powerful features.įigure 2.

alan wake 2 game gif

We wanted the same functionality as we had previously and real-time communication between different processes that have access to the same stage.

alan wake 2 game gif

It took effort in setting USD up in such a way that we can build against multiple versions with all these content pipelines in mind. Our tools are written with C#, engine runtime with C++, and third-party DCC plug-ins with Python. On the workflow side, it took more effort than initially expected to adopt new content pipelines. What challenges did you face during the process of integrating USD?Īs with any large tech stack involving complex data pipelines, there were plenty of surprises. Our schemas are generated from a proprietary data definition language that we use to specify all our content data classes. We used the vanilla USD and extended it with our own codeless schemas and a few plug-ins. It offers composition, hierarchy, comprehensive referencing, good performance, extensibility through codeless schemas, and various plug-ins. We consider USD as much more than a file format. Why USD over other file formats and what schemas or libraries did you integrate? After looking into various options, USD quickly became the most obvious choice as it ticked all the boxes and more. Previously, we started seeing issues while working on ever-growing data sets, bottlenecks with version control, workflow with larger content teams, and the limited capabilities of building more complex building blocks of content to share between games. Finally, we wanted to have a bi-directional interoperation between our tools and third-party digital content creation tools (DCCs). We saw that all our various asset concepts such as levels, prefabs, templates, or presets could be unified as they are all hierarchies of property containers. We adopted USD to streamline our content pipelines and have something that performs well with large amounts of data and can be easily extended. Why did Remedy Entertainment decide to adopt Universe Scene Description (USD) into their game development pipeline? Currently, I’m working as director of technology at Remedy Entertainment focusing on our Northlight engine development. I’ve been working in the gaming industry for some 28 years, creating for various platforms in numerous roles.

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What is your professional background and current role? Vehkala spoke with NVIDIA about embracing USD into its game development pipeline.

alan wake 2 game gif

Now, he’s director of technology at Remedy Entertainment, the studio that created Alan Wake and Control. Mika Vehkala has worked in the game development industry for nearly three decades and contributed to projects such as Horizon Zero Dawn and The Walking Dead: No Man’s Land.






Alan wake 2 game gif