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  • Remedy's Dev Tools

    I'm a great fan of Alan Wake and the Max Payne series, and I also do a lot of 3D design, using 3DS Max in particular. What I want to know is, what tools do Remedy use to make such a great game as Alan Wake? Maya? 3DS Max?
    I know this may sound like a very redundant question, but I'm as interested in the development of a game as I am when I finally get to play it.

  • #2
    Re: Remedy's Dev Tools

    PLEASE TELL ME HOW I CAN DOWNLOAD " 3d max " pleeeeeeas


    i hope i can make a game

    i have amazing ideas for new game : (

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    • #3
      Re: Remedy's Dev Tools

      We use 3dsmax for object modeling.

      It's an expensive piece of software, I think about 5000 euro per seat for the network license we have. Please don't ask about where to download it on these forums.

      Maya is also a good tool, and if you can do good work in one 3d graphics package you can probably move to another pretty easily.

      In any case one of the key tools for making the environments is our own tool, WorldEditor.

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      • #4
        Re: Remedy's Dev Tools

        ^ If there was a PC version you could put that WorldEditor in it and let us create some brightfalls
        Origami models on my YouTube: GeneTheWinter

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        • #5
          Re: Remedy's Dev Tools

          Originally posted by MarkusRMD View Post
          We use 3dsmax for object modeling.

          It's an expensive piece of software, I think about 5000 euro per seat for the network license we have. Please don't ask about where to download it on these forums.
          With statements like these you are only fuelling piracy. Imagine an ordinary Joe who needs to have spare $3495 just to taste what it's like to do 3D modelling.

          Here's the official free fully functional 30-day trial version of 3ds Max for non-commercial use:

          http://usa.autodesk.com/adsk/servlet...12&id=13571450

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          • #6
            Re: Remedy's Dev Tools

            Originally posted by ancient View Post
            With statements like these you are only fuelling piracy. Imagine an ordinary Joe who needs to have spare $3495 just to taste what it's like to do 3D modelling.

            Here's the official free fully functional 30-day trial version of 3ds Max for non-commercial use:

            http://usa.autodesk.com/adsk/servlet...12&id=13571450
            No, he's not really "fuelling" piracy, he's simply stating the truth that 3DS Max is a damn expensive piece of software. Alan Wake... Up!, instead of spending money on 3DS Max, and finding it way too hard to use, try G-Max, it's basically the same, but free. At least this way, you won't go wasting your money on 3DS Max!
            http://www.turbosquid.com/gmax

            Thankyou for the reply Remedy, I never knew that the public could have direct contact with game developers! It's amazing to have a direct reply from my biggest modeling inspirations!
            About moving to another graphics package, I started out in Google's SketchUp and got very far with it, but tired of it's limitations, so I made the move to Max about a month ago.
            Again, thankyou for the reply, it's good to have better insights into game developers ways!
            George
            Last edited by cold fusion 33; 01-16-2010, 01:58 PM.

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            • #7
              Re: Remedy's Dev Tools

              Lots of industry software is quite expensive per license/per dongle etc. but usually it's pretty easy to get a cheap (legal) student version/license to learn how to use the software on if you're studying in the appropriate field. Don't see anything wrong with that. The industry makes the bucks, but the spare-time students that practice on the software and then use their skills in 3-4 years time then give back the need for industry to own licenses/dongles and hence the cycle (and justification for high prices) continues. So it makes sense. It might not seem reasonable at first, but you start to understand why it's so expensive. Generally a $5k+ license comes with phone support (24/7), free online training, massive 2000+ pg manuals, free forums with 24/7 support, custom modules and custom module making support, weekly/monthly newsletters, best practice live webcam training sessions and on and on. (Whereas the student versions don't. So if you get stuck you only have yourself and your lecturer/friends for support)
              Sarah Breaker > Barry Wheeler. Yep, I went there!

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              • #8
                Re: Remedy's Dev Tools

                Originally posted by MarkusRMD View Post
                We use 3dsmax for object modeling.

                It's an expensive piece of software, I think about 5000 euro per seat for the network license we have. Please don't ask about where to download it on these forums.

                Maya is also a good tool, and if you can do good work in one 3d graphics package you can probably move to another pretty easily.

                In any case one of the key tools for making the environments is our own tool, WorldEditor.
                Markus, Is there a good site where i could buy world editor from?
                Or is it a remedy only piece of software??

                Thanks
                Watch out. The gap in the door... It's a seperate reality... The only me is me... Are you sure the only you is you?

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                • #9
                  Re: Remedy's Dev Tools

                  If you want to get started with 3d graphics, 3dsmax is not the only path to enlightenment even if it is probably the most common one. In my opinion, the "juggernauts" of 3d graphics (3dsmax, Maya, XSI etc.) can be quite overwhelming in the beginning since you can do almost anything with them: modeling, texturing, rigging, animation, lighting, particles, rendering and much more.

