Creating the Art of ABZU

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  • čas přidán 21. 09. 2017
  • In this 2017 GDC talk, Giant Squid Studios' Matt Nava offers insight into the unique art style of Abzu, and the processes that he and the team at Giant Squid developed to create it.
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Komentáře • 73

  • @Baleur
    @Baleur Před 6 lety +239

    What the hell.
    So the fish are actually just static rigid unanimated meshes, but using vertex shaders to distort them to make it look as if they are animated, which in effect is exactly what an animation is anyway, distortion of a mesh. Absolutely brilliant.

    • @jcbbb
      @jcbbb Před 6 lety +9

      yup bones are so 2000s now lol

    • @masterneme
      @masterneme Před 6 lety +3

      Yes they're meshes without bones that use vertex shaders and morph targets for deformation.
      In the past you needed to import your mesh as skeletal to have your morph targets available but I guess the newer versions of UE4 allow static too or they could have not been able to instance all those fishes.

  • @EmilMacko
    @EmilMacko Před 6 lety +131

    This is amazing. Innovation everywhere, from computationally cheap animation, to an efficient world-building workflow. Absolutely inspiring!

  • @MagnusMegamind
    @MagnusMegamind Před 6 lety +101

    This was just great,GDC speakers rarely actually show what and how they did something so 10/10
    It is too often "we had small budget but we are amazing for 50minutes" instead of something interesting.

  • @jasperparkertrenfield8302
    @jasperparkertrenfield8302 Před 6 lety +103

    Holy cow. I was wondering how the hell you got so many fish in there. As an animator this makes me incredibly joyful to see.

    • @ZoidbergForPresident
      @ZoidbergForPresident Před 6 lety +5

      He said they didn't have a dedicated animator and this makes you happy? :D
      Joking, I see what you mean. ;)

  • @Lalle524
    @Lalle524 Před 6 lety +94

    That's a lot of fish.

  • @seehr
    @seehr Před 6 lety +47

    Dude. The "tool" that you used to manipulate landscape-type meshes in minute 14:30.........
    How did you even developed such cool thing?
    I need that in my life.

  • @ababiya_worku
    @ababiya_worku Před rokem +3

    So I recently finished playing ABZU & I’m speechless by its level of detail sounds animations story everything is amazing,

  • @SeriusSim
    @SeriusSim Před 6 lety +19

    This game is pretty cool, it didn't really provide what I was expecting (open world underwater exploration) but instead was a very linear yet extremely enjoyable experience of discovering successive themed areas. Also great atmosphere (punpun)

  • @NocturnalJin
    @NocturnalJin Před 6 lety +11

    Wow. Technical brilliance. I felt like a magician was teaching me their trick.
    So long, and thanks for all the fish!

  • @michalkwasniewski5177
    @michalkwasniewski5177 Před 6 lety +25

    Beautiful game, great talk.

  • @mantisproductions31
    @mantisproductions31 Před 5 lety +5

    Matt and the team, you guys are amazing. In the few hours that I was able to experience ABZÛ I felt truly at peace (until the minefield) and the message behind the story, the colors, the amazing soundtrack by Austin and the fluidity of the game... It's hard to compare because of how different they are but I put this right up with red dead 2 even though it's about 58 hours shorter and had a fraction of the people working on it. Please, Matt and friends, make more games, you guys are fucking awesome

  • @donniedorko3336
    @donniedorko3336 Před 3 lety +3

    Every single part of this deserves to become industry standard for these problems. Thank you so much for sharing
    P.S. I was stunned through my playthrough how low the resource-consumption was. Cannot stress enough how impressed I am by the quality of your work

  • @vidSpac
    @vidSpac Před 5 měsíci

    Bravo. This game is absolutely amazing. I love learning about the out of the box thinking it took to create it. I especially appreciate the use of procedural rules leading to emergent phenomena that mimics the natural world :')

  • @LabRat10101
    @LabRat10101 Před 6 lety +54

    Please make more games a.s.a.p. Thanks.

  • @lyingpancake95
    @lyingpancake95 Před 3 lety +3

    Such clever solutions! This type of problem-solving is why I'm so inspired to develop games.

  • @Xertzion
    @Xertzion Před 3 lety +1

    This game is absolutely beautiful. Keep making games like these!

  • @whyismynametaken123
    @whyismynametaken123 Před 6 lety

    Certainly one of the better tech talks that I've listened to

  • @Programmer410
    @Programmer410 Před 6 lety +2

    Pretty good talk, thank you for sharing all of this!

  • @chenlind1815
    @chenlind1815 Před 6 lety +2

    Really Amazing! The method is beautiful and neat.

  • @Nevarek_
    @Nevarek_ Před 2 lety

    This is inspiring me to make my own simple project using blendshapes and shaders with static mesh instancing. The hightmap generation for terrain is genius, along with the volumentrics ideas. Thanks so much for sharing, this looks like a fun project for a technical artist to chew on!

  • @st.michaelthearchangel7774

    Absolutely incredible.

  • @GonziHere
    @GonziHere Před 3 lety

    Thanks for all the fish :-D Great talk btw, thanks for the in depth insight into your workflow, greatly appreciated.

  • @toureiro
    @toureiro Před 6 lety +5

    Amazing stuff!

  • @MerryMac1000
    @MerryMac1000 Před 2 lety

    Wow this was incredibly helpful!

  • @sakuyaizayoi8132
    @sakuyaizayoi8132 Před 6 lety

    Wonderful speech! Help me a lot.

  •  Před 6 lety +1

    brilliant work!

