We announced one of the coolest suits in our game today, and while yes, it's just plain awesome, I think it also illustrates how amazing things can happen when different people in departments across a studio can combine their talents. To elaborate...
You've of course got the Character Art team doing absolutely phenomenal modeling and texture work, the Animation department perfectly communicating who this character is by how he moves, and @jbtuason on the Tech Art team turning out another stunning custom suit shader solution.
For the "animate on-twos" style, you have brainstorm ideas getting prototyped by @jonnyblahblah, then his Core Anim team getting the feature polished--figuring out the memory requirements of deferred skeleton updates, ensuring it melds correctly with the animation system, etc.
How does he interact with not-on-twos characters? What happens if he is handed an item by someone--does that item transition to on-twos? When? Can we pick and choose what we drop to catch key frames of animation? How does it work at 60fps? Etc. Polish polish polish.
For the popup words and comic bursts, that came from a last-minute @_DannyGarnett mockup over the summer, and it took efforts from the Gameplay and VFX teams to integrate and trigger at the right times. Completely unplanned and unscheduled.
And of course it doesn't hurt being able to hop on video calls with folks on the @Marvel, @SonyPictures, and @SpiderVerse teams to talk art direction, intent, original assets, etc. Just about the best resource you could hope for.
All this because people are able to say "what if?" out loud, others listen, and talents across the studio come together to make magic. Because they care about the game and each other. What a team.

(All while stuck home in a pandemic and shipping two launch titles on time, nbd.)
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