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Left brain vs. right brain vs. Torque (or a good excuse to plug our Tweaker)

Left brain vs. right brain vs. Torque (or a good excuse to plug our Tweaker)
Name:Kirk Alberts
Date Posted:Oct 23, 2008
Rating:Not Rated
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Blog post
Code meets art and what we did about it. I.E. the Plastic Tweaker.

We've all had those days when you put down your work for the day and felt absolutely, dragged-through-the-ringer, kicked around, beat up tired. I've had those days and almost felt guilty, thinking that I really hadn't done anything to warrant feeling so wiped out.

In between semesters when I was going to art school I would work some menial labor jobs. A few were really brutal with a lot of lifting and walking around on your feet for 9 to 10 hours a day. By the time I got off work I'd be exhausted and barely able to move but I swear that I've been more exhausted after working in Torque and Photoshop and other 3d applications all day than when I worked those jobs.

One of my cohorts at Plastic Games experiences the same thing. The theory we came up with is that while we're not doing anything physically exhausting, we're doing a lot of work mentally and psychologically by constantly shifting from right to left brain, from the logical and analytical side or left side to the intuitive and creative right side. In essence, one has to become two different people and shift from one to another depending on the task all day long.

Many of us, out of necessity, have to wear many hats. We have to think in an artistic way yet maintain the ability create from a technical standpoint as well. While we can envision the fantastic we have to ask ourselves whether it's actually doable and then try to figure out how to do it.

For me, this mental wear and tear happens when I'm going back and forth between art-heavy work in Torque and creation with my art software and tools outside of the engine with GUI work being the most taxing of the processes.

Most of us have worked in Torque enough to know that, for the most part, it's a beast to manage when you're in a very intensive art creation phase of development. Getting things to just look and feel "right" is a huge part of what an artist must be doing.

Much of the time we have no idea why something should look, feel or react, we just know it's right when it feels right. We'll be given the challenge to just make it "right". And there is no way to describe or pass on any information to help someone else make it "right".

I'm sure you can't count the number of times you have to interrupt your creative mind process to close the engine make necessary tweaks and then restart the engine to see if the tweaks did what you wanted them to only to have to start the process over again when it wasn't "right".

If you're like us you're constantly in a phase that requires that your art team be heavily involved in the tweaking of scripts, particles, animations, etc. These can be small changes here and there to major ones that have an effect on everything in the game.

In our past project we were working with the walking speed of the player, the weapon effects, speed of projectiles, etc. We were pulling our coders away from what they were doing to get them involved in what we were doing because some of our tweaks required more knowledge of code than we could feasibly attain. (We're only artists, right?) It was almost impossible to explain what we wanted or felt. We just wanted to be able to make it so.

Work flow was breaking down and we were tired of this process, our coders were sick of us bugging them and we were tired of asking them to help us and then Paul said, "Enough!" and started working on our Plastic Tweaker.

Even in it's embryonic stages we saw the beauty of this tool. We were given the ability to make changes on the fly and immediately see the effects without closing down the game to make a script change and essentially, close down the creative half of our brain in the process. It suddenly gave us power to make things "right."

We were able to stop asking for help from our coders for script changes that were originally beyond our knowledge. The more we added to it, the better it served us on so many levels, from it's ability to the alter the player and weapons properties to the tool's ability to edit shaders and materials -- which should excite artists exponentially. It's expandable too, so the more you add to it the more powerful it is. It even lets you work with GUIs.

After using it for the last month or so, I'm convinced that we couldn't live without it. Once it's installed and you are comfortable with it's interface -- which we put a lot of work into to make it feel familiar -- you'll see how powerful it is. It has very little learning curve and anyone even remotely comfortable with Torque script can see the how it's working.

Originally it was a tool that was created to give artists more power over Torque but in no way is it limited to artists. It's flexible enough to be used by anyone from the novice to the pro and will speed up your work flow and alleviate your mental strain almost immediately.

Try it. We're pretty sure you'll like it.

For more information, check it out here.

Recent Blog Posts
List:10/23/08 - Left brain vs. right brain vs. Torque (or a good excuse to plug our Tweaker)
08/08/08 - Plastic Games Plastic Tweaker beta test
05/21/04 - Plan for Kirk Alberts

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jydog   (Oct 23, 2008 at 20:56 GMT)
No No No, it,s not *left brain vs. right brain* anymore.
Don,t you read your Pink, it,s left directed THINKING AND right directed THINKING.

; )
Edited on Oct 23, 2008 20:59 GMT

Jeremy Alessi   (Oct 23, 2008 at 22:45 GMT)
Great tool!

Rubes   (Oct 25, 2008 at 00:44 GMT)
It is a great tool. I second that.

Wes - ToadTrip   (Oct 25, 2008 at 18:44 GMT)
Looks very impressive. We used a lot of behaviors (TGB) in an attempt to expose values to the art side, but really, it just wasn't enough. One really needs to be able to see changes in-game instantly in order to gauge ones changes. This has the potential to greatly streamline the grinding involved in the polish stage.

Does the in-editing work just as well in TGB as it does in the video?

jydog   (Oct 25, 2008 at 18:59 GMT)
@Wes - What Anthony said in his blog: Currently we don't support TGB do to how TGB 's gui source has been altered, however Associate James Ford was working on a possible fix, at which point we would gladly generate TGB version.

Wes - ToadTrip   (Oct 25, 2008 at 19:04 GMT)
Ok cool. Keep us informed, I'm very interested. :)

Scott Warren   (Oct 26, 2008 at 21:59 GMT)
This is a great tool for tweaking. Especially when fitting a Model into a scene and the player needs to jump to it. Adjusting the players weight and moving the model to make the distance possible.

Thats when I decided to add the enhancements to TGE. However, adding the enhancements to ArcaneFX demo as a base causes issues for me at step 5 where I get 87 errors in the compiler and when I thought i got it right, it broke other things in the Arcane Demo.

Any chance of getting a fix to add the engine code enhance to work with Arcane FX ?

Kirk Alberts   (Oct 27, 2008 at 15:33 GMT)
@Scott

I've got a message in to our coders. Might be a possibility. Not only would it be useful, it's be very, very cool to have as a utility.

@Wes.

It's so nice to use it to knock the rough edges off of content and play mechanics. We loved the fact that after most of the heavy coding was done the art guys could come through and work "behind the scenes." It gives those who aren't necessarily code savvy more power to make things happen the way they want it.

We also liked it because we were less apt to break stuff while using it. =)
Edited on Oct 27, 2008 15:55 GMT

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