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Developing the Giant Snake Boss in Assassin’s Creed Origins:
>>> How to take advantage of procedural animation without letting it fully drive the experience, thus allowing to maintain a high degree of control in the hands of the development team?
>>> How to create unpredictable physics-based movement of the snake without losing the ability to author high-quality handcrafted animations for its attacks?
>>> Show an approach that could be adopted by other teams facing similar challenges in the development context of AAA games.
>>> A context where it’s important to innovate but at the same time to maintain a manageable level of risk.
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ЗА ЛЕКТОРА: João Pataca Oliveira
>>> João Pataca Oliveira is an Associate Lead Gameplay Programmer at Ubisoft.
>>> He has a MSc in Information Systems and Computer Engineering from Instituto Superior Técnico in Portugal.
>>> Following his dream to make games, João arrived in Bulgaria four years ago to join the Programming team in Ubisoft Sofia.
>>> Ever since he has worked on two AAA titles from the Assassin’s Creed franchise – Syndicate and Origins. Leading team of gameplay programmers, Joao has contributed in the creation of Assassin’s Creed Origins mythological DLC – The Curse of the Pharaohs – a game highly acclaimed by critics and gamers, and one of the titles Ubisoft Sofia is most proud of making as a lead studio.
>>> At the moment João is part of the team working on the development of Skull & Bones.