- I got into gaming because of "Epic Mickey."
Playing video games opened my mind
and just makes me more creative because it's
just a different world.
Tarik's loved gaming since he was really little.
He always had the Gameboys.
He's been like, can I take a coding class?
Can I take a modding class?
And I saw that this is something he's going to do with his life.
I'm Tarik, and my Disney dream job is to become
a Disney game designer.
[MUSIC PLAYING]
Communities are a big part of gaming.
No one really wants to feel, like, lonely.
Fostering a sense of community and helping others
is really, really important to Tarik.
He's very caring.
He volunteers his time.
Disney is pretty much a community.
It all started with Walt Disney and all his creative minds.
I really love Disney games because they
feature all the characters.
And what's your favorite one?
Oswald.
I just loved his character design.
His, like, unique abilities.
I realized that this is what I want to do--
I want to become a creator for Disney, and make video games.
Today I'm going to meet some Disney game designers
and learn the process of making a game.
I'm Nacia.
I'm the executive producer for "Disney Emoji Blitz."
Today we're excited to show Tarik what it's like to be
a Disney game designer. Hi.
Nice to meet you.
This is where we make Disney games.
Awesome.
I'm so excited you guys are here today.
You want to go back and meet the team?
Yeah. That's awesome.
- Come on. - Thank you.
All right. - Hi.
Hi.
This is our scrum room.
This is where we meet every morning to kinda talk about what
we're going to work on for the day,
and make sure that we're all on the same page.
This is really cool.
NACIA CHAMBERS: Today we're going to be brainstorming
a new emoji power related to Jack-Jack, who's the baby
for the new "Incredibles 2." - Awesome.
JOE CHO: So if you remember Jack-Jack from the first movie,
he has all these crazy powers.
Mmm-Hmm.
Just shout out different things that represent
Jack-Jack as a character.
Like, I'll just start off.
Jack Jack is a baby.
He's a fire baby.
NACIA CHAMBERS: He's a fire baby.
[INTERPOSING VOICES]
He turns into, like, a monster.
JOE CHO: Monster. - He passes through.
He can like pass through, yeah.
Phasing.
Lasers.
NACIA CHAMBERS: Oh, yeah.
Laser eyes.
So, next we highlight a bunch of things that we think
would be cool abilities.
It's kind of important to spotlight
what we think the players want to see out that character.
Uh, fire. JOE CHO: Fire is cool.
Yeah. Monster.
Monster is pretty good.
Phasing is pretty interesting.
Yeah.
Basically, we want to identify some of these key aspects.
The design team will go back and start figuring out how
it actually works in the game.
Joe is going to take you and show you
how he translates all of that brainstorm
into a design document.
Sweet! JOE CHO: Cool.
Let's go. - Bye.
Bye.
Have a nice weekend.
- So this is Komdetch. - Hi.
Nice to meet you. - Nice to meet you.
He's a software engineer on "Emoji."
I'm just going to show you the design portion,
and then we're going to have Komdetch show
you how he builds everything. - All right.
JOE CHO: So just grab a seat. - Yeah.
Yeah. Absolutely.
TARIK: Awesome.
So we were just in that brainstorm
and we were talking about Jack-Jack.
And we decided every time he triggers power,
a random different thing will happen.
Oh, that's awesome.
And so we just use this grid to show you,
like, when he goes on fire.
Yellow is like where he'll walk across.
And then orange is where, like, the grid would be destroyed.
Yeah.
The game design team puts this together,
and then we give this to the engineers,
and then they actually build it. - That's awesome.
And then I give it over to Komdetch.
So I get this document from Joe.
It's my job to kind of translate this into the game.
But one that's in a good space, we'll take it over art.
They'll actually animate Jack-Jack running across,
Jack-Jack jumping into the screen.
Yeah.
Game designers need to not only come up with the ideas,
they need to communicate those ideas
to the engineers, and the artists,
and the rest of the team.
Do you have any advice for me to, like, do what I want to do.
Like-- like this?
Playing a lot of games and coming up with neat ideas.
Even watching sports--
like sports are a form of games. TARIK: Yeah.
Really think about the rules of how that game is working.
Next we're going to show how some of the animation
comes together. - Awesome.
Cool. Ready to go?
Thank you.
Nice meeting you.
So this is Dave.
He is our lead animator.
Dave puts the final art and then the storytelling in place.
So I'm going to leave you with Dave.
DAVE MARKOWITZ: Now we've got the design.
We've got it functionally working.
What I do is I take the art, which is Oswald,
your favorite character.
And we're going to make him translate across the screen.
This is him moving down.
And this is him moving sideways.
TARIK: Aw.
It's so cool!
DAVE MARKOWITZ: So he flies with his ears.
- Mmm-Hmm. - You remember seeing that.
Yep.
DAVE MARKOWITZ: All they are, are two images.
