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|Session Name:||Creating World-Class Graphics on the PSP|
|Speaker(s):||Jason Piel, Jason Piel, Jason Piel, Jason Piel, Phil Trumbo, Phil Trumbo, Phil Trumbo, Phil Trumbo|
|Company Name(s):||, Amaze Entertainment, , , Amaze Entertainment, , ,|
|Track / Format:||Audio|
One challenge of developing great looking PSP games is to do
so while taking full advantage of the platforms small form factor,
vivid wide screen display, portability, short play sessions,
wireless multi-player capability, and significant memory
constraints. This lecture uncovers some of the hard-earned tips
and tricks that are essential to creating world-class graphics on
this new platform. The speaker will examine similarities and
differences between PlayStation 2 and PSP game production.
Examples of assets ported directly from PlayStation 2 to PSP are
shown to demonstrate the graphics hurdles that must be
cleared. This presentation also explores the methodology of
developing games of different genres for the PSP.
In creating graphic content for the PSP, efficiency and readability are essential. The key constraints are memory, streaming, and bones. Since the screen is limited in the number of polys it can display, environment artists need to be particularly inventive with their level meshes and textures. Robust lighting is possible, but it must be cleverly balanced between pre-lighted or dynamic, depending on the needs of the particular level and game. Characters have a reasonable poly count but are limited in bone number and texture size. Facial animations can be achieved with morph targets or bone-driven animation. The UMD makes it possible to display near DVD-quality cutscenes. Its a small package, but it can be made to deliver gorgeous graphics when the right strategy is employed. The efficiency and ease of use of the software engine used to build and run the game obviously greatly affects how well the graphics will look and perform. Whether the game engine is internal or a licensed one, it is essential that it be flexible enough to adapt to the specific demands of the PSP. It is crucial that a highly skilled graphics programmer work closely with the art team to adapt the engine to the specific needs of the particular game. Likewise, it is essential for the art lead to set the standard in creating efficient, enginefriendly art. The technology will vary, but the battle for resources on the reduced memory footprint of the PSP will be the same for all who design for it.