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Content Creation Tools

The BigWorld Technology tool chain provides a complete, end-to-end MMOG content creation system that will enhance the quality and timeliness of your game. All tools are designed for cooperative production of game assets in a large team environment, ensuring effective use of resources and a smooth content pipeline.

World Editor

 


Painting and sculpting terrain is intuitive

 

Shells and prefabs enable fast world building

 

Script-based flora can create complex environments with minimal artist involvement

 

Lights emitters can simply be dragged around live in the 3D world

World Editor provides the user with a comprehensive set of tools to quickly and easily paint down terrain, handle object interactions, manipulate lights and construct buildings including the decoration of interior rooms. World Editor is a powerful yet intuitive editor that encourages an efficient iterative approach to design and a sophisticated re-use of art assets. As it uses the BigWorld 3D Engine for display, artists and world builders can see the real game world change as they work.

Intuitive Terrain Sculpting & Painting Tools

Easily manipulated brushes for terrain sculpting deform the ground, creating mountains and valleys, and adding intricate details quickly. Terrain data can also be imported from external systems.

Shells

World Editor’s modular shell system allows fast, accurate construction of buildings and other interior spaces such as dungeons. Shell models are built around user-definable portals that ‘snap’ into place.

Multi-channel Terrain Texturing System

Many different ground types (grass, gravel, snow, etc) can be quickly and easily represented, with interesting segues created automatically between areas to create a smooth transition.

Automatic Flora

BigWorld’s plant-life system automatically assigns environmental properties to an area under script control, which means that artists do not have to place each asset individually, avoiding tedious tasks such as individually placing every blade of grass. The World Editor controls the automatic placement of environmental objects such as rocks, grass clumps, ferns and shrubs on different ground types. These objects can include animated models such as swaying grass. Automatic placement of such detail speeds up the world building process while also heightening the player’s perception of the game world as a complete, living, breathing space.

Comprehensive Illumination System

This system allows the fast placement and manipulation of a full range of lights. Lights can be flagged as static or dynamic, allowing more control over performance and results.

Concurrent Editing

A team of level builders working together in cooperation are able to build massive spaces collaboratively using the BigWorld tools, creating levels quickly and effectively.

Embedded Version Control

Embedded version control allows for a project-based versioning interface that interfaces to CVS, SVN and Perforce, making it easy to ensure world data is stored centrally and under source control.

Model Editor

 


Every detail can be tweaked and adjusted, providing complete control to the artist

 

Model Editor is used to view newly exported models and animations, to create new materials and to edit animations in the game environment under various lighting conditions.

Animation Blending

Every detail can be tweaked and adjusted, providing complete control to the artist

The animation blending system allows a model to play more than one animation sequence at a time, while seamlessly blending the sequences. Animators are able to view their generic animations and blend their animations quickly and easily.

Compression

Animations can be compressed to as little as one tenth of the uncompressed size, reducing storage requirements. Compressions ratios can be fine-tuned by the artist, individually compressing scale, rotation and position channels.

Fully Data-Driven Art Pipeline

The BigWorld tool chain is fully integrated with DirectX 9 and implements a data-driven art pipeline using the FX file format and XML definitions and allowing the 3D engine and tools to support arbitrary vertex formats and shader importation. Support for the DirectX Semantics and Annotations standard allows automatic binding of render parameters to constant values and exposes ‘tweakable’ values to our tool chain. These ‘tweakables’ are also available to scripts, which allow Python game code to dynamically alter the look of objects by directly varying shader values.

The art pipeline also allows game shaders to be applied in 3D Studio MAX, closely previewing the game environment during model building and animation. This allows artists to see their work progress through the pipeline without any surprises or unknowns, dramatically increasing their productivity.

 

Particle Editor

 


Environmental effects, such as rain, snow, dust storms, smoke and fire are easily simulated using the BigWorld particle editor. Weapon effects, such as muzzle flash, explosions, ricochets and ejected cartridges can also be created using this system.

Multiple Particle Sources

Particles can be based on 3D mesh or 2D sprites, with a single emitter being capable of emitting both types.

Fully Interactive Particles

Particles are affected by a number of different environmental factors, such as wind and scenery collision and custom influences such as barriers, forces, streams, tints, flares and jitters.