Published on Tuesday, 13 December 2011
Insomniac Games developed first-person shooter videogame ‘Resistance 3’, where players cooperate
to survive in a bleak world of complex environments, vicious creatures and characters, with a range of
tools from Autodesk.
|‘Resistance 3’ is a sci-fi thriller that draws players into the action by combining a narrative based on human survival and intense gameplay. The new Brutality Pack adds a survival mode in which players and their friends cooperate to defend against an army of ravenous Grims, tenacious creatures that rush humans in large packs and engage in melee combat.|
|To design the game's detailed environments and complex characters, Insomniac artists used tools in Autodesk Maya and MotionBuilder for character animation with Mudbox for model sculpting. Scaleform middleware was integrated into the studio’s proprietary game engine to build a more dynamic user interface and extend the interactivity of the game.|
|The narrative shifts attention from battling the alien horde known as The Chimera, to pure human survival in a Chimera-ruled world. Insomniac focused on creating precise, detailed environmental storytelling to set the appropriate mood and convey desperation balanced with an underlying sense of hope through the game. The Insomniac team used the different software to create a series of environments evoking a more instinctive, emotional response and help gamers feel as if they are travelling alongside the new hero Joseph Capelli as he quests toward the remains of New York City.|
|Jacinda Chew, art director at Insomniac Games, commented that elaborate visuals are integral to the game’s narrative and said, “The interoperability between the Autodesk programs enabled us to work faster and more efficiently than we have on past instalments of the game. We could create and move assets more quickly between the programs to shape these different environments and characters,” cinematics director Kevin Grow said.
MotionBuilder software helped develop cinematics for the game. The team used the Story Mode to assemble and edit character data, audio and cameras. “We were could previsualize our cinematics for the first time, to be better prepared when we shot the final motion capture. When the cinematics were finalized, the Autodesk FBX data interchange format was then used to move the assembled clips from MotionBuilder into Maya for export to our game engine.”
Insomniac’s internal engine team integrated Scaleform with their in-house engine to design a more fluid UI that would complement the story and gameplay. “‘Resistance 3’ puts the experience first,” said Ryan Kamins, senior graphics artist. “The game’s UI now feels like an extension of the narrative without having to involve a gameplay programmer to build each new iteration.”
‘Resistance 3’ has been developed for Sony Computer Entertainment America and the PlayStation3 system. www.autodesk.com www.insomniacgames.com