Creating the immersive world of BioWare's Anthem

Gracie Arenas Strittmatter, Jeff Vanelle, Benjamin P. Cloward, Eve Colvin
{"title":"Creating the immersive world of BioWare's Anthem","authors":"Gracie Arenas Strittmatter, Jeff Vanelle, Benjamin P. Cloward, Eve Colvin","doi":"10.1145/3292423.3320078","DOIUrl":null,"url":null,"abstract":"The savage world of Anthem is volatile, lush, expansive, and full of unexpected characters. Bringing these aspects to life in a real-time (30fps) interactive environment presented a wealth of challenging problems for BioWare's technical artists and rendering engineers. These developers work with content creators to bridge art and technology through creative problem solving in areas such as performance/runtime, shaders, and artist tools. This retrospective panel will highlight some of the team's work, alongside reflections on innovation, distributed collaboration/coordination, and the successes and challenges of creating a new IP for the world to enjoy.","PeriodicalId":336321,"journal":{"name":"ACM SIGGRAPH 2019 Production Sessions","volume":"32 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-07-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"ACM SIGGRAPH 2019 Production Sessions","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3292423.3320078","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

The savage world of Anthem is volatile, lush, expansive, and full of unexpected characters. Bringing these aspects to life in a real-time (30fps) interactive environment presented a wealth of challenging problems for BioWare's technical artists and rendering engineers. These developers work with content creators to bridge art and technology through creative problem solving in areas such as performance/runtime, shaders, and artist tools. This retrospective panel will highlight some of the team's work, alongside reflections on innovation, distributed collaboration/coordination, and the successes and challenges of creating a new IP for the world to enjoy.
创造BioWare《圣歌》的沉浸式世界
《圣歌》的野蛮世界变幻莫测,郁郁葱葱,广阔,充满了意想不到的角色。在实时(30fps)的互动环境中实现这些方面给BioWare的技术美工和渲染工程师带来了许多具有挑战性的问题。这些开发者与内容创造者合作,通过创造性地解决性能/运行时、着色器和美工工具等领域的问题,将艺术和技术连接起来。这个回顾小组将重点介绍该团队的一些工作,以及对创新,分布式协作/协调以及创造一个让世界享受的新IP的成功和挑战的思考。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信