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originally posted in: 10/25/13 Bungie Podcast Summary
Edited by Hylebos: 10/26/2013 6:59:32 AM
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• Yes, he does. In terms of Story and Fiction, everything they’ve created was created to build towards the goal they have with the Story and the Fiction. Everything has a heavy fictional bias. In terms of hidden nooks and crannies, thanks to the Tectonic Cracking there are literally plenty of nooks and crannies everywhere, plenty of secret areas both on the surface and in the interior because the Hellmouth is pretty much a castle and those are always full of secret areas. • They made the Earth extra big and colorful to contrast with the grey lunar landscape, it makes the Earth feel threatened and rather ominous, you feel like you could fall right towards it. • Halcylon changes topics to Mars, and asks if the Moon was easier to work on than Mars? We have more information and knowledge about the Moon than Mars, so did they have to take more of a Fantasy Pass with Mars to make ends meet or was there enough information to solidly ground the design in the familiar? • For both destinations, neither was easier or harder from a creative standpoint, Mars has a depth and wealth of satellite imagery that they went crazy over and they discovered that Mars has all these crazy colors that you wouldn’t expect and all kinds of terrain. This made Mars relatively easy for the main emulation of what Mars is, wheras the Moon was a little more difficult because it was slightly more limited by the terrain pallet, but they got around that by focusing on the human elements that we’ve come to expect when we think of the Moon, wheras Mars is much further out in terms of settling it and colonizing it so it’s a bigger mental leap on the part of the developers and the players to imagine what it’s like to settle there but Mars is very easy to be creative with because there’s more room for fantasy. • Were there challenges in trying to paint a realistic picture in familiarity for players on the Moon given that you are breaking a lot of the rules with fictional concepts like the Traveler who has done some stuff that they haven’t quite peeled back stuff for the players; there’s also things like differences in lighting from the Moon and other places… • When you look at pictures of the moon those images have a lot of contrast between light and shade and that makes it difficult for Bungie to instill a sense of atmosphere and make it look good but it’s something they have to do so it makes it feel like a more real place. • They’ve tried to do stuff with the Moon before in Halo, and they’ve tried so many different lighting schemes to give the place atmosphere and such. • DeeJ changes the subject to Grognok, and asks how the tools and experiments have changed between the tasks of building something for Halo and building something for Destiny. • Using the old engine, the lighting is very different, one of the issues with the Halo engine is that you were locked into a specific spatial arrangement and lighting set very early on and it was difficult to go back and change it because you had to change the light maps and it wasn’t dynamic by nature, the iteration time goes from hours to days. But with the new engine the lighting has time of day built in so you have “Moon at day, Moon at night”, they can work with the light in real time which makes a huge difference. • They mentioned an Earth Demo (Urk almost let slip the name of the particular location) where you would shoot a clock and time would jump by twelve hour chunks and not just the lighting but the atmosphere would change, apparently Ryan is the next guest on the Podcast coming up and they’re going to talk more about Grognok. • Urk talks about how Halo had Mission Designers and the transition to World Designers in Destiny where you aren’t taking players from Point A to Point B but you’re thinking about Destinations inside of this location, and he asks about how easy it is to work between Design and Art. • They’ve worked closely with Design since inception, working on the Palettes together, hammering out the specifications for “Oh we want a ramp, oh we want this door” even though they aren’t so involved with the visuals, but now more so than ever they work closely together because their content gets checked off together so they are on top of each other so to speak. Each is conscious of what the other is doing all the time and it’s been immensely beneficial with more communication and less throwing things over the wall. • DeeJ brings up an amusing joke where Dan Miller (a Mission / World Designer) goes up to the art team and says “Nice space you’ve created here, you know I’m just going to fill it up with crates right?” • Has working on this game changed the way you look at your own solar system? Absolutely, Sam has never spent so much time on Wikipedia in his life. He’s learned so much about the Moon and now there’s a wealth of information he can think about when he looks at it, he’s very thankful for the