Well Madden (and NFL) fans, as
promised, we’re bringing you a sneak peek at Madden NFL 10 by
releasing a feature that you’ll see in this year’s game!
Remember, it’s only a mere 6½ months away!
We have a big goal as a team this year
- to relay out as much information as possible. Hopefully in the
process we can make the development of this game extremely
transparent so you all, the fans, can get an inside look at how the
game gets made. In doing so, we’ll often be discussing new features
with you as they are finalized and polished, meaning that each
and every one of you out there can give suggestions directly to us to
try and shape the game towards your preferred direction. Madden NFL
as a Franchise has one overarching goal it has to reach every
year, and that is to be the best sports game in history.
I’m going to leave the discussion to you all on whether we’ve
reached that goal in year’s past, but I do know that now we all get
to be a part of making it happen this year. You are no longer posting
to forums in vain!
So as we sat down as a team and tried
to decide what information we wanted to release first, it really made
the most sense to focus more on the technical details for the first
part of the year. This is for a couple of reasons – one, the
majority of the people looking into Madden info right now are most
likely going to be the more hardcore fans (who appreciate the
details), and two, we obviously want to save more of the big name
feature stuff for later in the year closer to launch time. You should
see this theme continue throughout the first few months of our
updates. Another reason we really like this approach is that some
updates (this post included) are purely about new technology that
actually hasn’t been fully fleshed out in the game yet. So the hope
is that we can take feedback from the community in regards to maybe
new ideas they’d like to see us implement with the new technology.
This is one of the most exciting aspects for us as a team in regards
to our interaction with the community throughout the development
cycle for Madden NFL 10.
Enough talk – on to the new stuff!
Let me tell you a story of playing
Madden NFL. It’s 3rd and 10, and I’m down 14-7
against my buddy over Xbox LIVE. He’s a pretty conservative player,
so I know he’ll sit his safeties back a bit and stay with man
coverage on my outside receivers. I’m going to try and send my slot
WR on a deep fly to clear the safety out, and hit my #1 WR on a Deep
In. I saw Kurt Warner and the Rams with their greatest show on turf
make this look easy week after week in the late 90’s! So I take the
snap and analyze the situation quickly – no blitz, and the safeties
are dropping out…money. I wish I was better at going through
progressions, but I’m not - I’m pretty much watching my #1 WR all
the way. He’s just coming out of his break on the deep in, and he’s
got at least 2 steps on the defender trailing him in man coverage. I
fire it in there, a perfect bullet pass where I think only he can
catch it. Right before the ball gets to him the DB turns around and
in one quick motion steps in front, picks it off, and is headed back
the other way. HUH? THE DB NEVER EVEN SAW THE BALL!
Ever happened to you? Did your
controller survive to tell the tale?
It is my pleasure to introduce Madden’s
newest piece of technology, one that is also shared within many of
the EA SPORTS games, called Procedural Awareness. What is it?
We’ll you’ve likely heard of “head tracking” with IK. If you
haven’t, it’s a way to turn the players head around to face a
target dynamically, without the need for canned animations. Well,
think of Procedural Awareness (PA for short) as the “next-gen”
version of head tracking. Since it is so early in the year,
unfortunately I can’t show you any videos of it running in the
game, but I can show some “tech demos” of sorts:
This is definitely pretty cool stuff…we
can tune how fast the player switches between different targets, and
then also how he behaves when he locks on and follows a target. You
can already envision this being used by DB’s and WR’s when the
ball is thrown, QB’s as they go through progressions, safeties as
they drop in zone, and obviously many more cases. In terms of visual
fidelity, PA is also a major step up from any other normal IK head
tracking solution. We’re in the middle of some changes so I would
rather not show you our player model’s face in the tool (his jaw is
missing…it isn’t pretty ), but I
can show a video of PA running in the tool with an NBA Live player
model – Dwayne Wade. This shows off how the eyes track along with
the head, the ability to dynamically “blink”, some really smooth
blending between different targets, and even how the spine and
shoulders can be “pulled” to follow the eyes/head as well:
There’s one last cool feature within
PA, and that is a concept of “procedural attitudes”. An attitude
is basically a collection of a bunch of different variables that
alter the way a player “looks” while he is head tracking. So for
the above videos, you basically saw just one attitude – “alert”.
But PA allows you to not only just tweak how quickly he reacts and
the amount of time it takes him to switch targets and such, but you
can also toy with a big collection of variables for players to
actually express emotion with their head and eye movement. A big
problem in many sports games is making characters feel “alive” –
and it applies to Madden often times as soon as the play is over. You
don’t want to see a bunch of zombies walking around, but you also
don’t want to spend months writing code and adding animations to
make players act a little more lifelike (especially when there are so
many features we need to attack to more realistically emulate
football gameplay). Here’s where PA helps tremendously…it allows
artists to create subtle emotional attitudes for players without the
need of an engineer. Again there is ZERO canned animation at work
here…it’s all totally dynamic and can be created by an animator
adjusting a few sliders in the tool. Below is an example video of a
few attitudes:
Alright, so what’s Procedural
Awareness in a nutshell? “The ability to procedurally manipulate
the spine, neck, head, and eyes on a player in the game; and also add
layers of emotion/attitudes on top of those manipulations”.
So the videos really just showcase the
technology…not how we implement that technology in our game to
actually change the way the game is played. My story above
about getting picked off by a DB that can’t see the ball? Well now
we can make a DB track the ball realistically and we’ll make sure
that he has a true line of sight before he can make a play on the
ball. And if/when he gets burned, he can dynamically look down and
shake his head with zero new animations or engineering support.
A very exciting thing for our team
while posting this is that we are not using PA’s full functionality
in the game right now. We have the standard “alert” attitude
hooked up for 1) DB’s and WR’s to track the ball, 2) defenders to
track the ballcarrier, and 3) the ballcarrier to track threats. Post
away…where else would you like to see PA active? Also, we have
created a few other attitudes – confident, nervous, intense, etc,
but they aren’t being used in the game yet. Are there any new
attitudes would you like to see? Do you have any suggestions on the
best area you think we should actually use the attitudes that we’ve
created?
We will follow up in a few months (once
we’re actually showing videos of the game) and show what all we
changed/added thanks to community feedback. I personally can’t
wait!
Enjoy the rest of the Super Bowl!
-Ian Cummings
Lead Designer, Madden
NFL 10