  • @ZoidbergForPresident
    @ZoidbergForPresident Před 6 lety +1

    Cool! Well done!

  •  Před 6 lety +1

    Fantastic!

  • @anthonyapm
    @anthonyapm Před 3 lety

    Awesome talk!

  • @Zorn101
    @Zorn101 Před 6 lety +6

    ABZU was a great game!
    I loved my robot scuba cat!

  • @MucciciBandz
    @MucciciBandz Před 5 lety +3

    What I learned from this talk.. STATIC MESH INSTANCING IS DOOOPE

  • @rico-oc5zl
    @rico-oc5zl Před rokem

    legit amazing

  • @rainwitchansy
    @rainwitchansy Před 6 lety +1

    Oh gosh, this was made in Maya?? (lol at the warped parts; so relatable #artmajor) That’s amazing. This whole talk is amazing. ABZU is amazing....Amaziiiiiing~!

  • @Chris5044
    @Chris5044 Před 4 lety

    Amazing! :) Thank you :)

  • @xdeathknight72x
    @xdeathknight72x Před 6 lety

    19:00 I made one for my game but never would have thought to use it for the purpose of directing the player
    Awesome tip

  • @lucarichiisover18
    @lucarichiisover18 Před 6 lety +1

    Man, if this is how they did abzu, i cant wait to see GDC invite some developers from subnautica to the podium
    (the bit about the fish animations and the turning made me think about seeing those super long reapers and ghost leviathans turning all wonky at tight angles during early betas, and how they do now)

  • @pannonianknight
    @pannonianknight Před rokem

    amazing!

  • @ababiya_worku
    @ababiya_worku Před rokem

    This guy absolute genius

  • @RaoulWB
    @RaoulWB Před 6 lety

    18:30 that's incredibly useful and simple to do too

  • @jcbbb
    @jcbbb Před 6 lety +1

    wow excellent

  • @JoseDSchiffer
    @JoseDSchiffer Před 6 lety

    And comments are great too ;.)

  • @tobiashagstrom4168
    @tobiashagstrom4168 Před 6 lety +1

    Cool

  • @JoseDSchiffer
    @JoseDSchiffer Před 6 lety +1

    Shit, this talk was great

  • @locomotif
    @locomotif Před 3 lety

    cool

  • @larsw5088
    @larsw5088 Před 6 lety

    I am new to Unreal, can someone please give me a hint how they did the shaders that animate the vertices?

  • @1fareast14
    @1fareast14 Před 6 lety +3

    23:12 sounds like Satchbag

  • @natetaylor7403
    @natetaylor7403 Před 5 lety

    Does anybody have any tips on how to accomplish this landscape workflow in Unity engine?

  • @bzikarius
    @bzikarius Před 4 lety +2

    23:07
    this kind of behavior called Boids. Google it.

  • @simplyble
    @simplyble Před 6 lety +2

    what is better to do here , instancing those static mesh or pooling it? i mean what are the pros and con's of it ?

    • @masterneme
      @masterneme Před 6 lety +3

      Someone correct me if I'm wrong but instancing greatly reduce drawcalls as its main pro and the con is that is harder to work with.
      Pooling removes the processing time needed to destroy and spawn objects but still needs 1 drawcall for each object+material.

  • @iunpisi1997
    @iunpisi1997 Před 6 lety

    What animation program is that?

  • @MrRaianknight
    @MrRaianknight Před 6 lety +1

    TONS OF FISH xd! What a great game!

  • @hiighcalibre
    @hiighcalibre Před 2 lety

    Worth mentioning how small the footprint of this game is too.

  • @mimisaiko
    @mimisaiko Před 11 měsíci

    🤯

  • @snook5555
    @snook5555 Před 6 lety

    hehe, flyweight pattern :D

  • @thefunnybuddy4138
    @thefunnybuddy4138 Před 4 lety

    15:35 The axes looks like a face.

  • @skye4591
    @skye4591 Před 2 lety

    hey hans sent me here lol

  • @voidling2632
    @voidling2632 Před 3 lety +1

    and still no slider for music and sound....

  • @captainwedgie1783
    @captainwedgie1783 Před 6 lety

    WOW! who said unreal engine games look boring? :O

  • @ameteuraspirant
    @ameteuraspirant Před 6 lety +1

    no WONDER it felt so similar. it was basically journey underwater.

  • @darkmattergamesofficial

    Rip headphone users when he first showed the game

  • @kkertsna9204
    @kkertsna9204 Před 3 lety

    excuse me?!

  • @holmbergen
    @holmbergen Před 6 lety

    ummm ummm

  • @random_stranger185
    @random_stranger185 Před 6 lety +1

    but what about all those useless vertices in the landscape then?

    • @TrueVelox
      @TrueVelox Před 6 lety +4

      Avishek Das if I understood him correctly, the separate terrain meshes were baked onto a height map, so only the visible vertices would be there in the finished version.

  • @Padopoulosman
    @Padopoulosman Před 6 lety +2

    Nice but put more things to do in the game pls

  • @slaction
    @slaction Před 6 lety +4

    Do the fish have volumetric shit? If not then you need to up the realism or I refuse to play. I need to be able to swim through shark turds that break away and drift around me into a large brown cloud.

  • @RubenGoMoRadioboyPlus
    @RubenGoMoRadioboyPlus Před 6 lety

    The art was amaing. THE CONTROLS RUINED THE GAME.

  • @alexa.davronov1537
    @alexa.davronov1537 Před 5 lety

    Cool, but useless.