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Player Traversal Mechanics
In The Vast World Of
Horizon: Zero Dawn
Paul van Grinsven
Game programmer
Guerrilla
GDC 2017
Aloy
• Female
• Adventurer
• Agile
• Strong climber
• Tactical fighter
• Hunter
The World Of Horizon
• Terrain mostly procedurally
generated
• Various ecotopes
• Manmade structures,
indoor/outdoor
Overview
• Goals and constraints
• Tools, workflow and pipeline
• Responsive navigation
• Advanced traversal mechanics
• Future plans
Goals And Constraints
• Design:
– Fluid and responsive
• Team:
– 2 game programmers
– 3 animators
– 1 designer
– 1 producer
• Technical:
– 30Hz frequency updates
Tools, Workflow And Pipeline
Vast World Of Horizon: Zero Dawn
Highly Responsive Navigation
• Fluid and responsive
• Left or right foot forward
• Easy to control
Highly Responsive Navigation
• Problem:
– Unresponsive stop to start transition
– Waiting for completion of stop
animation
Highly Responsive Navigation
• Animation events
– Time, duration and ID.
• Provided to the game after each
network update
Highly Responsive Navigation
• Allowing early exit increases responsiveness
Highly Responsive Navigation
• Setup of the start system
Highly Responsive Navigation
• Control variables
– Move (bool), Speed (float) and Heading (float)
• Movement in code is handled with velocity and turn
speed
– Turn speed is evaluated from a curve. (x = linear speed
(m/s), y = turn speed (deg/s)
– Low speed = slow turn speed!
Highly Responsive Navigation
• Keep history of controller movement input direction for
last 3 frames
– No input for last 3 frames -> Stop moving
– Move will always be set for at least 3 frames (0.1 seconds)!
– Needed for 180 turns during move cycle!
Highly Responsive Navigation
Highly Responsive Navigation
• Controlling responsiveness
Highly Responsive Navigation
• Problem:
– Uncontrollable when letting
go of stick during start!
– Too much displacement
with locomotion in stops.
Highly Responsive Navigation
• Solution:
– Shuffles
• Quick directional motions with
small displacement forward
– Steps
• Small forward motions that
switch footedness
Highly Responsive Navigation
– Move became false
• Time window in the animation decides when to trigger a step or a
shuffle.
– Move still true
• Early blend to the cycle and eventually a stop
Vast World Of Horizon: Zero Dawn
Complex Terrain Navigation
• No navigation mesh for player!
• Metrics
– 1.5m high jump, 50 degree max
slope, 6m/s max speed
• Capsule-shaped collider
– Different sizes (max 70cm wide,
1.8m tall)
Complex Terrain Navigation
• Need to know ground surface
gradient
– Ignoring high frequency
differences!
• Solution:
– Smoothed slope angle
calculation
• Through multiple scheduled
collision probes
Complex Terrain Navigation
• Constructing a contact plane
Complex Terrain Navigation
• Using async probing results
from previous frame
– Important: Lagging one frame!
Foot Placement
• Procedural adjustment of legs
and feet
• Animation decides when
– Event-based
• Code decides where
– Depending on game state and
physics probe results
Foot Placement
• Placing feet on uneven terrain
– Raycast the collision mesh
• From knee height
– Two bone IK chain from ankle to knee to hips, with
adjustment of pelvis as well
– Foot rest events in all animations
Foot Placement
• Floating foot
Foot Placement
• Solving the “floating foot
problem”
– Additional collision probing
– Not only apply vertical
adjustments
Vast World Of Horizon: Zero Dawn
Vaulting
• Handling various surface features
– Step up, step over, step off
– Different detection settings per movement context
Vaulting
• Step 1:
– Allowed to vault?
– Schedule probes
• Triggers can disable
vaults
• Game assets can disable
vaults
Vaulting
• Step 2:
– Process results from previous frame
scheduled probe
• If: Collision point high enough? (step up/over)
– Do raycasts for shape analysis
• Else: Horizontal displacement relative to starting
point of swept sphere? (step off)
– Find valid landing position
Vaulting
• Step 3:
– Shape analysis
• Raycasts with fixed offsets
determine depth and height
fluctuation
– Store obstacle metrics
Vaulting
• Transition selection
– Scoring system
• Difference between obstacle contact
position and animation contact position
• Add bonus to climbable transitions
Vaulting
• Problem: How to match
animation with obstacle
interaction
• Solution: Warp it!
Animation Warping
• Bending and stretching animated motion
– To reach a specific position at a specific time
• Less animation variations needed
• Destination position can be adjusted during playback
Animation Warping
Animation Warping
• Requires analysis of the animation
– Need to know the total remaining displacement at any time
in the animation
Animation Warping
Animation Warping
Animation Warping
With
Animation Warping
• Enhancements: Allow any bone to reach the given
destination
– Calculate offset of the guided bone to trajectory bone each
frame and subtract this offset from the destination
– Important: Trajectory is defined by motion of guided bone!
