Gracie Arenas Strittmatter, Jeff Vanelle, Benjamin P. Cloward, Eve Colvin
{"title":"创造BioWare《圣歌》的沉浸式世界","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":"{\"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}","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}
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.