                  I'd recommend trying out some other programs that are much more focused in their scope like Modo or Silo. Silo is one of my favorite programs: you can't do much more than just polygon/subdivision surface modeling in it and some basic texturing but it does it in a very streamlined and efficient manner. And that might be all you need for doing the 3D graphics for some simple game project. It's cheap too. There's also a free software called Wings 3D which I have not tried out myself but I've heard that it's a pretty decent modeling tool.

                  Then there's also the sculpting approach (Mudbox and ZBrush) that might be quite appealing to many beginners (because advanced users of these programs keep on flooding graphics forums with super detailed eyecandy ) but they are not very good for learning about the core basics of 3D graphics that are common across pretty much any 3D software or game engine. But they're loads of fun to mess around with, especially if you happen to have a graphics tablet, and having fun often is the best motivator for learning so they are always worth a try

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                  • #10
                    Re: Remedy's Dev Tools

                    Yeah, 3DS Max is very overwhelming to start off with, it's a massive leap coming from a simple program such as SketchUp, but it's worth it so far, having a much better interface and workflow, which takes substantially less time for most tasks than SketchUp does.

                    I'm not going to go asking you guys at Remedy about the possibilities of Alan Wake on PC, but I am a great fan of modding, the Grand Theft Auto renderware and RAGE engines primarily, but am moving to the Unity3D engine because of Rockstar Game's lack of support for the modding of their engines. I know that a developer's kit was released for the Max Payne games, but if Alan were to see the light of the PC platform, what would be your take on people modding the game?
                    I'm sorry if the things that I have just spoken about go against the rules of this board, I've only just joined here and would be happy to edit my post and get rid of the discussion of modding.

                    Thanks,
                    George

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                    • #11
                      Re: Remedy's Dev Tools

                      Speaking about, modelling tools, here is a great freeware sculpting program: http://www.drpetter.se/project_sculpt.html

                      You should also try Blender, which is also a freeware modelling tool.
                      KATAKOMB - Upcoming horror game by me

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                      • #12
                        Re: Remedy's Dev Tools

                        Well, i have already make something on Blender...

                        Oh well, let me see if i have here...

                        Click image for larger version

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                        Yep, i'm very newbie on these... but for me, it's Monalisa...
                        "Now I am become Death, The Destroyer Of Worlds"

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                        • #13
                          Re: Remedy's Dev Tools

                          Hypothetically, releasing something like our WorldEditor would not be a small feat in itself, and the two biggest reasons are that there are some 3rd party license issues that may make it expensive or difficult (as one example needign to rip out the xbox360 libraries etc.), and it's pretty heavily integrated to our network and version control database.

                          It also needs assets (objects, textures etc.) in a different format than what the game eats (game only loads "memory images", i.e. pre-processed platform-specific assets). So to be able to mod anything we'd need to release our library of raw textures 3D meshes, sounds, and so on. We're talking about 100+GB of data.

                          That would make it impractical. Not impossible, but impractical. And thus somewhat improbable.

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                          • #14
                            Re: Remedy's Dev Tools

                            MaxED/FX maybe getting on a bit, but it's still a solid (albeit damned stubborn at times) tool kit. It might not be state of the art anymore, but it's well documented and you can learn a lot of game design fundamentals from it.

                            http://www.rockstargames.com/maxpayn...xED/index.html

                            We're talking about 100+GB of data.
                            Instead of releasing it, just give us modders access to your game database / servers.

                            I'm joking, but, hypothetically, is there any way something like this could work in the future? (not for Alan Wake, but a possible sequel) As in, modders download some kind of basic editing tools (and perhaps pay a small fee to cover the overhead); but the game database, assets, and 3rd party tools are hosted on a server somewhere which can't be edited or downloaded. Instead, modders just make modifications to levels, which are then saved locally, and only store level geometry and references to the real assets. When it comes to compiling your mod/level, you send your level file to the server, and it just outputs the memory image (like an mpm of sorts), which modders can then share (somehow).

                            Hugely impractical and very limited (we're talking at most basic level design with the available assets), but it would at least be something. It might also focus modders on level design, instead of kung fu, weapon mods, polar bears, and all that.

                            Is any of this remotely feasible or am I talking nonsense?

                            I'm curious, because I don't see games like Alan Wake getting any smaller or less complicated.
                            Last edited by Maddieman; 01-19-2010, 11:58 PM.

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                            • #15
                              Re: Remedy's Dev Tools

                              This is purely speculation, perhaps piggybagging the XNA toolchain might open some windows - I'll need to ping the Epic/Valve guys if they have any experience in this - basically allowing an XNA title (E.g, homebrew content/code) to interact with a retail title.

                              Somehow my gut feeling tells me this won't be possible due to Xbox executable and data signing though... There might be some leeway as LIVE allows certain titles to share data (Mass Effect savegames, Rock Band songs etc).

                              Given the complications, I wouldn't really hold my breath on anything about us being able to publish dev tools for Xbox 360.

                              SamiV.
                              Lead Technical Artist, Remedy Co-Founder

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