amount of research they’ve put in. • In terms of Research they’ve looked at NASA research and such, but have they looked at any fictional sources like 2001: A Space Odyssey and things like that? Some of Sam’s favorite Moon movies are Moon by Sam Rockwell which depicts the Moon pretty harshly, 2001 which has the closest fictional correlation to what they are trying to do, man’s unearthing of the Alien presence, the dramatic music and really cool lighting, and Apollo 18’s visual depictions of the Moon. Halcylon facetiously references Transformers 3, and how he really liked their realistic depiction of the Moon. • Sam apparently met with members of the JPL team (Mars Rovers) to get plenty of firsthand information about Mars. There’s some amusing anecdotes and admiration for those guys. [quote][b]37:55 – Beginning of the Ryan Ellis Section[/b][/quote]• The Podcast returns a week in the future, apparently Marty came back and was mad and evicted them from the Ivory Tower, so now they are back in the Foley Lab and they are on a tight schedule because apparently it is harder to schedule time with Ryan Ellis than it is to schedule it with Jason Jones. • Ryan Ellis is a Technical Art Director at Bungie. In his own words, he does a lot of lighting stuff, he runs the Technical Art team, some random art direction stuff here and there, generally he’s a huge pest that tries to get things done. • The Technical Art Team has made a bunch of proprietary stuff specifically for this game which is super rad and gives them the control they need to create things like dynamic lighting over the course of a day. They use Grognok, they use this thing called Bonobo, Photoshop, Lightroom, Max Maya, they use everything. • What is so special about Grognok? Why did you build it? It’s exactly built to do the thing we want it to, and that makes it highly specialized. Another nice thing about making your own tools is that if something goes wrong, you can go directly to the engineer that programmed it to yell at him to get it fixed, you can’t do that when using someone else’s stuff. • What’s the difference between making a Mission in Reach and making a Destination in Destiny? There’s this thing called BSP Binary Space Partition, most 3D engines used to be that which is very restrictive, all the geometry you create has to be seamless and watertight which can be a real pain in the ass, but the new engine doesn’t care about that, you can place anything anywhere, you slam something into the ground you can place a light, it’s like Forge 3.0. They no longer have to seam everything together and that alone is a huge timesaver that is worth the price. • Both art and design staff are working in the same toolset which is a first for Bungie and it makes everything so much easier. • Some facetious jokes are made about how quickly they made the Moon Base in the GDC Presentation and how that must mean they make all of their environments in 10 minutes, giving them plenty of free time to burn. They couldn’t make the stuff they are making now with the old engine, it would be just too much work. • What does it take to ship something that is representittive of Destiny? The quality bar is really high, it takes a ton of talented people too numerous to name, it takes the lighting team the world art team the design team the character guys the effects team the Spec Ops team (apparently they work exclusively on things like doors opening and explosions, lots of one of animations that they want to put a ton of extra time into making it look sweet, it’s a new team for Bungie). • There’s a lot more communication with the teams now, what’s it like trying to build things from the ground up? It’s very much like riding a rollercoaster while you’re constructing it. The Marketing comes up to them and they’re like “Where are you guys at on the Moon? It would be nice if we could show it off in a few weeks…” and the teams are tearing out their hair and are like “-blam!- YOOOOU!” It’s both exciting and terrifying to show something to the community because we have a high bar and they have an even higher bar for themselves. • There’s a few amusing anecdotes about how the Community team would see an image and they would go “Oh wow this looks great, let’s tweet this out and show the Community!” and the image is only 40% done and they ask for another week and they give it to them and they are blown away by the results. • What’s the work process like, are you massing things out and then going back in to add details? Yeah, it’s very much a layered cake, they make a rough sketch and they work with the designers to make a grey mass out world, then they go to architecting where they pay way more attention to the form, and then there are many steps that end with lighting, color correction and polish, it’s really very similar to how you would build up a frame in a movie.
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  • Thanks Hylebos! Tireless Titan of Bungie reportage. Also: there is an 'easter egg' comment of sorts around the 1:09:15 mark, not Destiny related but it still put a smile on my face.

