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