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00:06Basically you're saying, we're gonna do 60 frames per second and we're gonna
00:10support 50 people at the same time. How many computers did you crash?
00:21If you want to be a biker, you could bike. If you want to do snowboard, you can do snowboard.
00:26If you want to fly in the wingsuit, you do wingsuit.
00:30It's a space for everyone where players could express themselves, be themselves and play the way that they want to
00:36play in an extreme sports game.
00:41Welcome to Raiders et Publique.
00:42Emulated by most, duplicated by none.
01:05I like to think about it like an amusement park for outdoor sport.
01:11Greetings thrill seekers. This is the Riders Ridge, the Republic's stomping ground.
01:38We wanted to make sure we can have the real national park in the game so that players can really
01:43ride bikes or do tricks on snowboard.
01:45In these places.
01:47One of our purpose was to be able to provide the feeling that if you already have been to those
01:51different places, you should be able to recognize those different places.
01:55So to do that, we start to collect satellite data to be able to recognize and to made all those
02:01different areas.
02:02And then thanks to our tool, we were able to shape all those different regions to be able to provide
02:09different experiences and game context for our players.
02:12We try to recreate and to be as realistic as possible. Like we have to choose each species of the
02:19trees, each type of rock to recreate the diversity that compose all those different spots.
02:24In a sense, we are doing what the shapers are doing in real life. But for us, it's way less
02:29physical, of course.
02:30But it's really this approach of finding the right rhythm, the right flow to place our future and really develop
02:36the content like that.
02:38The amount of actual tourist spots that are in the world. And these are all things that have a lot
02:44of history to them.
02:45And they're all things that people want to see in their life and may never get the chance.
02:49But it's not enough because we wanted also to ensure the game fantasy. We want to ensure something really fun
02:56to play all the time.
02:58So what we developed is a full system to create and let the content creator play with the terrain.
03:04And then we have these really freaking awesome events built into the world. We couldn't have layered this on top
03:10unless we made the world and cared so much to make it so realistic.
03:21We designed some events on our side, but it's also to have real life events represented where the player will
03:26hook on them.
03:28And we'd say, OK, that's the Red Bull Jory Ride event. That's the Red Bull homepage. And OK, I can
03:33play it and I can be a hero on them.
03:35And it's super cool. We are really nailing down the story of those events and trying to extract what is
03:42the essence, what makes them unique.
03:44Now he gets down to the beat of them. Whoa! That's a skip jump. Are you kidding?
03:50Front flip. Down into the big nut store here. Down into the big nut store here.
03:57The cinematics are a great way to make our mindset more clear from the beginning of the game.
04:04It's a great way to expose things, to introduce characters, and to get the player involved in them too.
04:12Like to give them a connection with the characters.
04:16I'm telling you, Brett, this is the real deal, OK? This could be your next protege for Riders Ridge Invitational.
04:22Protege, eh? Big words.
04:26Who's your favorite character in your cinematics?
04:28Oh, it's Suki.
04:30Whew! And Suki, by the way.
04:32It's been years competing at the highest level.
04:34What I discovered is that there's so much more to the Republic than meets the eye.
04:38At the beginning, when we didn't have the actual recordings, I recorded some lines at Suki.
04:44Can we hear some of them?
04:45Nope.
04:58We had a certain amount of time to develop the game, but we had this thing called the Comm, and
05:03it was the kickoff meeting.
05:04And we showed it to them and said, hey, this is what we want to make.
05:08And we were like, what do you think?
05:10And we were all excited and we worked really hard to get up to that point.
05:13And it came back that we didn't pass the Comm.
05:16They said it failed.
05:19And that we had to either move on to another project or commit to a very short cycle that we
05:26can make something that kicks ass.
05:28I moved here to work on this game, and we might not be making it.
05:31So, like, I might have to leave France.
05:33And so, you know, a few, maybe like a week went by and, you know, leadership had their meetings to
05:40talk about what we were doing next.
05:41And they came back and they were like, no, we're going to fight.
05:44We're going to fight for this.
05:46We're going to show them that we can make this and we can make a product that they want us
05:49to deliver to the public.
05:51We kind of got there.
05:52And then, like, another level happened where we were like, you know what?
05:56We have to go further.
05:57And that's where, like, the madness mindset, like, just took over.
06:00And we all started pitching, like, different game ideas.
06:03And we went to Comm.2 and they came back and they were like, you guys, you guys have, like,
06:08something awesome.
06:09And it was the exact opposite response.
06:11And that's kind of where we are now.
06:12We're like, hey, we've seen this before.
06:15What's the next step?
06:16We're like, what's the more interesting thing you guys have!
06:22Almost there, so kind ofruption.
06:28And we got ourselves thinking about sports, like the early sports car.
06:29First on the road, since with you, on the groundwork.
06:30It's completely effective.
06:31And it's really complicated.
06:32Because it's a completely different idea.
