Stumbling Toward 'Awesomeness'

A Technical Art Blog

Saturday, August 24, 2013

Ryse at the Anaheim Autodesk User Event

I have been working on Ryse for almost two years now, it’s one of the most amazing projects I have had the chance to work on. The team we have assembled is just amazing, and it’s great to be in the position to show people what games can look like on next-gen hardware..  Autodesk asked us to come out to Anaheim and talk about some of the pipeline work we have been doing, and it’s great to finally be able to share some of the this stuff.

A lot of people have been asking about the fidelity, like ‘where are all those polygons?’, if you look at the video, you will see that the regular Romans, they actually have leather ties modeled that deform with the movement of the plates, and something that might never be noticed: deforming leather straps underneath the plates modeled/rigged holding together every piece of Lorica Segmata armor, and underneath that: a red tunic! Ryse is a labor of love!

We’re all working pretty hard right now, but it’s the kind of ‘pixel fucking’ that makes great art -we’re really polishing, and having a blast. We hope the characters and world we have created knock your socks off in November.

posted by Chris at 11:16 PM  


  1. Hey Chris, great talk! The part about spending less time trying to import art into the engine made me smile… Thanks for sharing! 🙂

    Comment by Seith — 2013/09/10 @ 1:55 PM

  2. Thanks Seith, I am more proud of what we have accomplished on Ryse than anything I think I have ever worked on, the characters, animation and story are going to surprise everyone.

    Comment by admin — 2013/09/22 @ 12:16 PM

  3. Hi Chris. Inspiring work and thanks for sharing. Was wondering about the rig encapsulation. I was wondering about the rig part nodes that were shown, do they do any computation or are they just there for metadata that are then used by scripts to do the actual rigging and query for version and such?

    Comment by Nils — 2014/03/20 @ 12:10 PM

  4. Hi Nils, Riham did a talk on the rigging stuff last week at SIGGRAPH, it should be up on the GDC Vault sometime soon. We will also post the slides on It’s nothing super fancy, I mean the three of us not only wrote the rigging pipeline code but also rigged/skinned all the character bodies in the game. Right now we’re focused on getting the CryPed module system working with Mark Jackson’s Red 9.

    Comment by admin — 2014/03/24 @ 1:50 AM

  5. Found the slides, good stuff, thanks a lot for sharing. As I understand it from the slides the rig nodes are there to hold metadata which is then used by rigging scripts to build the actual controls and kinematics. The nodes themselves don’t do any computation. I’ve been keeping an eye on Red 9 studio tools, looks pretty neat!


    Comment by Nils — 2014/05/10 @ 1:56 PM

  6. Take care.You can consider to add a constraint to stabilize the target joint by locator or else. I wish you can overcome your issue.Good Luck!

    Comment by Simona — 2015/06/19 @ 10:32 AM

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