Asset Management
A custom built secure asset management system is built in, giving
multi-user control for collaborative teamwork, including remote
access over the Internet as well as full history data for every
asset in the game.
Network Aware
By storing all data on a central server you can always be sure that
you have the latest version of any data you are working on. You can
also be confident that when mistakes do happen they can be undone,
so work is never lost.
Asset Conditioning
Full conditioning control is supported with an easy-to manage
cascading attribute system. Localised and platform specific assets
and effects can be added to any part of the game. Fine grain
controls are available when you need to optimise data for maximum
performance.
Distributed Asset Processing
With ever-expanding game asset sizes memory and processing speed
requirements for game tools are increasing. The distributed asset
pipeline is a combination of two sub-components providing a high
performance processing cluster designed to leverage from dozens to
hundreds of worker agents connected over a fast LAN for the purpose
of processing game assets from source file to platform specific
optimised runtime binary format data.
By Developers, For Developers
User feedback has been an important factor in creating a tool chain
that is intuitive yet powerful. The interface and feature set is
being continually refined to meet developers' needs and is highly
customisable. As an in-house tool, updates can be rolled out in a
matter of hours.
Compatibility
Major packages including Maya, Photoshop, Sound Forge and Vegas and
standard file formats are supported so that source assets are easily
imported. Localised text is loaded from industry-standard Excel
sheets with full Unicode support for all languages including Asian.
WYSIWYG Material Editing
To harness the power of the current-gen rendering pipeline, Blitz
Tech Tools feature a dynamic 'what you see is what you get' shader
editor with full interactive control and preview of material shader
effects such as perpixel lighting, multiple texture stages, normal
mapping, environment mapping and refraction in real-time.
Geometry Deformation
The ability to deform and stitch together geometry is ideal for
large cityscapes and race tracks.
Radiosity Lighting
Lighting is vital to the final look of any game environment. As well
as dynamic light placement a number of integrated tools for static
lighting are provided as standard. The principle lighting tool is
based on a radiosity global illumination model, which gives very soft
and subtle results.
Real-Time Connection
Download game data directly to the target console or PC from within
the Studio application via a real-time network connection.
Minimising test and re-build cycles encourages game tuning,
increasing game quality.