And I turn them on and off, on and off really fast.
Oh, so it looks like it's rotating.
And the final touch, the effects.
I've got a trail--
So as he passes by, you'll make that blurry.
Yeah. I've got my smoke.
For me, it's always trying to tell that story,
or give an inanimate object a motion.
It's Oswald.
He's kind of a prankster.
He flies around.
I try and give some of that to him
through basic animation principles.
Do you make every single animation for every character?
Mmm-Hmm.
I was the original animator for all 200, so ...
- Wow. - Yeah.
Everybody has their specialty, and we need a team of support
to do it. - Thank you so much.
This has been awesome. - Hey, Tarik.
How's it going? - Good.
How are you? - Good to see you.
Disney doesn't just make mobile games.
We also do cutting-edge technologies like AR.
Let's go meet a team who's doing some of that.
All right. DAVE MARKOWITZ: See you guys.
Bye.
[MUSIC PLAYING]
So this is Randy.
TARIK: Hey, Randy. - Hey, Tarik.
How you doing? TARIK: Good.
How are you?
Welcome to the "Star Wars Jedi Challenges" game.
NACIA CHAMBERS: We're not just making mobile games.
We're doing some pretty cool, innovative stuff.
And one of those things is this "Jedi Challenges," because it's
bringing together both hardware and software in a really,
really innovative way.
RANDY DAVIS: Inside this headset is a cartridge
that holds your own phone.
You download the app that you're playing.
You put it inside this cartridge,
slide it inside the headset, and it knows what a lightsaber is,
and it projects the lightsaber on your screen
while you're fighting some of the greatest villains the "Star
Wars" universe has ever seen.
That's awesome.
- Do you wanna meet the team? - Oh, yes.
Of course.
Hey, Tarik.
Nice to meet you. - Nice to meet you, too.
Tarik, this is Will Rosas.
He's the creative director for "Star Wars Jedi Challenges."
Come on in. Let me show you some cool stuff.
It's all about how story, game design, and art
all work together.
With this particular game, it's really about being a Jedi.
So the holocron has all of the secrets of being a Jedi.
TARIK: Yeah.
WILL ROSAS: For something as simple as this object,
we spent a lot of time animating it, and how does it move,
and how does it open.
You want this sense of mystery, like there's something really
kind of cool in it, right?
We designed a unique character, the archivist.
TARIK: Oh.
Sort of a Jedi temple guardian.
That's right.
We spent a lot of time designing all
the patterns, belts, clothing.
TARIK: Yeah.
So you see these kinds of images, where it's all
the galaxies and the planets.
When you're working in AR, it's all around
creating depth, because it's going to pull
you into the experience.
Hey.
You've got a glimpse into how we make the software.
I thought it would be great if we took you to the secret lab
where we make the hardware. - Sweet.
RANDY DAVIS: How's that sound? - Yeah.
That's awesome. RANDY DAVIS: All right.
Let's go.
[MUSIC PLAYING]
This is one of the mechanical engineers in the Advanced
Development Lab, Jon Hsu.
What is it we're looking at here, Jon?
So this is the history of "Jedi Challenges."
The stuff on the left, this is actually
called proof of concept.
We 3D printed it entirely in-house,
which is pretty unique.
And this is just to prove out that the system
works before we take it into the final production stages.
So this is the kind of final finished product.
I'm really surprised that this actually exists.
Yeah.
From the start, this was an entirely groundbreaking
project.
There's a lot of patents to come up with a design like that.
RANDY DAVIS: You know, instead of looking
at this through glass, do you want to go play the game?
Yes. Yes.
I'm down. - All right.
Let's go. Let's do it.
You've gotta start the lightsaber--
TARIK: Whoa.
RANDY DAVIS: Which is actually hardware no one built before.
So we didn't even have an example to work off of.
TARIK: That's so cool.
RANDY DAVIS: This is a culmination of work
of about 50 different people.
And all different kinds of talents
contribute to that big puzzle.
That's awesome.
I was really impressed with Tarik's attitude.
He came in here with a lot of curiosity
and a lot of enthusiasm.
And if he has that when he goes to make
his way in the game world, he's going to do just fine.
This is one of my favorite days I've ever had.
Seeing, like, the minds--
the designer, the animator, the coder.
I never knew that it took, like, an entire community,
like a family, or team, to create all these amazing games.
He's super, super bright.
I think he's going to be a great game designer.
And he's really, really passionate about Disney.
I think he would fit right in.
TIFFANY: Knowing that he's met these people,
these people took an interest in him,
it was very emotional because I know how much he wants this
and how much he loves this.
TARIK: This day was such a big moment for me.
It gave me all I need to know about Disney and all the magic
that goes into the games.
I hope to share this magic with all the games
that I create in the future.
[DISNEY FAMILY JINGLE]
Không có nhận xét nào:
Đăng nhận xét