Friday, March 13, 2020

Living in interesting times

Hello all. It's 2020. The world feels... different. Hopefully you're all doing OK!

A recap of what I've been up to --

In these days of social distancing, remote classes, and quarantines, I taught my class about streaming on Twitch... by streaming the class on Twitch. Some writeups:




I'm also getting into Quake 1 mapping. The modern tools are great, the video tutorials are on point, and the community is lovely. Come join us. I recommend Andrew Yoder's comprehensive guide for getting started.


Until next time...
-- R

Tuesday, November 12, 2019

Practical primer to using Unity Timeline / Playables


I recently used Unity Timeline to do cutscenes in a game. Once you figure out how to use it, it works great, but that learning curve of expectations and setup is pretty annoying.

To review: Timeline is a sequencing tool. It's good for higher-level logic where you need to coordinate a bunch of objects at once. For many games, that usually means choreographing cutscenes or sequences. Many different engines and toolsets have sequencer tools and they all generally have the same workflow -- you make tracks and you put actions on those tracks. (see also: UDK Matinee, UE4 Sequencer, Source 1 Faceposer, Witcher 3's cinematic tool)

Note that Timeline is not an animation tool, it's higher level than that. Think of it like a movie director, it coordinates animation, audio, characters, and FX together, but doesn't actually make or process those assets.

In this intro workflow post, I'll start with SETUP TIMELINE, then SETUP DIRECTOR and MAKE CUTSCENES and CONTROL THE DIRECTOR VIA C# SCRIPT, and lastly how to MAKE CUSTOM TIMELINE TRACKS.