Crowd tool.
I have developed the tool, designed to efficiently populate large-scale tribunes with dynamic crowds across various game maps. The tool features a robust set of parameters and a sophisticated underlying system to deliver believable and optimized results with minimal manual effort.
Lots of handy settings, a lot is going under the hood.
key features:
- automatically create and arrange multiple rows of spectators on any tribune
- skip specified amount of positions making it more believable
- randomize as much as you need
- smart positioning of the hint so there won't be any need to check what's going on in parameters
- easily carve out passages or empty sections using simple blocking volumes
- randomized animation per instance (meaning there could be 3 character intanced meshes, every instance of which will have its own animation playing)
- randomized animation during and after cheering states
- proper lightweight blending of the animations, optimized crowd shaders, randomization per-instance of the colors
- optional addition of the seat mesh to be spawned behind the characters
- optional addition for FX to be distributed and spawned during playtime. (less manual work for the map artists)
- optionally FX can be despawned and re-distributed every next cheering cycle
- number of FX defines randomness of what will be played during the playtime
- support of 'Hola' effect: cheering wave driven by external actor
While I was responsible for the core architecture and development of this tool, its success was a team effort. I'm grateful for the fantastic collaboration with my colleagues at 1047 Games, including:
Alex Novello
https://www.artstation.com/alexpwx
Ethan Thornburg and Ian Watts