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This is one of the major things
                                                                                   that was done right on RAYMAN
                                                                                   ORIGINS; the team was small when
                                                                                   there was time to breathe, but
                                                                                   when it was time to get the game
                                                                                   out there, the team was able to
                                                                                   expand with talent just in time to
                                                                                   go full steam ahead and build a
                                                                                   RAYMAN worthy of the franchise.
                                                                                   2. THE UBIART
                                                                                   FRAMEWORK
                                                                                       A few years ago, Ubisoft
                                                                                   Montpellier set out to build tools
                                                                                   that would encourage artists to
                                                                                   experiment freely, by themselves or
                                                                                   in small groups, regardless of their
                                                                                   experience or artistic domain. With
                                                                                   these new tools, each of the artists
                                                                                   can create a unique and interactive
                                                                                   prototype with ease; seeing your
                                                                                   artwork in action is as easy as
                                                                                   dragging and dropping it into the
                                                                                   scene. This was the concept behind
                                                                                   the UBIart framework, and it is one
                                                                                   of the main factors that contributed
                                                                                   to RAYMAN ORIGINS’S success. With
           WHA T WENT RIGHT       team, working under rather calm   make sure that the pre-production   no in-engine asset browsers, the
          1. START SMALL          circumstances, was able to explore   process would build a solid base for   artist simply has to browse in
          AND EXPAND WHEN         and experiment with this new   the production team to tackle when   Windows for the desired asset and
          NECESSARY               technology before the pressures of   it was their turn to come on board.  drop it into the editor window, which
             RAYMAN ORIGINS began as a small   production and release dates sunk   Eventually the team became   makes it much easier to add assets

          production of only five individuals   in, which let them establish RAYMAN   about 75 at the Ubisoft Villa,   into the game. The engine might
          with a vision of creating a creative   ORIGINS’S identity and creative vision   and around 15 in Casablanca,   not be user-friendly enough to be
          and artist-friendly engine and using   early on.   making a team of more or less 90   released to the public in its current
          it to produce a quality game. They   The real pre-production phase   pushing through a tough and short   state, but it is very streamlined so
          worked in the intimate Ubisoft   came about after several months   production cycle to get the game   that it only has what is necessary
          Montpellier Villa under RAYMAN   of experimentation and engine   out on time, and even artists from   for the development team.
          creator Michel Ancel, and at first they   building, and an additional team   Ubisoft Reflections in Newcastle   While building UBIart, the team


          didn’t even know their project would   of people began to trickle in to   were brought on to pick up some of   developed an integrated animation
          end up as a RAYMAN game. This small   help cover all the creative bases to   the slack in the last stretch.  tool called GenAnim, which lets


























          28  GAME DEVELOPER   |  OCTOBER 2012
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