Posts Tagged ‘Ubisoft’

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Barcelona D-1

March 11, 2008

Hi! I’ve been quite silent since I got back from the SF’s GDC, so here are some news.

I’ll be flying to Barcelona, Spain tomorrow for a few days trip for Ubisoft where I’ll meet the team responsible for a new project. I really can’t say more about it because the game hasn’t be announced yet. The goal is to learn from a specific technology they’re developing over there which is very exiting (couldn’t tease more I guess), help them on their new game, and see how it could be used in other upcoming projects.

I’ve already done this kind of mission before for another technology made by the Montpellier team, a bit the same genre and older, but still confidential. So I’m glad to renew the experience with another studio, that I don’t know yet. Actually I already worked with the Barcelona team on Driver Parallel Lines for Wii last year, on the Wii-specific controls for the character/camera and vehicle, so I know a few of them.

As usual, I didn’t pack my stuff yet, the last time I did the same for my travel to San Francisco and the result was that I couldn’t find my digital camera battery recharger:/

Beside that, I told you I was making a small game engine and tool on top of Ogre and wxWidgets… Well it only has a few days of work, so the editor has nothing fancy for now (I’m still discovering wxWidgets), but the engine starts to be interesting from a usage point of view. There’s nothing Next-Gen in it but with a bit of work it’s gonna be … “wait for it … LENGEN…”, no, just cool.

ogre-editor-code

In fact, in my end of studies project, as soon as I wanted to make a test with Ogre (or with the physics engine) I added things in my current in-game gamestate or player or camera class, and everytime it was making the code uglier with lots of previous test in the usual Update() methods (I’m summarizing but you can imagine), because I had only ONE game, so with my new project, the goal is to be able to make a new ‘demo’ with a few clicks (like a game on itself). I’ll explain that idea next time (moreover the editor part of this process hasn’t been done yet). Anyway here is a screenshot of it :

ogre-editor-small

It hasn’t any name yet, but I’m working on it 🙂 The only cool thing for now is that the wxAUI and wxPropertyGrid parts of wxWidgets produce controls that look like the .net ones (auto-hide, dockable, drag’n drop, properties, blabla…).

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GDC 2008

February 18, 2008

Hi there, today was my last presentation at school (there’s still my intership presentation at the end of the year but..) about my external activities during my 5th year, meaning my work at Ubisoft. So now I can really say my work ‘at school’ is over!

I’m working in the company for 2 years now, and tomorrow I’ll be flying to San Francisco with my friend and colleague Arnaud to assist to the Game Developer Conference (GDC) 2008. It’s only a 4 days trip, but I’m sure it totally worth it!

gdc

There are so many lectures and presentations, we can’t see everything we want to :/ But we’re really looking foward to watch some of them:

All these are in the Game Design track (remember we’re developers ;)) but seem to be very interesting from a gameplay point of view. And of course technical sessions like:

And personally, I would enjoy assist to the next ones but it’s often in the same time that to biggest ones above.

Here is the programming track (almost 100 sessions) and here is the game design one (about 150 sessions). These are the two tracks we’re really interested in. Too bad we can’t see the Ubisoft’s conferences.

I’m really exited with the idea of going to the United States for the first time! I’ll try to take a few photos of San Francisco, stay tuned.