Let's breakdown: ‘Build Outcome Prediction’ 🎮🧱🔮 The work behind your favorite game is endlessly complex, especially in the "build" phase, where everything comes together to form the game you play. Our R&D group, 'Ubisoft La Forge' have been taking this process to the next level with ‘Build Outcome Prediction’ tech. 🎮🚀 Picture a complex domino arrangement, where one wrong tile could topple your entire masterpiece. That's the challenge in game development. Build Outcome Predictions act like an expert overseeing your setup, analyzing patterns and predicting outcomes to ensure your game builds flawlessly every time. 👨🏫👩🏫 This method not only predicts the success or failure of game builds but also significantly reduces time and resources by optimizing the build process through: 📊 Build Batching: Group changes to maximize efficiency during busy periods. ✈ Build Preflight: Test risky changes locally to prevent errors from escalating. By incorporating machine learning techniques, we can detect subtle patterns and correlations that humans might miss, offering a unique advantage in game development! Learn more about our recent tooled approach, RavenBuild, which will be presented at this years FSE conference. This approach outperforms existing methods, improving prediction accuracy and reducing the risk of costly build failures: 🔗 https://lnkd.in/e_MR9tWY
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Creating games is very difficult. And building games is challenging. The process of build requires to compile the code and all the data required in the game in a specific sequence involving many dependencies. As such monitoring the outcome is essential, but not sufficent. What if we were able to predict the outcome of a build ? What if we were able to decrease the required computing resources while increasing our iteration capability ? #Ubisoft #Ubisoftlaforge #innovation
Let's breakdown: ‘Build Outcome Prediction’ 🎮🧱🔮 The work behind your favorite game is endlessly complex, especially in the "build" phase, where everything comes together to form the game you play. Our R&D group, 'Ubisoft La Forge' have been taking this process to the next level with ‘Build Outcome Prediction’ tech. 🎮🚀 Picture a complex domino arrangement, where one wrong tile could topple your entire masterpiece. That's the challenge in game development. Build Outcome Predictions act like an expert overseeing your setup, analyzing patterns and predicting outcomes to ensure your game builds flawlessly every time. 👨🏫👩🏫 This method not only predicts the success or failure of game builds but also significantly reduces time and resources by optimizing the build process through: 📊 Build Batching: Group changes to maximize efficiency during busy periods. ✈ Build Preflight: Test risky changes locally to prevent errors from escalating. By incorporating machine learning techniques, we can detect subtle patterns and correlations that humans might miss, offering a unique advantage in game development! Learn more about our recent tooled approach, RavenBuild, which will be presented at this years FSE conference. This approach outperforms existing methods, improving prediction accuracy and reducing the risk of costly build failures: 🔗 https://lnkd.in/e_MR9tWY
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The title may seem clickbait, but the content is really insightful. Not just game, it's applicable to development of other things as well. "Design is a search algorithm"! https://lnkd.in/gA3GD8Sm
This Problem Changes Your Perspective On Game Dev
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PLATFORM FEATURE UPDATE: Smart Search! Save hours of sifting through video and cross-reference all participants in seconds with our new Smart Search feature. Search by text on the screen to get instant clips showing specific experiences across all players, this helps to build confidence at pace when preparing key findings to share with your team. Game designers and developers can use Smart Search to assess the usability of the user interface or watch the user experience across all players in particular menus or game sections e.g. settings, character customisation, profile. Game leads can watch the behaviour of every player at a certain point in the game to validate if they are creating those 'moments that matter' e.g. boss battles, reaching critical game sections or exploring key game mechanics. Available now on all tests ran with Automated Intelligence
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The MDA framework is used in game design to analyze the relationship between game mechanics, player interactions, and the resulting aesthetic experience. This framework is controversial within the community for many reasons, but I believe it can be utilized to analyze and test gamified learning experiences. It consists of three components: Mechanics, Dynamics, and Aesthetics. Mechanics are the tangible elements that define how the game functions, such as movement rules and scoring systems. Dynamics are the emergent behaviors and player interactions that arise from the mechanics. Aesthetics encompass the emotional and sensory experiences evoked in players. Here is a five-step process to quickly test and analyze your gamified designs. Source: https://lnkd.in/dRsxHMwa
