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Posts tagged ‘Blog’

5
May

“Board” to Death: A Day in the Life of a Concept Artist

es_logo_mainsite 

Whats was it like to be a conecpt artist at Ensemble Studios? Aloysius today published a new article on the HaloWars.com website detailing the expierence of Bart Tiongson. The concept art team at Ensemble were responsible for some fantastic pieces of art much like this one below:  (click to enlarge)

halo wars conecept art

You might think that in order to produce such fantastic art the team at Ensemble would be under alot of stress but ho ho ho.. you might be mistaken! Ensemble Studios was well known for being a great place to work. But having too much fun means not so much work… so how did the team deal with work vs play? Well.. about 50/50 actually – sounds like a good ratio!

You can find out more by reading the insigtful blog post below:

“Board” to Death: A Day in the Life of a Concept Artist

Published Tuesday, April 28, 2009 3:02 PM by Aloysius 
When I was first approached to write something for the website from a Concept Artist’s viewpoint, I thought that I would just do a generic, “day in the life of an artist”, type of write-up that we’ve all seen before. I thought about it. I figured I could sum up in a few simple sentences how concept art gets created and eventually put into the game. I could write about how we receive a written description of a unit, building or environment; how we create rough drawings of what we think a unit might look like; and then when one “thumbnail” is approved, we polish it so that the 3D modelers can build it, animators can give it life and then that unit can get put into the game.

In a nutshell, that is what a concept artist does. Quick, clean and summarized in a tidy little paragraph with enough time to spare to go watch the NBA playoffs.

Then I thought about it again. And I realized that it wasn’t that simple; at least not on Halo Wars and definitely not at Ensemble Studios.

You see, in order to create artwork at the highest level, you not only need a team that is talented, dedicated and stays on schedule, but you also need a team that meshes with each another. For that team to be successful in what they do, they need to have chemistry. So instead of writing about our daily tasks and attaching images of artwork, I decided to talk about what the team did that wasn’t on the task list and include photos that illustrated the “chemistry” that we had.

Throughout the studio there are white boards that are used for a variety of things like jotting down tasks and ideas, descriptions of units and keeping track of deadlines. The artists, on the other hand, had a different use for them. The concept guys would draw caricatures and create “inside joke” drawings on a daily basis. I would walk in the office and at the end of each day there would be new and often inspiring drawings on the white boards. While these boards’ original purpose was to have drawings, diagrams and written statements to help keep the team on track, the random imagery, humorous and often non-work-related material, probably kept the team more focused than unit descriptions or schedule dates and deadlines. It wasn’t long before other artists joined in on the fun as well. It wasn’t unusual to poke fun at each other, or crack a joke at someone’s expense. The ratio of laughing and having fun to drawing was probably an even 50/50. I absolutely felt that this dynamic was essential to create the top notch artwork that was done on the project. There were a lot of late nights and long hours, and without a sense of humor the team probably would have driven each other insane.

I’ve always felt that if you enjoy what you are doing and who you are doing it with, success will ultimately follow. Take a look at the art-work in Halo Wars and I think that you’ll agree that we were successful in what we set out to do: create a beautiful looking game. Laughing the whole time.

During my short time leading the concept guys on Halo Wars, I realized something- I did a heck of a lot more learning than I did teaching. Thanks to the Halo Wars concept team.
-b

Below are some examples of the crazy pix that these guys did… I’ve “edited” a few of them. 😛

conceptart_fun1 
conceptart_fun2 
conceptart_fun3 
conceptart_fun4
conceptart_fun5 
conceptart_fun6

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28
Apr

Tim Deen discusses Halo Wars combat system

halowars

Another developers blog appeared on the Halo Wars website today. Tim Deen a Halo Wars designer and Ensemble veteran discusses the damage system in Halo Wars and how things like accuracy and range affect the damage units dish out.

I will be continuing to mirror blog posts from Robot, Bonfire and others so that fans of Ensemble Studios can continue to find blog posts of their well respected developer in one place.

Blog post from HaloWars.com follows courtesy of Community Manager, Aloysius:

Under The Hood of the Halo Wars Combat System

Published Monday, April 27, 2009 2:37 PM by Aloysius 

Intro

The simulation system of any RTS can at times be hard for the players to unravel exactly what is going on so today we are taking a quick look at the core systems comprising the Halo wars combat system. 

 

In Halo Wars every combat unit has an armor type and at least one weapon (often more), while each weapon has its individual damage, damage type and accuracy stats.  Every attack in halo wars has a specific weapon associated with it even special attacks such as grenades or canister shot have separate specific weapons just for that special to use.

 

Accuracy

The first item we will look at it is the accuracy system in halo wars and how individual projectiles are directed when fired at the enemy.  Every weapon has individual accuracy ratings that determine how accurate the attacks it makes are; the first rating is a straight chance to have the projectile be fired true while the second rating is used to determine how far off the aim is if the attack is not perfectly accurate.   After the projectile is fired all that is left to find out is what unit is actually hit as a weapon can “roll” a miss and the enemy can move into the projectiles path.

