~/talk

Making artists happy in Unity

Talkat SGJ 2020 · 2020-01-24..02-02· [game-development, design-collaboration]
speakerdeck:ntstojchev
links:none on file
slides:none on file

Phoenix Point developers remove fragile name-based UI bindings and expose code fields so artists link widgets directly, cutting cross-team churn and surfacing missing links with a linkable asset validator that reports unlinked components on save or play. For physics they build a Unity workflow: a ragdoll testground, a bone picker and gizmo editor (with a rotate-via-child trick), and a tool to save play-mode tweaks back to prefabs. They tune 15+ alien rigs and use an invisible ragdoll blended with animation for hit flinches.

AI-written summary · about

  1. 0:00Phoenix Point speakers
  2. 0:48Making artists happy
  3. 1:29UI binding system problem
  4. 2:34Code interactions for artists
  5. 3:16UI asset validator
  6. 4:23Coders vs artists workflow
  7. 4:43Unity ragdoll limits
  8. 5:44Non-humanoid ragdolls
  9. 7:10Manual ragdoll setup
  10. 7:55Ragdoll tools in store
  11. 9:24Selecting bones in skin mesh
  12. 10:04Ragdoll test scene
  13. 11:06Tweaking joints in play mode
  14. 12:31Artist feedback on ragdolls
  15. 13:15Creating flinches with ragdolls
  16. 14:41Q&A
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