Skip to playerSkip to main content
  • 2 years ago
EA Sports UFC 5 is the first time in the franchise that brings the Frostbite engine to use offering upgraded visuals to the latest MMA fighting game. Check out the Visual Presentation Deep Dive for EA Sports UFC 5 and get the rundown on some of the visual changes like dynamic lighting, overhauled character, realistic strand hair, new cloth animations, and more. EA Sports UFC 5 is launching on October 27 for PlayStation 5 and Xbox Series S|X.
Transcript
00:00 The presentation in EA Sports UFC 5 elevates the series to a more authentic experience
00:12 powered by the Frostbite engine.
00:15 Viewers will see, hear, and feel why UFC 5 is as real as it gets.
00:33 Welcome to the deep dive into the presentation of EA Sports UFC 5.
00:39 Let's take a look at the features that create UFC 5's new presentation including the Frostbite
00:46 engine, visual effects, new in-game cinematics, advanced fighter likeness, cinematic KO replays,
00:53 and authentic finishes.
00:55 My name is Ama Boxer, a part of the design council for UFC 5 and an EA Sports UFC content
01:02 creator.
01:03 I was able to interview EA's art director of UFC 5, Kirk Gibbons, to explain the new
01:09 presentation and how it will impact the user experience.
01:16 I would say the first thing you're going to see that's going to be impactful and the players
01:19 are going to feel is our walkout.
01:21 We have new dynamic lighting with Frostbite engine.
01:24 Just the whole presentation, lighting and rendering, and new player and our update of
01:29 players is just amazing.
01:32 We were, during production, we were comparing real life UFC presentation with our game and
01:37 it was hard to tell the difference.
01:39 So I think that's something that fans are going to love of the game.
01:44 Once you get in, I think again, you're going to see the players, the fighters looking amazing
01:49 with all of our new lighting and rendering technology and our strand-based hair.
01:53 And then once you get into the fight and see all the impact with damage, I just think it's
01:57 going to be incredible and all that stuff we couldn't have done before.
02:02 With hands-on experience with the game, once you get deep into the fight and both fighters
02:07 are damaged, you feel that real impact system as a whole, that's when you experience the
02:13 next level of emergence.
02:14 Yeah, I mean, I love how you said as a whole, because again, all the team worked together
02:19 from audio team, lighting and rendering, art team, presentation and camera team.
02:25 We all worked together to try to create really powerful game experiences for UFC.
02:35 Frostbite introduces a new fluid physics and particle system.
02:40 How would this enhance the user's gameplay experience?
02:43 With Frostbite, we get our new particle system.
02:47 It's called the MiterGraf and that's a GPU VFX system, allowing us to render individual
02:54 particles of blood and sweat.
02:56 What's really neat too is the blood will land onto the map and you're actually going to
03:01 see the blood build up over time.
03:05 We couldn't have done that previously and you're going to see just beautiful particles
03:11 of blood and sweat across the game.
03:14 It's all dynamic and builds up during the game based on your damage or how much you've
03:20 been sweating, how long the fight goes.
03:22 I found it impressive that the map captured the blood and the sweat from the fighters
03:27 at the location where the damage actually occurred.
03:30 So by the end of the fight, you can have a completely different map from when you started
03:35 telling a story about what happened during that fight and it adds to that gameplay experience.
03:41 That boxer, that's so awesome to hear that you felt that way because that was actually
03:45 our intent.
03:46 We actually talked about the story of the map, you know, like based on actually making
03:51 you feel like there was fights previous to the fight that you're in.
03:54 And then again, the damage that occurs during the fight, it builds up both on the player,
04:00 but also on the map.
04:01 And there is a story there and that also gets backed up by our commentary and audio as well.
04:06 So it's really a holistic, again, a holistic experience that is very powerful and I think
04:13 it's going to make us as developers feel really good that you felt that when you played.
04:17 Okay, players always talk about the importance of making strikes feel more realistic and
04:23 impactful when they land.
04:25 How does the Frostbite engine in UFC 5 help address this concern?
04:31 So again, this is a really a holistic approach from the team.
04:34 We all work together to try to make impact as powerful as possible for our players.
04:38 So the first thing is animation.
04:41 With animation, we worked all of our striking animations as well as within Frostbite, we
04:46 have our physics and procedural animation, which just in animation itself makes it feel
04:51 more powerful.
04:52 But then we also reworked our facial deformation system, which again, makes it feel better
04:58 when you impact another player, another fighter.
05:03 Also again, we talked about our visual effects, so you get that upon impact.
05:07 And then our audio, which we added new audio with more quenching effects and that sort
05:13 of thing to really make the whole system more powerful and impactful.
05:17 And I think when you play, you really, really feel it again with all of our blood and particles,
05:24 all summing up into just a great, powerful experience for impact.
05:30 In UFC 4, we had some great character models, but in UFC 5, it takes it to a completely
05:39 new level.
05:40 How has the Frostbite engine improved fighter likeness in UFC 5?
05:45 So that is something we put a huge amount of effort into.
05:48 Again, obviously the fighters of UFC are the center of the game.
05:53 And we made some amazing improvements.
05:55 Like if you were to compare UFC 4 models to UFC 5 models, it's strikingly improved and
06:03 better.
06:04 So one of the big things that we did is brought in a new strand-based hair system.
06:09 And what you'll see in terms of the player movement is how the hair is lit so much more
06:15 realistic and moves so much more realistic while you're playing.
06:19 And it made a huge, huge difference.
06:23 Also if you look at the lighting and rendering, we also have something called the dual lobe
06:26 shader that affects skin and how sweat and blood rolls across the skin.
06:31 We put a huge amount of effort into the skin of the fighters to make it feel more realistic
06:38 and believable.
06:39 Finally, less about Frostbite, but more again about the attention and care that our art
06:44 team put into these fighters is we reworked the geometry and the texture detail with every
06:51 fighter.
06:52 So all those things sum up to be really, really powerful.
06:55 The last point that we did that again makes our fighter likeness stronger than UFC 4 and
07:01 previous UFC games is we have a technology called shape shifter, which allows us to modify
07:08 the bodies to again, try to be closer to the real likeness of a fighter.
07:13 So all together, just a really, really great work by our character team to create amazing
07:20 likenesses for UFC 5.
07:23 And I hope our players are going to love it.
07:25 I think they will.
07:26 When we talk about new in-game cinematics for UFC 5, can you highlight some of the notable
07:37 improvements since UFC 4?
07:40 With the walkouts, you're actually going to see three new things that make our walkouts
07:44 more authentic than ever in UFC 5.
07:47 So the first thing is our face rig system.
07:49 So we have a new facial animation system that allows us to have more detail and subtle human
07:55 animation, which you'll see throughout the walkout.
07:57 The second thing is frostbite cameras.
07:59 So we are using frostbite cameras that has a more realistic camera lens and along with
08:05 new cameras themselves and new editing, putting that all together into a really powerful experience.
08:13 The third thing that I think again, you're going to see is the dynamic lighting and all
08:16 the lighting and rendering throughout the walkout.
08:19 So again, that goes back to the player likeness and the skin and how light moves across the
08:24 skin.
08:25 And finally, I guess the whole choreography, the whole experience with the dynamic lights
08:29 and returning lights and off and on and all true to the authentic experience of the UFC
08:36 walkout.
08:37 I love them.
08:38 I'm super proud of what we accomplished for those walkouts for UFC 5.
08:46 The new cinematic replay system in UFC 5 really stands out.
08:51 I know the content creators are going to enjoy making some amazing thumbnails from the replay
08:57 system.
08:58 Can you talk about what has improved about the cinematic replay system since UFC 4?
09:05 Yeah, so I have to say I love our cinematic knockout replays.
09:13 I think it turned out to be kind of a perfect blend between cinematic cameras and procedural
09:19 dynamic cameras.
09:21 So we couldn't have done it without Frostbite.
09:26 So we're using dynamic Frostbite cameras that will dynamically compose depending on the
09:32 action.
09:33 Furthermore, what we have in UFC 5 that we didn't have in UFC 4 is we actually have knowledge
09:40 of the action in the replay.
09:42 So we know whether it's a right fist or a left fist, whether it's a right kick or a
09:46 left kick and when it hits.
09:48 And due to that, we're able to place the cameras to be the most compelling and the most dramatic.
09:54 Add to that, we put a lot of work into our slow motion replay in terms of getting our
09:59 strikes and animations work smoother through slow motion, as well as all of our simulation,
10:05 which is hair and clothing.
10:07 We updated that.
10:08 And then finally, again, our blood and sweat particles, along with a few kind of really
10:13 cool custom blood particles just for that next gen knockout replay moment.
10:25 Another feature new to the presentation in UFC 5 are authentic finishes.
10:30 Can you talk about some of the ways a fight can end differently in UFC 5 than it could
10:35 in UFC 4?
10:37 So one of the ways I think is like super exciting, emotionally compelling is doctor stoppages.
10:44 So again, that ties into our damage system.
10:47 In the art, we actually have eight regions for cuts, swelling, bruising, and we have
10:54 five levels of progression for that.
10:57 I think one of our rendering engineers came up with the math and we have about 64,000
11:02 possible combinations that you could run into.
11:05 So as you are damaging your opponent, at some point, the damage level will get to a place
11:10 where the doctor will come and stop the fight and check you out.
11:14 And in that presentation, again, new because of Frostbite in UFC 5, is we have some dynamic
11:20 camera presentation.
11:22 We have six areas that we can focus the camera on for the damage.
11:27 And there you're going to see really good views of the cuts and the blood and bruising
11:30 and swelling.
11:31 And then again, the game will analyze how much damage you have taken and then the doctor
11:37 will decide, hey, let's continue to fight or we'll stop the fight.
11:42 Doctor stoppages are more than presentation.
11:45 They are now a part of the strategy.
11:48 You can be behind in a fight, but your opponent could be severely damaged in a specific area
11:54 which you can target.
11:55 So even when behind, you still can create a direct path to victory.
12:00 Yeah, I mean, it looks great, but I think what's also cool is like you kind of alluded
12:05 to is there's a new level of strategy that we didn't used to have from the gameplay perspective.
12:10 So again, visuals and gameplay working together to create a new powerful experience for our
12:16 players.
12:17 With all of the presentation and animation updates, along with the new audio effects,
12:24 rendering and lighting, also with Frostbite elevating the overall gameplay experience,
12:30 I'm more than excited for the release of UFC 5.
12:33 See you in the octagon.
12:34 Bye.
12:34 [MUSIC PLAYING]
12:38 (upbeat music)
Be the first to comment
Add your comment

Recommended