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AUSTIN, Texas--Dec. 10, 2003. Game Developer Critical
Mass Interactive (CMI) has recently delivered dozens of completed models
for the game Ultima X: Odyssey, a massively multiplayer online game scheduled
to be released in early 2004. CMI, which has been a part of major releases
like the 2003 "Favorite Video Game" Nickelodeon Kids Choice
Award winner SpongeBob SquarePants: Revenge of the Flying Dutchman for PlayStation®2 and GameCube, completed the project on time and
on budget and is excited about future work with Electronic Arts. |
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Critical Mass Interactive created sets of interchangable armor for Origin Systems on their Ultima X: Odyssey project. Right click HERE and "Save Target As" to download a high resolution version to your hard drive. |
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| "These were some of the most technical models we've ever had to produce," said CMI VP of Development Billy Cain. "We knew that Origin Systems had a high level of quality that they wanted to meet from both the aesthetic and technical viewpoints and we managed to match their requests from the beginning." In Ultima X: Odyssey, the player can change outfits, armor, boots, helmets and the like, for up to three levels of depth. The base model is built and textured so that it is merely wearing underwear, and when a player adds more layers of clothing, the new parts are visible. Anything that gets obscured by the newer level of clothing is turned off, or 'hidden,' to optimize framerate for the game. Players can mix and match whatever armor they wish with any other type of armor. For instance, a character model only wearing underwear may have a tunic added to it, creating a second level of clothing that will cover certain parts of the underwear, and then on top of that, a player can add a third level of clothing such as plate mail. Anything that would appear to a normal person as showing through does, and anything that seems that it should be covered up, is. To further complicate things, armor was built as lots of separate pieces, such as boots, leggings, chest pieces, gauntlets, bracers, and helmets. Each must be interchangeable across all armor sets. Having a clear plan as to how this all worked together across all files was crucial to success. "Hitting the technical requirements was somewhat difficult at first, but once we worked the pipeline out with Origin, everything just clicked,' explained Matt Scibilia, President of CMI. "By the time we hit our stride, it was fun watching the concept art go from start to a completed, textured, rigged model." |
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The methodology that
Critical Mass Interactive used in their production for this product heavily
incorporated the use of their secure client Bulletin Board system. This
ensures that the client (and anyone the client wishes) is the only person
looking at the progress of the game assets. CMI received concept sketches
for characters and sets of armor, and would then take that set of assets
to the modeling stage. Once approved by the art lead at Origin, CMI would
take that asset to the texturing stage. |
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