{"id":11774,"date":"2018-02-01T00:46:00","date_gmt":"2018-02-01T00:46:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/314083"},"modified":"2018-02-01T00:46:00","modified_gmt":"2018-02-01T00:46:00","slug":"video-the-tools-used-to-design-rayman-legends","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/02\/01\/video-the-tools-used-to-design-rayman-legends\/","title":{"rendered":"Video: The tools used to design Rayman Legends"},"content":{"rendered":"<p><em>Rayman Legends<\/em> owes a lot of its success to the UbiArt Framework, an engine originally developed for the game&#8217;s predecessor, <em>Rayman Origins<\/em>. Originally created to bridge the gap between clear artistic vision and gameplay direction, the tool has evolved into a smoother way\u00a0of working\u00a0for artists and designers.<\/p>\n<p>In this 2014 GDC session, Ubisoft Montpellier&#8217;s Chris McEntee describes the design team&#8217;s approach to creating the\u00a0worlds of <em>Rayman Legends<\/em>, and discusses the strengths and weaknesses of the UbiArt Framework.<\/p>\n<p>McEntee\u00a0also goes into length about\u00a0the UbiArt engine&#8217;s role in improving prototyping and level design pre-production processes. Through the aid of\u00a0case studies and in-engine demonstration videos, he highlights a\u00a0few of the key features that allowed designers to work at a rapid pace.<\/p>\n<p>Designers who are curious about the\u00a0development of\u00a0<em>Rayman\u00a0Legends<\/em> can now\u00a0<a href=\"https:\/\/www.youtube.com\/watch?v=WFu1utKAZ18\">watch the talk completely free via the official GDC YouTube channel!<\/a><\/p>\n<p>In addition to this presentation, the\u00a0<a href=\"http:\/\/www.gdcvault.com\/\">GDC Vault<\/a>\u00a0and its accompanying\u00a0<a href=\"https:\/\/www.youtube.com\/channel\/UC0JB7TSe49lg56u6qH8y_MQ\/feed\">YouTube channel<\/a>\u00a0offers numerous other free videos, audio recordings, and slides from many of the recent\u00a0<a href=\"http:\/\/www.gdconf.com\/\">Game Developers Conference events<\/a>, and the service offers even more members-only content for GDC Vault subscribers.<\/p>\n<p>Those who purchased All Access passes to recent events like GDC or VRDC\u00a0already have full access to GDC Vault, and interested parties can apply for the individual subscription via\u00a0<a href=\"http:\/\/www.gdcvault.com\/inquiry\/\">a GDC Vault subscription page<\/a>. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the\u00a0<a href=\"http:\/\/www.gdcvault.com\/demo\/\">GDC Vault group subscription page<\/a>. Finally, current subscribers with access issues can\u00a0<a href=\"http:\/\/www.gdcvault.com\/contact_us.php\">contact GDC Vault technical support<\/a>.<\/p>\n<p><strong><em>Gamasutra and GDC are sibling organizations under parent UBM Americas.<\/em><\/strong><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Rayman Legends owes a lot of its success to the UbiArt Framework, an engine originally developed for the game&#8217;s predecessor, Rayman Origins. Originally created to bridge the gap between clear artistic vision and gameplay direction, the tool has evolved into a smoother way\u00a0of working\u00a0for artists and designers. In this 2014 GDC session, Ubisoft Montpellier&#8217;s Chris [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":11775,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-11774","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/11774","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=11774"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/11774\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/11775"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=11774"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=11774"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=11774"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}