Turbine Entertainment Software
While at Turbine I worked on a half a dozen different systems including:
The Animation System: a non-linear animation system probably
the most advanced one in any MMOG to date. Similar in concept to the NLA
system in high end graphics apps and popularized by Ken Perlin's Improv system.
The technology supported multiple types of animation blending, The player controlled
locomotion set involved more then 15+ animations that could potentially all
be playing simultaneously. The system also supported real-time forward
kinematics for real time character responses to camera placement and ground
Player Movement control.
Player Movement physics: everything from jumping, diving, and
frill behaviors, all geared around a physics
based animation system.
F/X System: The general purpose glue that took
animations exported from maya. tagged them with temporal triggers and what
those triggers should do when encountered.. By code complete the F/X system
wound up triggering sounds, streaks, temporary objects ( e.g. potions
created when the player drinks one, to expanding flaming wave fronts),
and particle systems.
Developed API's for the Game systems programmers. Allowed them to control the interfaces that allowed them to control the animation and camera system.
Built tools and file formats that allowed the technical artists to get dozens of creatures up and running efficiently.
The Camera System, which supported both 1st and 3rd person
controls, scripting and a f/x system, as well as being heavily modifiable by
Added numerous features to client-server character synchronization code, appearance system, landscape engine, and physics engine.
Developed system to automatically document Turbine's multimillion-line multi-language code base with Doxygen.
Showcased on the E3 floor, the following trailer runs you through the land of AC2:
More movies at:
More Screenshots at: