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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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.
yup bones are so 2000s now lol
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.
This is amazing. Innovation everywhere, from computationally cheap animation, to an efficient world-building workflow. Absolutely inspiring!
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.
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.
He said they didn't have a dedicated animator and this makes you happy? :D
Joking, I see what you mean. ;)
That's a lot of fish.
Yeah, and water too.
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.
So I recently finished playing ABZU & I’m speechless by its level of detail sounds animations story everything is amazing,
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)
Wow. Technical brilliance. I felt like a magician was teaching me their trick.
So long, and thanks for all the fish!
Beautiful game, great talk.
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
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
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 :')
Please make more games a.s.a.p. Thanks.
Such clever solutions! This type of problem-solving is why I'm so inspired to develop games.
This game is absolutely beautiful. Keep making games like these!
Certainly one of the better tech talks that I've listened to
Pretty good talk, thank you for sharing all of this!
Really Amazing! The method is beautiful and neat.
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!
Absolutely incredible.
Thanks for all the fish :-D Great talk btw, thanks for the in depth insight into your workflow, greatly appreciated.
Amazing stuff!
Wow this was incredibly helpful!
Wonderful speech! Help me a lot.
brilliant work!
Cool! Well done!
Fantastic!
Awesome talk!
ABZU was a great game!
I loved my robot scuba cat!
What I learned from this talk.. STATIC MESH INSTANCING IS DOOOPE
legit amazing
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~!
Amazing! :) Thank you :)
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
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)
amazing!
This guy absolute genius
18:30 that's incredibly useful and simple to do too
wow excellent
And comments are great too ;.)
Cool
Shit, this talk was great
cool
I am new to Unreal, can someone please give me a hint how they did the shaders that animate the vertices?
23:12 sounds like Satchbag
Does anybody have any tips on how to accomplish this landscape workflow in Unity engine?
23:07
this kind of behavior called Boids. Google it.
what is better to do here , instancing those static mesh or pooling it? i mean what are the pros and con's of it ?
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.
What animation program is that?
TONS OF FISH xd! What a great game!
Worth mentioning how small the footprint of this game is too.
🤯
hehe, flyweight pattern :D
15:35 The axes looks like a face.
hey hans sent me here lol
and still no slider for music and sound....
WOW! who said unreal engine games look boring? :O
no WONDER it felt so similar. it was basically journey underwater.
Rip headphone users when he first showed the game
excuse me?!
ummm ummm
but what about all those useless vertices in the landscape then?
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.
Nice but put more things to do in the game pls
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.
The art was amaing. THE CONTROLS RUINED THE GAME.
Cool, but useless.