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Torment dev Q&A threads:
https://forums.inxile-entertainment.com/viewtopic.php?f=32&t=9135
https://forums.inxile-entertainment.com/viewtopic.php?f=32&t=9879
https://forums.inxile-entertainment.com/viewtopic.php?f=32&t=9135
Hello to all the Torment fans around the world. My name is Jon Gwyn and I am one of the Environment artist for Torment Tides of Numenera at InXile! I thought this would be a good time to get the ball rolling on giving our faithful Numenera fans a little more of an inside look at what we're doing, and how we are going about creating this very cool world.
First a little background on myself. I am a 25 year game industry veteran and have worked on many titles. My main focus has been environment art for about the last 12 years or so on such titles as the Matrix games, Resistance 3, GTA 5, some mobile stuff ( Reign of Amira ) Wasteland 2 and now Tides of Numenera. Prior to that I was the main character artist on Sacrifice from Shiny entertainment and art lead on a few Might and Magic games. Lots of other projects are scattered in between the more high profile ones as well.
I was the first full time Environment artist on Torment and created the Bloom Scenes in the video. I'm still working on Bloom areas and they are creepy and gross as places tend to be when you are inside of a giant living evil beast.
I will be updating regularly and although I may not be able to get into too much detail about the game, I can chat about the work, methods and experiences of working on this title that we all are waiting for.
thanks
JonG
https://forums.inxile-entertainment.com/viewtopic.php?f=32&t=9879
Hi everyone,
My name is Josh Jertberg and you have once again given me the great opportunity to be your Animator for Torment. I have just wrapped up most of my work on WL2 so I am full steam ahead on Torment. I had a lot of fun talking to many of you during the development of WL2 and I hope we can do the same here. I value everyone's thoughts and opinions and am often inspired by them.
I am going to open this up by asking for everyone's trust and understanding. I am attempting a non traditional approach to Torments animation. Torment presents an opportunity I have been interested in as a game animator most of my career. That opportunity is root motion. What the heck is root motion? Root motion is a system that allows the animation to drive the characters movement thru the world giving it a life like quality that cant be achieved any other way.This is in contrast to a traditional system that has code move and rotate characters position usually in a very linear way with animation simply being played on top. Torment is an emotionally driven thought provoking game. My vision is to have the characters movement enhance this feeling.
Traditionally a RM system is used in conjunction with an analogue controller, the stick provides a natural curve to input. Devising a smart way to emulate this with a mouse click was the first challenge. Currently I am using distance of the click to drive some of the logic of movement. For example a short click will keep the character at a brisk walk, but a longer distance click will put them in a run right away. There is much more to it than this but it has a very organic feel to it. A big challenge is that its a mechanical system that is non deterministic yet we need you to hit your mark reliably. I am using Unitys built in RM system mecanim, it has its issues and is certainly not perfect but it gets the job done. Another traditional aspect of RM is the use of motion capture animation. It makes sense as all the real world translation is built right in to the animation. I am hand crafting the animations for Torment and its something that is not usually done with root motion but as an animator it excites the hell out of me. Using hand keyed animation also helps me push the bounds of reality a bit to get a balance between realism and responsiveness. Our recently released teaser has a taste of this ambitious animation system. I cant express how excited I am to be working on this and the vision of the animation is something that I am personally very passionate about. I have been fighting to make it viable in Torment and I hope all of you will appreciate the effort in the final product.
Please feel free to use this thread to ask any and all animation questions and I will do my best to answer as much as I can.
Thanks again to all of our backers![]()
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