Giovanni Messuti – Behind the scenes

Now it’s my turn.

My name’s Giovanni, I’m 19 years old and I have been part of the team since a year after its foundation. I’ve always loved to see the video games as a way to live an adventure, and I’ve been dreaming for years to make one. I am the main level designer of IDM:TSS and I have created much of the environment of the desolated city of Brodstock in NAPG. I love RPGs and I love the way they involve the player in their envirorment: it’s like a living vitual world just built to make you feel you’re inside it.

When I don’t design video games, I like to lose myself in the immense world of Arda described by Tolkien and relate to (dis)adventures of Middle-Earth main characters. I really enjoyed the cinematographic version of The Lord of the Rings and I’m very excited for the new game from the Middle-Earth series: The Shadow of War. I’m a geek in maths and I’ve graduated to the Liceo Gallotta High School and now I’m studing physics: hard subject for strong men!

In the next few weeks I’ll finally have a chance to show you what I’ve done with the team!

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The physics of the revolution

Have you ever questioned about the physics behind your favourite videogames? Let’s take a look at what happens behind the map in Not Another Platform Game.

Everithing moves!

Building a realistic world is the main key to make a good game. But how? There are many ways to do that and one of these is animating everything and making it not repetitive: we are trying to add some little stories in the map that surrounds the player. For instance, in the Third Level, the player is put right between the Steel Mallet army and the Fallen partisans. We wanted the player to feel the battle and the same violence he would feel in a war game, so we started adding triggered events through the map.

Booom!

When you see a wall being shot down or a tower falling, you’re not enjoying a well scripted animation. All of these things is physically simulated! Each one of the cubes you see is a physical rigid body simulated by the game engine.

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Clothes, flags and stendards are as well, making the envirorment convincing, even if the characters style suggest a toony style.

Thanks to Nvidia Physix, physics implementation in the game engine is very simple and does not require hundreds of lines of code. Most of the implementations don’t require coding at all: clothes simulation is made inside the Unity Editor so we can edit all the proprieties from the Inspector, without accessing the code. However, more complex things such as explosions and building fallings required more work and code. In this cases the RigidBody class from the Unity API has come to our aid:

RigidBody.AddExplosionForce(power, position, upwordsModifier, mode);

We’re hard working to make all things realistic and a big span of time has been spent on polishing all of these particulars. While you wait for the game to be released, take a closer look to its first trailer!