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My name is David but folks at Maxis cal me "DLS". I'm the lead engineer on Darkspore and one of three graphics engineers on the project (Hi Alec and Ryan!). I thought you guys might like a little tour of the rendering (specifically the lighting). Darkspore uses something called a "deferred renderer" which is fairly new and very different from Spore, but becoming much more common in games. I'd like to try to explain a little bit about how our deferred renderer works in a way that (hopefully) everyone can understand. In the process, I'd also like to show you some of how we draw the environment in Darkspore. All the images you will see are taken from a running debug build of the game (on a Friday night before I went home for the weekend - because I'm that dedicated ). Ready?

08/03/2010 19:40:00
Camera Angles In Darkspore

We made it so you can zoooom in your camera while you play so you can see all the cool parts and modifications. We got it as close as we possibly could. We wanted it nice and tight so you could really see your work. It really brings home how this Hero is yours. You'll want to zoom out a bit though to play. Darkspore is all about the action around you, and zoomed in that much it's impossible to see what's going on. We made the regular camera so that you get the best angle to fight from.

07/22/2010 17:46:12
Creating NPCs for Darkspore

MaxisAlex here, one of the gameplay engineers on Darkspore. I wrote this article for those who are interested in the process we go through to create a non-player character (NPC). It's surprisingly quick and fun! It starts with a kickoff meeting with the artists, the engineer, and the designer. The designer describes what the NPC is supposed to do in the game, how it behaves and what kind of abilities it has. There is often a discussion at this point about how to create the more complex abilities, such as what animations and effects will be needed.

07/22/2010 15:31:04
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