Computer Graphics World

Aug/Sept 2012

Issue link: https://digital.copcomm.com/i/83694

Contents of this Issue

Navigation

Page 21 of 51

n n n n Gaming Rayman Origins contains bright, bold 2D cartoon images created by painters and illustrators. With the UbiArt Framework graphics engine, animations can be made from flat artwork or photographs. that smaller teams are more flexible," says Shrager. "Then, if that small team has the level of talent, creativity, and innovative thinking that we put together, you can make something really special." According to Shrager, the new engine offered the group a great deal of creative free- dom. It is optimized for high-def resolution, allowing the game to run in full 1080p HD at 60 frames per second. "We could iterate on concepts with high-definition graphics and gameplay assets in real time, which is one of the major keys to emerging concepts and cre- ative, innovative gameplay," she adds. Living a Dream Work on Rayman Origins began approxi mately two years ago by a team of artists and engineers with a so-called garage-game mentality. As Ancel contends, the reactive approach to game development enabled by the UbiArt Frame- work platform helped promote creative energy and innovation within the group. "The ability to use the gorgeous hand- drawn artwork of our artists directly in-game is one of the reasons Rayman Origins looks 20 August/September 2012 so fresh and different," Shrager points out. While the UbiArt Framework simplified the 2D animation process, that didn't mean that the game creation was without challenges. According to Ancel, it is easier to create con- tent, characters, and levels in 2D as opposed to 3D, but on the other hand, "you cannot hide poor game design behind Hollywood-type sequences," he says. "2D shows every collision, mistake, and control error. It's a precise kind of game that forces us to manage a lot of details." Just one look and it is clear that Rayman Origins is an artist-created universe, a perfect choice for a 2D game. "After a long time spent on complex 3D games, it's cool to jump into a full gameplay experience with no turnarounds," says Ancel. While 3D may be the standard for console games these days, there's something that can be said for a compelling art-focused 2D game that utilizes the power of these machines. "The 3D consoles of today support incredible graphics and sound in 2D," Ancel points out. "It's amazing to be able to create a universe with the quality of the best animated features, but in an interactive experience." The game rollout began with titles for the PS3, Wii, and Xbox 360, and continued through the summer for Windows, the Vita, and the 3DS. So, choose your platform and 'toon in. n Karen Moltenbrey is the chief editor of Computer Graphics World.

Articles in this issue

Archives of this issue

view archives of Computer Graphics World - Aug/Sept 2012