00:00Ich bin Phil Frick, Kreativdirektor von Neon Giant, hier zu sprechen über NOLA, das nächste Spiel aus unserer Studio.
00:05In unserer ersten Spiel, The Ascent, unsere kleine Team, hat die aus der Box-UV4-Technik zu ihrer Grenze,
00:11um ein sehr detailer, lebend-in Cyberpunk-verlust zu machen.
00:15Für unsere neue Spiel, NOLA, ein hohe Fidelity, Immersiv, First-Person-Shooter,
00:20in der unregulativen Stadt der Port Desire,
00:23wir wussten, dass unser beste Startpunkt, wir bauen ein Spiel rund um die Haupt-Feature-Set von Unreal 5,
00:29weil eine kleine Team wie unsere, muss mit dem Engin arbeiten, nicht gegen ihn.
00:33Wir wussten, early auf, dass aus der Box-UV4-Technik nicht genug ist.
00:37Wir mussten, um die Default-Technik zu machen, und um unsere eigene Werkzeuge in der UE5-Technik zu machen,
00:42um das Welt wir wollen.
00:44Wir sind stolz, was wir mit der Ascent gemacht haben, und NOLA ist der nächste Schritt in dieser gleiche Beziehung.
00:50Unsere Verständnis waren spezifische.
00:52Wir wollten nicht den größten Welt, aber den densesten.
00:55Ein Stadt, eine Stadt, die sich in jeder Stelle auf jeden Fall ist,
00:57wo jeder Korne ist ihre Geschichte und jeder Sorte über die Geschichte.
01:01Port Desire ist schägt durch den Menschen geplanten,
01:04in der Kranke, in der Kranke, in der Grafik, in der Kranke, in der Kranke, in der Kranke,
01:07in der Kranke, in der Strecke, die sich in der Zeit gezogen sind,
01:10und in der Kontrolle, die Menschen in der Welt leben.
01:12Unsere Ziel war, dass eine Geschichte mit jeder Fall war,
01:15von einem messyen Abonnement, wo die Charakteren über ihre Leben gehen,
01:18zu der Schnellbein der Stadt.
01:20As a relatively small team, that ambition came with real challenges.
01:24We wanted extreme detail everywhere, but we also needed stability and performance without hand-optimizing each location.
01:33For us, the answer wasn't a single system, but a shift in how we built the world.
01:38We prioritized density over scale, and we built a pipeline that let artists handcraft spaces without constantly stripping detail back
01:45and without relying on procedural generation.
01:49Nanite is what made that approach viable.
01:51It lets us keep a high level of detail across surfaces without treating every asset as a trade-off between
01:57fidelity and performance.
01:59Our custom implementation of FastGeo in combination with the World Partition System enables a seamless experience that never breaks.
02:08It allows us to have details in every nook and cranny and tell a million small stories.
02:14In fact, we have more objects in any given frame than the entirety of the Ascent.
02:20With this workflow, we can preserve detail and density in every corner, from the smallest boat on a freighter to
02:25the city as a whole, with no invisible walls and no loading.
02:30We built tools inside Unreal to help our artists handcraft the entire city, alley by alley, building by building, block
02:40by block.
02:43To show Port Desire's full range as an urban city, overwhelmed with vegetation, we needed dynamic lighting.
02:49From the cozy, lush, midday sun to the darkest, the most dangerous alleys, where even the bright neon light does
02:55not reach, the challenge was maintaining a fully dynamic day, night, and weather system without unpredictable frame times.
03:01Lumen gives the foundation for full dynamic lighting, and Megalights, that are artists focused on the believability of the space
03:08instead of tuning every single light source.
03:10Every believable space needs dozens or hundreds of individual light sources.
03:14From the smallest blinking electronic warning light on a camera, to the large neon signs above a marketplace.
03:24Megalights allow us to retain the visual fidelity bar we are aiming for, while keeping performance considerations low.
03:31Once everything is dynamic, it starts to affect the gameplay in more direct ways.
03:37Players can shoot out a street lamp, flood a space with a flashlight, or they can leave an area in
03:44darkness and have the AI and PCs react to light and shadow.
03:49Shying away from glare, searching through darkness, or escalating when something feels off.
03:57Shying away from the sky, the dark, or the dark.
04:00Let's see who's got the bigger gun, motherfucker!
04:04To make this city feel alive, we leaned on the mass framework to drive our crowds.
04:08NPC density and types shift based on time of day, region, and weather.
04:13In the slums, a storm clears the streets, but in the more sinful parts of poor desire, even heavy rain
04:18won't slow things down.
04:20Mass lets us simulate thousands of characters at once, over 3,000 at any given time, which is also more
04:26than the entirety of the ascent.
04:27So the city always feels active, no matter where you are.
04:31We're also using MetaHuman, paired with our own character animization system.
04:36Together with MetaHuman Animator, we can generate and bring to life thousands and thousands of variations of characters,
04:43so that the main characters and the extras in the background are all unique.
04:48We wanted a world that reacted systemically to the player, without us having to hand-place effects and destruction.
04:54Filling a world of this density and scale with contextual effects, while maintaining performance and interactivity, was one of our
05:00key challenges.
05:01By combining PCG and Niagara Data Channels, environmental effects are procedurally populated where appropriate.
05:08Wherever artists place trash or leaves, particles will spawn dynamically based on wind, weather, and player actions.
05:15Shoot a bullet, or throw a grenade, and particles will move out of the way.
05:23We combined chaos physics and their own GPU-driven solution to support tens of thousands of moving objects simultaneously.
05:32The result is a reactive environment, where smoke lingers, embers drift, and broken glass stays where it fell.
05:44Creating NOLA has been the process of finding where the engine ends, and our custom tools begin.
05:49Achieving this level of density, lighting complexity, and systemic reactivity, was previously impossible for a studio of our size.
05:57By leveraging UE5's latest tech to bypass traditional development bottlenecks,
06:03we have finally been able to build the uncompromised version of the world we wanted to create for years.
06:12We can't wait for you to experience it.
06:15Thank you.
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