 

Damage

After a projectile actually hits a target comes stage two of combat where the armor type of the unit being hit and the damage type being applied are used to look up a damage modification.  The final damage is calculated by multiplying the base damage by this damage modifier. 

 

A simple example of this is a marine firing on a scorpion with his rifle which for this example we will say does 10 base damage, now then the scorpion is armor type “Heavy armor” and the rifle does damage type “small arms fire” so we cross reference small arms fire and heavy armor on the table and get 0.4 modifier.  The final damage will 4 damage done to the scorpion tank, calculated by taking the base damage (10) and multiplying Is by the modifier (0.4).

 

Wrap up

Overall the damage system is relatively straight forward with the main complexity coming from the number of armor and damage types but where feasible like type weapons share like type damage types.  The machine gun on a scorpion does the same damage type as on the warthog for example.  Also most game units have a fairly straight forward armor type except for a few special cases I will not be covering (but they are not important for this article).

 

Timotron


Some base Armor types in Halo wars

·         Light infantry:                    Marines, Grunts, Jackals, brutes, Elites

·         Heavy Infantry:                 Flamethrowers, Hunters, Cyclops

·         Medium Armor:                     Warthogs, Ghosts, Choppers, Wolverines, Cobras

·         Heavy armor:                     Scorpions, Wraith, Elephants, Scarabs

·         Aircraft:                                Hornets,  Banshees, Vultures, Vampires

·         Building:                               Bases, Buildings, Turrets

 

Some example damage types

  •  
    • Plasma pistols and rifles
    • Plasma cannons on ghost, banshee and wraith
    • Heavy machine guns on warthog, scorpion and hornet
  • Heavy MG and plasma

  •  
    • Wolverine anti air missiles
    • Turret anti-air missiles
    • Vulture anti-air missiles
    • Vampire heavy needles
    • Turret anti-air needles
  • Anti air missiles/ needles

  •  
    • Marine grenade/ RPG special attacks
    • Grunt plasma grenade special attack
    • Warthog grenadier
    • Wolverine grenade mortar
  • Grenades

  •  
    • Rebel snipers
    • Jackal snipers
  • Sniper attacks

  •  
    • Flamethrower
    • Flame mortars
    • Covenant anti-infantry plasma mortar turret
  • Flames

Damage type/ armor type lookup table (real numbers from the Halo Wars database)

 

Light infantry

Heavy infantry

Medium Armor

Heavy Armor

Aircraft

Buildings

Heavy MG and plasma

160%

120%

120%

40%

180%

40%

Anti air missiles/ needles

120%

120%

100%

60%

300%

60%

Grenades

80%

60%

160%

120%

80%

160%

Sniper attacks

400%

300%

40%

20%

40%

20%

Flames

300%

200%

40%

20%

40%

40%

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4
Apr

So where are they now? Dallas Observer discusses Robot, Bonfire and Windstorm

6_demolition

No, thats not a picture of Ensemble Studios’ old offices. Instead it is a picture of a near by building which was demolished before the closure of Ensemble Studios as discussed in Bruce’s Blog.

You may be wondering where Robot and Bonfire are based now that they have disbanded from Ensemble. Well the Dallas Observer revealed today that Bonfire Studios has taken up the helm in Ensemble Studios old offices in Dallas. Robot Entertainment on the other hand are based in Plano.

It may be assumed that Robot have taken up offices in Plano and that these offices are the same offices that Ensemble Studios was planning to move into before its closure. One might also remember that Bruce Shelley hinted in his blog that with Microsoft shutting down the studio means that they no longer have to pay for these new offices.

With Robot moving out of the old Dallas offices and moving into Plano this may explain why its taken a little longer for them to get thier website up and running. No doubt the move involved lots of work re-creating an IT Infrastructructure for the company.

More information on this can be found here in the Dallas observer: http://www.dallasnews.com/sharedcontent/dws/dn/latestnews/stories/040409dnmetvideogames.3b84ec9.html

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15
Mar

Dusty Monk talks about Ensemble’s cancelled Halo MMO “Titan”

dustyphoto1

Dusty was a senior programmer for Ensemble Studios who worked on the Ensemble Halo MMO. He sure seems passionate about the MMO genre and he reveals lots of information about the project including the length of time the team were working on it – 2 years in fact. To have an insight of what Ensemble was doing between 2006-2007 have a read here:

 

 

http://ofcourseillplayit.com/?p=131

A reminder of Titan..

In case youve forgotten or arnt aware of Ensembles Halo MMO here are some of the very early mock-up designs:

halo-mmo-canceled-at-ensemble- halo-mmo2

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