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We increased the number of boxers and designed a larger range of character heights and weights. We were able to generate even more animations than the first game by sharing more animations and using MotionBuilder to re-target animations on other characters with more exaggerated limbs and body types. We added motion blur which gave the animations a more life-like appearance and took advantage of the PS2's horsepower to generate more particle effects enhancing the brutal reactions and special moves. We utilized more complex shaders and lighting models for a richer, and more vibrant look. We were able to smooth and sculpt out more details on the character models with the higher polygon count which also allowed the team to build enough tessellation for flowing clothing and accessories. The challenge here was to develop visuals that would take advantage of the then new and powerful Playstation 2 hardware. The team size grew but the deadlines were even more compressed. This sequel was released in time for the launch of the Playstation 2. Platforms: Playstation 2, Sega Dreamcast, PSOne, Nintendo N64, Nintendo Gameboy Color The game also appeared on the Tonight Show with Jay Leno in a segment where we made a Ready 2 Rumble Boxing style Jay Leno boxer who was magically transported into the game to fight Afro Thunder.
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It became an entertainment phenomenon and was used in movies such as “Showtime” starring Eddie Murphy and Robert De Niro, “Head of State” starring Chris Rock, and “Baby Boy” directed by John Singleton.
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Ready 2 Rumble Boxing was a launch title on the Sega Dreamcast and was the most successful third party game for many years. The game was ground breaking with the design and presentation of the characters, the intuitive and addicting gameplay, and the entertaining humor.
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With only three animators on the entire project (including myself) we generated hundreds of unique and shared attacks, reactions, intros, outros, and over-the-top special moves. Using motion capture and Filmbox (now called MotionBuilder) we were able to manipulate the data captured and directed in our in-house mocap studio and easily re-target the data on an assorted variety of body types and designs. We targeted fast, responsive controls so the animations had to run at 60fps. After the game was released, our team received an email from Ang Lee’s production company which stated that the Ready 2 Rumble Boxing characters were an inspiration for the design of the Hulk in his movie.īy choosing boxing we were limited to a smaller set of animations than a standard fighting game. The result was a unique look that gave birth to superstar characters Afro Thunder and would be remembered for bringing personality and emotion to videogame characters.
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By aiming for a “hyper-realistic” look we designed the characters to have cartoony and whimsical proportions and used realistic textures like skin and materials like cloth. We also focused on designing characters that represented a broad range of charming personalities and attitudes. Humor was going to be a big part of how we plan to disrupt the fighting game genre. Our goal was to make a simple but fun, arcade style fighting game. The team had just come off of a cancelled arcade fighting game and were motivated to develop a game that would entertain and compete with the best games of the time. We also had additional time pressure with a compressed development schedule of 11 months in order to hit the launch of the Sega Dreamcast. Platforms: Sega Dreamcast, Sony Playstation (PSOne), Nintendo N64, Nintendo Gameboy Advance, Nintendo Gameboy ColorĪs the Lead Artist I had the responsibility to lead a small, but superbly talented team to build a fighting game to compete with established and popular franchises from Namco and Capcom. Publisher: Midway Home Entertainment, Inc.
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