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  • Edited by Hylebos: 10/26/2013 7:01:33 AM
    • DeeJ segways into the topic of multiple platforms, and asks if Ryan is heavily involved with that. He is apparently up to his eyeballs in that stuff, but he has it easy because it’s the engineers that are taking the brunt of that effort right now and they are doing a fantastic job. • From an engineering standpoint, they’re really enjoying all the Video RAM available on the next gen consoles, it allows them to have giant textures and frame buffers and other fun stuff, it makes a huge difference. There’s been a huge scramble between all the teams to try to take advantage of the additional memory. • DeeJ recalls anecdotes of meeting where people are fighting tooth and nail over 4k of RAM. He marvels about how the teams juggle all that and negotiate that, Ryan facetiously says it’s pretty much cream corn wrestling, which is why they’ve been hiring the strongest people they can find recently. • How do you make those calls over conflicting budgets between teams? You just have to take a step back and try to do what’s best for the game. Sometimes combatants get more, sometimes the art team gets more, they just try to divvy it up the best they can. They want as much detail as possible in the world because they want people to be rewarded for just randomly exploring. • GTA5 is name dropped a couple of times with lots of praise. • From a gaming standpoint, Ryan tries to play a bit of everything like GTA5, he really likes Rayman Legends because after having to work with shit heads all day he just needs something bright and whimsical in his life. He’s very excited about the new generation as both a developer and a gamer. • The weather, the atmospheric conditions, the lighting all helps tell the story. On next gen consoles it’s easier to get immersed, current gen stuff does it well but it’s so much better on next gen. • They change the topic to the Beta. If the Beta was happening tomorrow, and you were looking over the shoulder of a player playing the game for the first time, what would you point out to them? Ryan would want them to absorb anything and immerse themselves completely in the game. • The Moon was terrifying because when you look at pictures of the Moon taken by NASA it looks fake (insert moon conspiracy theory jokes). Computer Graphics is difficult because it’s very easy to make something look “wrong” and when you are starting from a point that already looks “wrong” to people and you put Computer Graphics on it looks even more “wrong”, so you have to reinvent it a little bit but still keep it close enough to the original source so people think “I’m on the same moon as the one hanging up in the sky outside”. They’ve also done some color corrections to add a bit more life to the Moon. • There’s some talk of Hive Farts, the Miasmas we see on the Moon. • But yeah, they realize that every destination is one that players are going to want to return to many times and be excited about so they are really careful about walking that fine line between familiar and alien. • Do you have a favorite space to work on? Ryan says that Venus is fricking tricky, making a sulphorous hellhole pleasant and interesting was yet another challenge. You want it to be weird and different and nasty and terraformed, but getting that right is tough, they’ve probably relit it over a hundred times… they still haven’t quite gotten it right. Striking that balance is rough. • Ryan works a bit on the skyboxes as well. • Pick any destination and Ryan will have his favorite areas and they all have their interesting challenges and charms, he likes quite a bit of things. • His approach is both top down and bottom up, it changes from day to day. • There’s a bit of facetious teasing over Ryan’s love for Lens Flares. • They tweak the shit out of everything, even if they think it’s done they’re not, it’s never done. Harold Ryan rips the code out of their weak and dying hands and whisks the game off for publication. • The hardest part about being able to do anything with a blank canvas is doing anything. You need someone like Harold to say “You’re done, thank you, go home.” • DeeJ shares amusing imagery where the Game is a wild animal that is released, not finished. The Cage opens, he runs out into the wild, the community tackles it and makes it their pet, and you never get to touch it again. • Everything has jumped the rails after that anecdote. • As a final question, DeeJ says that Sam Jones said that there were a large number of Bubbles on the moon, he wants Ryan to go through and name them all for us. • Helmouth, Upper Citadel, Lower Citadel, Wormway, Accelerator, many of these are code names and there are many more out there that he didn’t mention. • There’s a few amusing anecdotes about how they sorta end up accidentally branding things as they share them with the Community, like the Fusion Rifle, the Golden Gun and such. • And that’s all folks! Thank you for reading through my summary. I enjoy writing these, it gives me a chance to go over every word said in detail and it helps me to digest the information. Remember to let me know if I've made any mistakes or if you have any questions, it's pretty late so I didn't get around to actually proof-reading most of what I wrote. Apparently Bubbles are a thing now, and while they didn't directly explain what they were, if I had to guess, I'd say that they're specific regions that player activity will be focused in. So all of the Hellmouth for example is a Bubble, and an individual thread of actions that goes through the Bubble is a Strike, your basic mission. For example, the one we saw in the Moon Trailer takes the player from the surface of the moon inside of the Hellmouth, and deeper and deeper and deeper until we find the Phogoth in the Pit of Chains and you encounter him. That's just one strike, another mission might have me going to a different part of the Hellmouth to look for a lost Guardian or something, they can theme a lot of activities and things to do inside of these huge spaces that they are constructing. That's enough for now, let me know what you guys think! [quote][url=http://www.bungie.net/7_102513-Bungie-Podcast-Summary/en/Forum/Post?id=62379054][b]CLICK HERE TO RETURN TO THE ORIGINAL POST FOR COMMENTING![/b][/url][/quote]

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  • great writeup, thank you!

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  • thanks your amazing!

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  • I thank you for your time and effort and maybe I simply missed it b/c of the sheer volume of text, but did we actually learn anything about Destiny from the Mooncast or was that all just a bunch technical and development talk/babble that doesn't really tell us anything new about the actual game? I really do appreciate all of the hard work that everyone at Bungie is doing, but at this point what I'd like to know is actual game specific info/gameplay. Something anything new would be better then the info blackout that Bungie is perpetuating.

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