Lessons Learned Creating UI for The Division

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  • เผยแพร่เมื่อ 18 ต.ค. 2024
  • In this 2017 GDC talk, Ubisoft Massive's Christian Savoie covers some of the major lessons learned while developing new technology and creating the UI for The Division that all developers can learn from.
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ความคิดเห็น • 34

  • @SazLowify
    @SazLowify 6 ปีที่แล้ว +26

    Was nice to find out what happened to the older map concept, shame it wasn't in the final game.

    • @brokengames9020
      @brokengames9020 6 ปีที่แล้ว +10

      time stamp?

    • @jiro4559
      @jiro4559 3 หลายเดือนก่อน

      @@brokengames9020 45:38

  • @pufthemajicdragon
    @pufthemajicdragon 2 ปีที่แล้ว +13

    This feels like an advertisement for the Snowdrop engine. So I checked out the website, which also reads like an advertisement. Which is a bit unfortunate because the engine is proprietary, not available to other developers. It's like "We made this amazing game engine, and we aren't gonna let you use it, ha-ha nanner-nanner".

    • @LahceneBelbachir
      @LahceneBelbachir ปีที่แล้ว +5

      Sounds about right, lmao.
      I came here expecting some technical insight on how to create a UI renderer.
      My disappointment is immeasurable and my day is ruined.

    • @cptwoody7103
      @cptwoody7103 ปีที่แล้ว +1

      @@LahceneBelbachir alot of thing is node and node and node custom node custom Cool Game engine Backend . and multithreaded. so disappointed as artist aspect

    • @LahceneBelbachir
      @LahceneBelbachir ปีที่แล้ว +1

      @@cptwoody7103 Yeah, there's nothing to gain from this video, really. It's just a show off.

  • @finnmolloy4923
    @finnmolloy4923 6 ปีที่แล้ว +55

    "we did ship with around 1600 global variables"
    *Chokes on principles*

    • @bukinnear
      @bukinnear 6 ปีที่แล้ว +12

      On one hand - it's fast and easy to implement and use.
      On the other hand... 1600 global variables o.O

    • @mdo
      @mdo 6 ปีที่แล้ว

      static classes FTW :))

    • @polerin
      @polerin 6 ปีที่แล้ว +2

      Noooooo Static classes are evil!
      **twitches in unit tester**
      If you're going to do statics, make them static facades with hot swappable implementation instances? Pleaaaase?

    • @AdamX21198
      @AdamX21198 5 ปีที่แล้ว +2

      @@polerin What is a Static Facade and a Hot Swappable Implementation Instance? (I'm new to programming)

  • @tonymunoz3754
    @tonymunoz3754 2 ปีที่แล้ว

    Excellent presentation. One to keep it on the list.

  • @Ron19870
    @Ron19870 หลายเดือนก่อน

    i would love to have the behavior tree from this game to add it to mine cause the tactical gameplay is perfect for project 31 wish there was a way to get the tree set up and copy it

  • @Bermeslivre
    @Bermeslivre 6 ปีที่แล้ว +2

    CI and automated testing for videogames: thumbs up.

  • @vadkut
    @vadkut 6 ปีที่แล้ว +15

    Looks like advertisement of the Snow Drop engine and nothing mentioned about decisions that was made in UI part

  • @Thekappa1845
    @Thekappa1845 หลายเดือนก่อน

    how can i copy the tom clancy's the division and copy it the same way or make my own version of tom clancy's the division art cover on a canvas .???

  • @bonesskins
    @bonesskins 6 ปีที่แล้ว +4

    i'm curious on how Deadspace implemented their U.I

  • @byteaesx1373
    @byteaesx1373 4 ปีที่แล้ว +1

    This is gold

  • @lemondirector
    @lemondirector ปีที่แล้ว +1

    this was the peak unfortunately

  • @DANNYonPC
    @DANNYonPC 6 ปีที่แล้ว

    safehouse: playmouth rock
    Hmmm
    In general pretty interesting, while i didn't understood everything, i did get a lot of it :p

  • @Thekappa
    @Thekappa 2 ปีที่แล้ว

    can fans do a version of there own based on the tom clancy's the division .? copyrights

  • @newsonomamashine
    @newsonomamashine 6 ปีที่แล้ว +5

    So this is the guy responsable for that nasty UI bug on patch 1.2 where the UI elements looked duplicated and you culd deconstruct by accident gear you didn´t want to...shame on him!!!! lol just kidding, it was super annying but they fixed it really quick. Awsome talk, the snow drop engine looks amazing the visual scripting looks even more robust than UE bluprints, congrats to massive, can´t wait for the division 2.

  • @brokengames9020
    @brokengames9020 6 ปีที่แล้ว +2

    36:43 massive and logic
    aren't you a bit ahead?
    isn't 31 april yet.

  • @godskygaming3379
    @godskygaming3379 6 ปีที่แล้ว +14

    Whole talk is Shadowdrop engine plug.
    With all that: The Division had lots of UI bugs, bad navigation and confusing information on loot.

  • @TheSliderW
    @TheSliderW 6 ปีที่แล้ว +5

    Miss-use of the word diegetic detected !
    But.. You can't call something diegetic as soon as you throw it into the 3d world space. Your UI should have a presence and be acknowledged by the characters and any world object should be able to interact with it in some way.
    You made FarCry 2 years ago and that game already had a "fully" diegetic UI. Use it at least for inspiration. This here doesn't even compare. : s
    edit :
    It's also over-complicated in many ways. Even worse than Dead Space's use of particles to draw text and make pictogram animations.

  • @trashpanda5869
    @trashpanda5869 6 ปีที่แล้ว +3

    Just me?

  • @anandkrishna590
    @anandkrishna590 6 ปีที่แล้ว +2

    How many else mistook this vid as sykoo's fps toturial

  • @noiamhippyman
    @noiamhippyman 6 ปีที่แล้ว +5

    Man this game was so boring. I forgot all about it.

  • @brokengames9020
    @brokengames9020 6 ปีที่แล้ว +1

    6:46 turret that was cut out... for future DLCs... gotta scam people.

    • @DANNYonPC
      @DANNYonPC 6 ปีที่แล้ว +1

      He said the Survival DLC was just released at that time..