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Discover InspectMe, a revolutionary Unity plugin that transforms how you debug and inspect within Unity. This powerful tool streamlines your interaction with game objects and scripts, providing deep insights into your project's mechanics. In this video, we guide you through the various methods to inspect members in Unity, making your development smoother and more intuitive. Join us as we unlock the potential of InspectMe, a crucial ally in your creative journey. Visit us for more insights: https://divinitycodes.de
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In an article by 80.lv, our CTO João Orvalho spoke about Popul8 and some of the features of the tool that help to accelerate game creation. Based on our robust pipeline, Popul8 is a game-changer, bring speed to development and incredible characters to populate diverse worlds. Read the full article at https://lnkd.in/ggZB6iVA #Didimo #Popul8 #GameIndustry #GameDev #GameCreation
Didimo: Accelerating Game Production with AI-Generated Characters
80.lv
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Falling Sands Platformer Feedback Hi All,A common theme around here is to get feedback on your game as early as possible, so I present to you Lithominer (working title).Lithominer is going to be Terraria combined with Falling Sands (style of physics simulation) with every block simulated.Please follow the link to see the tech demo I have running so far.https://https://lnkd.in/eYvg6fea I have left to complete:Enemies to fight and weapons to fight them withCrafting System – some crafting will be done within the simulation but some will be using collected ingredients to fabricate weapons / tools.Energy grid / Engineering – There will be turbines and heaters etc. to generate energy and you use that energy to manipulate the sim, kill enemies, craft new elements etc. you should be able to build a working power station within the simulation.Turning it in to game – Sound, graphics, Lighting, Menus, Progression, UI. Lol basically everything.This is my first attempt at game development so here is my out of scope list:Chunks/Multi-threading - the maps will have to remain fairly small but there will be plenty of them.Air heating and Advection - it was costing too much FPSRandom Map Generation - a bit beyond my current capabilities and id prefer a set of curated fun maps.For those who are interested I'm using Game Maker with a C++ .dll to do the heavy lifting so PC only.I'm keen to see what you guys think of the idea so far, is it a game you would be interested in or are my interests a little too niche. Are there any features you would expect iv not mentioned yet. Its taken about 2 months (working on it as a hobby) to get this far so I can see a very long journey ahead of me but I'm pleased with the progress so far and think this might be the first game I develop all the way to release one day. Submitted October 17, 2023 at 12:57PM by NapalmIgnition https://ift.tt/YuzbcnN via /r/gamedev
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In RTA928 - Intro to Game Design, taught by Dr. Kristopher Alexander at Toronto Metropolitan University, we were tasked with ideating a video game concept! Throughout the semester, we learned about various game mechanics, aesthetics and more, applying this knowledge to craft our very own video game idea. For our final project, we were asked to create a visual concept tool where we fleshed out and solidified various aspects of our game. Here is my game Colour Me In, following the journey of Milo and his journey in empathy! More details can be found in the visual down below!
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I’m going to start posting here more! I want to start talking about my experience as a starting game dev, share things I’ve made, and ask for advice from any of the wise wizards of game design. Specifically asking questions about the process or things I learn about in class, just to get more engaged on this app! First thing I want to share is my Gamebook I made this past semester. If you checked out my website, I have a writing sample that leads to the doc if you wanted to play it, but I’m also going to be posting it here! I chose a myth, and made my own twist on the story by adding side quests, adding a game mechanic to the experience, and making a flowchart that shows my whole process. The myth I chose was Prometheus, as the whole journey of that myth makes for the perfect game experience in my opinion, when in the writing/narrative design process. He has a goal as a character, to make men special, as they were his favorite creation. With that goal though, comes challenges, such as Zeus taking fire away from Prometheus, inhibiting his and man’s growth. With that choice, Prometheus rebels and gets his hand smacked a second time, but this time with a more serious consequence. Anyways, like I said earlier I added a simple mechanic, a point system to where if you made certain choices, you’d gain a “mischief point” and those points as of now, just let you get to certain branches in the story. I’m going to link it below, but feel free to check out the doc and play through it! Any advice would be so helpful and I hope you guys enjoy it! It was a blast to make! https://lnkd.in/gKCNymaG
The Fall of Prometheus Gamebook
docs.google.com
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