06:36From the groundwork and pace.
06:37spatial learning and parkway.
06:37We are able to achieve that goal to make them a vital feeling.
06:41which is coherent with what could happen in reality.
06:43These are behaviors that respond to the physical,
06:48which is complicated, to develop.
06:51That's the last phrase you said.
06:53No, it's not.
06:54We try to catch all the opportunities,
06:56to laugh with the team, to test things.
06:59And these are the good moments that we share,
07:03to make our releases,
07:05to find jokes to create the ref.
07:10It's not good!
07:11All occasions are good for doing anything.
07:34This bike is our special craft bike
07:38to record all the specific sounds we needed for the game.
07:42A bike that allows us to record
07:44different parts of it separately.
07:47For example, the freewheel here.
07:56The scrapping, the drift.
07:59The processus of creating the sound for the game is quite complex.
08:05So for example, when we need a sound for the ski,
08:09we went in the mountains recording some snow.
08:15Excellent!
08:15No!
08:17But we realized, recording the real sound of the snow,
08:21that it was too shy.
08:22As a player, you expect to have a big, big whoosh,
08:25like we call it in the sun, a big blast.
08:28The sound is really characteristic,
08:31and in fact, we use a polystyrene ball that I can show you.
08:35It's a polystyrene ball, like that,
08:37and we put that on the microphone just inside,
08:41and just moving it.
08:45That I can show you, you can listen.
08:50And it's the sound of the ski just cracking on the snow.
09:13They have a tight suit on them,
09:16covered with markers that reflect light,
09:18and we have infrared cameras all around them
09:21that capture their position in three dimensions.
09:24For Riders Republic, we developed a new technology
09:27called Power Ragdoll,
09:29which consists of a physical layer on top of animation
09:32that run in real time.
09:35So every frame in the game,
09:37you have a layer of simulation
09:38that calculates the weight of your body parts,
09:42and everything to make it even more realistic
09:45and make every move in the game unique.
09:48For example, if I take a big landing,
09:51you can see that the physical character
09:53is a lot more impacted
09:55than what it is on the animation.
10:04Riders Republic is a game that will live on the duration.
10:09We will continually add content,
10:11new sports,
10:12lots of new equipment.
10:14For us, the BMX is a good candidate
10:16because we continue to integrate
10:18lots of new things,
10:20we are looking for new sports,
10:22and on top of that,
10:23it's still a rich universe.
10:25We will be listening to the game
10:28to find and be in agreement
10:30with the community
10:33to make it happen in a good sense.
10:46In the game,
10:50as well as we go out.
10:50The reset is now.
10:51The original game is being arranged
10:51into the game.
10:51in the game.
10:52I will be there.
10:52A game is...
10:54Excuse me.
10:56The visual game is ready.
10:56The video game is about
10:56for the game.
10:56I will try for you.
11:00To make it happen.
11:04I was definitely looking forward to get a proper biking game I mean you can't
11:08really find anything like this out on the market yet I think for the whole
11:13sport it's pretty cool because Cosette sport never got a big attention in the
11:17gaming world so now it's definitely a big win for the whole industry three two
11:23one the game mechanics are awesome I mean like quite a lot of similarities like
11:47when you're riding in Rio which I really like so you really have to break in
11:51corners to get them right just like lean in everything which gives the whole
11:56game a very unique feeling the tricks are pretty cool to do and especially you
12:02know when you're a rider you can compare to those tricks and you just try to do
12:07what you're doing in real life in that game and that just gives you quite a
12:11cool feeling when playing it
12:21I need to direct your attention over here these are the bane of my existence
12:28they're always beating me in multiplayer and watch out for them they're uh they'll
12:34murder you if this isn't a chance for riders to demonstrate their skills then
12:38what is absolutely it's gonna be a fantastic spectacle we have plenty of players who are
13:03coming in playing a private version of the game and we use this type of private
13:07faces to understand what the the player are doing in the game to see a what type of
13:13issue they can met and we try to analyze all of this we don't see where there is
13:18but here there are purple dots and basically it means that we have a lot of
13:27players falling in here so now we discover that we look into what happened to to avoid that
13:34player are falling here because it's definitely not what we want we want a spectacular expense but
13:39not a lot of crashes so here the slope is really steep and the physique could be a bit
13:46random in here so we have to clean up a bit this part to make things smoother
14:10no one's really focusing on action or extreme sports games this is something fresh this is
14:15something that will give players a different experience than what they're currently playing
14:32one of the big things that came out of our like a re-emergence from out of that hey we're
14:37not
14:37hitting the mark that we need to do was that we started saying this game needs to feel like a
14:42party
14:48you know that moment we needed it we needed to be broken a little bit we needed to question
14:53ourselves uh in order to grow uh this game into where it is now we came out of that first
14:59comm and
14:59we're like we have to do more and i don't think we've stopped thinking about that like we have to
15:03keep going and we have to you know uh hit the next level
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