Animation Warping
• Enhancements: Only warp during specific time ranges
in the animation
– Warping looks best when feet are not touching ground!
Animation Warping
Animation Warping
• Enhancements: Specific arrival time
– Problem: Don’t always want to reach destination at end of
animation
– Solution: Support user defined arrival time
• Indicated by event in animation
• Allowing for post arrival motion
Animation Warping
Animation Warping
• Enhancements: Preserving velocity by adjusting
playback speed
– Problem: Adding displacement can cause unnatural speed
ups
– Solution: Adjustment of playback speed allows you to
preserve original animation velocity
Animation Warping
• Example: Warping
an animation twice
its own distance
– Problem: Doubles
the velocity
Animation Warping
• Solution:
– Modify playback speed to twice as slow
Vaulting
• Used for diving into water
• Used for climbing out of water
• Transition onto annotations
Vast World Of Horizon: Zero Dawn
Environmental Metadata
• Tile-based, stream-able world
– 512m by 512m tiles
• More than 100 tiles!
– 3x3 tiles always loaded
Environmental Metadata
• A single tile
– Collision mesh
– Water volumes
– Stealth areas
– Roads
– Geometric annotations
Geometric Annotations
• Points and lines
• Static or dynamic
• Tagged
• Stream-able
• Provides semantics
Geometric Annotations
• Tags
– Climbable
– Balanceable
– Unstable
– Ziplineable
– Etc…
Jump System
• Introducing a new jump system
– Pre apex (animation driven)
– Post apex (procedurally)
• Improving control
– In-air steering
– In-air braking
Jump Guidance
• Solution:
– Predict trajectory
– Apply small adjustments for
guidance
• Important:
– Maintain the illusion of control!
Motion Analysis
• Motion prediction and
planning requires animation
metadata:
– Duration, distance, rotation,
average speed, etc…
• Solution:
– Motion tables
Motion Analysis
• Calculate and store the metadata in a database for all
valid permutations of input variable values for the
animation state
• When querying metadata from the database blend
several results together, based on the given values for
the input variables
Motion Analysis: Construction
Motion Analysis: Construction
• Input samples:
– X: 0 or 1 and Y: 4 or 8
– Store metrics for 3
permutations of input
values
X Y
0 4
1 4
- 8
Motion Analysis: Querying
• Metrics for (X=0.25, Y=6)?
– 0.5*0.75*SampleA +
0.5*0.25*SampleB +
0.5*SampleC
Sample X Y
Sample A 0 4
Sample B 1 4
Sample C - 8
Constructing The Trajectory
• Apex position:
– Take off position + jump motion
displacement
• Initial fall velocity:
– Velocity from the last frame of
the jump motion
Jump Guidance: Forward Speed
Jump Guidance: Turn Speed
• Calculate the circle that gets
us there, in 2D
Vast World Of Horizon: Zero Dawn
Climbing
• Relying on geometry annotations
• One attach point on the annotation
Climbing
• Transition selection
– Find nearest annotation in the
direction of movement stick
– Find best transition by matching
conditions, ranges and check for
blocking collision.
– Trigger transition and apply warping
Climbing: Guiding Limbs
• Directing hands and feet while
climbing
– Hands: holding onto geometry
• Current or destination
– Feet: against geometry if possible,
otherwise dangling
Climbing: Guiding Limbs
• Collision probes
– Through the palm of the hand
– Two sets for the feet
• Individual control of all four
limbs
• Limb rest events in all
animations
• Locks the limb as well – sticks it to
the geometry!
Climbing: Dynamic Objects
• Dynamic annotations
– Handling different update
frequencies
– Taking displacement and rotation
into account
• Dynamic IK calculation
Post Mortem
• What worked well?
– Animation queuing based on events
• Controllable responsiveness
– Geometry annotations
– Tweakable jump guidance
• Snappiness vs realism
Post Mortem
• What didn’t work that well?
– Lack of good editor/visualization tools
caused level designers to not focus
on traversal
• Tools were still in development
• Hard for level designers to build
traversal paths
– Vault system
– No navigation mesh for player
Post Mortem
• What didn’t work that well?
– Very complex animation networks
Future Plans
• Research motion matching
– http://www.gdcvault.com/play/10
22985/Motion-Matching-and-
The-Road
• Investigate player navigation
through use of navigation
mesh
• Full body IK
Acknowledgement
• Guerrilla
• Team Traversal
• Thijs Kruithof
Thank you!
THANK YOU!
Q&A
• Questions?
• Also feel free to mail us!
– paul.vangrinsven@guerrilla-games.com
– thijs.kruithof@guerrilla-games.com

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