Motion Sports: Adrenaline - 2011
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After completing the development of Captain America: Super Soldier at Next Level Games (NLG), the studio found itself in a transitional period. We were riding high on the success of our first "Next-Gen" game, eager to dive into new projects. However, the landscape was uncertain. Nintendo had no immediate projects lined up for us, and while we were pitching our own ideas and demos to various publishers, this process was time-consuming. Rather than laying off staff during this period of flux, NLG explored alternative avenues to keep everyone engaged. This led to a fortuitous opportunity with Ubisoft, located just across the road. Thus began my journey working on MotionSports: Adrenaline, a unique project that would leave a lasting impact on my career.
Entering the World of Kinect
MotionSports: Adrenaline was an ambitious sports racing video game developed by Ubisoft Vancouver in collaboration with Ubisoft Milan. Released in late 2011 for Xbox 360 and PlayStation 3, the game was designed to capitalize on the burgeoning motion control technologies—Kinect for Xbox 360 and PlayStation Move for PS3. The Kinect accessory, in particular, was revolutionary. It allowed players to interact with games through their physical movements without the need for a traditional handheld controller. This innovation promised an immersive gaming experience where players could control the game using gestures and body movements, sensed by the Kinect cameras and depth sensor.
The concept of Kinect resonated deeply with me. Even today, it remains my favorite piece of gaming hardware. It attracted a new type of gamer, one who might have been overwhelmed by the complexity of traditional controllers. My kids and I still enjoy quick, intuitive gaming sessions on our Xbox 360, thanks to Kinect. The decision by Microsoft to discontinue its development still baffles me, as it stands alongside the Nintendo Wii as one of the most significant contributions to gaming history.
The Role of Character Rigger
My role at Ubisoft was to assist with character rigging on MotionSports: Adrenaline. Having led the character rigging on Captain America at NLG, I brought a wealth of experience to the table. Ubisoft desperately needed someone to fix and clean up existing rigs and create new ones for additional sports being integrated into the game. Although I was adept at creating intuitive rigs in 3DSMax, Ubisoft's pipeline utilized Maya for all character work. This required a swift adaptation to new software. Fortunately, I quickly found my rhythm.
I began by opening previously created characters and addressing major skinning issues. Skinning a character involves a delicate balance of weighting vertices to ensure the mesh deforms correctly with the underlying rig while maintaining anatomical accuracy. It’s a meticulous art form, and I take pride in my ability to find this balance. One of the more complex rigs I set up was for the wingsuit, required for one of the game's modes. This particular rigging task was both challenging and rewarding.
Testing and Iteration
Creating content for the Kinect was an experience unlike any other. To test my work, I had to use an open Kinect test console kit, which required standing up in front of everyone on the development floor. Testing involved performing various motions to see how the rig responded, often drawing the attention of colleagues. This public testing could be a bit embarrassing at times, but insecurities had to be quickly discarded to remain productive.
Despite the occasional awkwardness, I thoroughly enjoyed working on this title. The opportunity to contribute to a project that utilized such innovative technology was incredibly fulfilling. The game allowed players to engage in extreme sports using their whole bodies, offering a unique and intuitive experience. I am proud of my contributions to MotionSports: Adrenaline and cherish the memories of working on it. It's a product I am always eager to show friends and family, as it embodies the spirit of fun and simplicity—just step in front of the Kinect and play.
The Development Journey
MotionSports: Adrenaline was developed by Ubisoft Vancouver in collaboration with Ubisoft Milan, known for their work on the Just Dance series. The goal was to deliver an immersive extreme sports experience utilizing motion controls. The game featured six main sports: Mountain Biking, Kayaking, Kite-Surfing, Wing Suit Gliding, Rock Climbing, and Skiing. Each sport required precise control and coordination, leveraging the Kinect's ability to capture and translate physical movements into in-game actions.
Mountain Biking required players to navigate downhill courses, performing tricks and avoiding obstacles. Kayaking involved paddling through rapids, with players needing to control their strokes to avoid rocks and hazards. Kite-Surfing allowed players to ride waves and perform aerial tricks using a kite. Wing Suit Gliding challenged players to fly through checkpoints, maintaining control over their descent. Rock Climbing mimicked climbing motions to ascend cliffs, and Skiing tasked players with racing down slopes and performing tricks against the clock.
The game included unlockable content, such as new tracks, gear, and outfits, aimed at adding replay value. Multiplayer modes, both local and online, were supported, with online challenges requiring a Uplay account to track progress and offer additional rewards.
Reviews and Reception
Despite its innovative concept, MotionSports: Adrenaline received mixed to negative feedback from critics and players. The game's controls were a major point of contention, with many reviewers highlighting issues with responsiveness and accuracy.
On Metacritic, the game holds a Metascore of 41/100, indicating generally unfavorable reviews. IGN described the game as disappointing, citing unresponsive controls and repetitive gameplay. GameSpot highlighted similar issues, noting a lack of depth and calling the game a "mess." Pure Xbox rated the game 5/10, criticizing the lack of variety and excitement but acknowledging potential value at a bargain price. Push Square gave a score of 4/10, mentioning that while the game had potential, it ultimately failed to deliver an engaging experience. Operation Sports was particularly harsh, rating the game 2/10 and citing sluggish and unresponsive controls, especially in kayaking and rock climbing. Outcyders offered a more balanced view, acknowledging the fun aspects of some sports while emphasizing the frustration caused by control issues.
The game attempted a photorealistic visual style, a departure from the cartoonish graphics of similar titles. While the environments and player models were detailed, the visual quality wasn't enough to compensate for the gameplay shortcomings. The audio featured generic music and sound effects, which did little to enhance the overall experience.
Impact on My Career
Reflecting on my time at Ubisoft working on MotionSports: Adrenaline, I realize how much this project influenced my approach to future endeavors. The hands-on experience with Kinect technology and the challenge of adapting to new software like Maya broadened my technical skill set. These skills would prove invaluable in later projects, especially when tackling complex character rigging tasks.
One of the most significant lessons learned was the importance of responsive controls and engaging gameplay. MotionSports: Adrenaline was an ambitious project with immense potential, but its execution highlighted the critical need for meticulous attention to control mechanics. This insight influenced my approach to subsequent projects, ensuring that gameplay mechanics were thoroughly tested and refined.
Preparing for Future Projects
After completing my work at Ubisoft, I returned to Next Level Games with renewed vigor. The news of an upcoming Nintendo title was thrilling, and I was eager to apply the lessons learned from MotionSports: Adrenaline to this new challenge. Working on a project that received mixed reviews taught me the value of perseverance and continuous improvement. It reinforced the idea that every project, regardless of its reception, contributes to personal and professional growth.
The Bigger Picture
MotionSports: Adrenaline stands as a testament to the innovative spirit and relentless pursuit of pushing gaming boundaries, even when the outcome isn't as successful as hoped. The experience reinforced the importance of responsive controls and engaging gameplay, lessons that would prove invaluable in future projects.
In the grand scheme of my career, working on MotionSports: Adrenaline was a stepping stone that shaped my approach to game development. It provided a unique opportunity to work with cutting-edge technology, collaborate with talented professionals, and overcome challenges that tested my abilities. Each project builds on the last, and the cumulative experiences shape the developer I am today.
Returning to Next Level Games after my time at Ubisoft, I was ready to embark on the next big adventure. The journey through MotionSports: Adrenaline was not just about creating a game but about learning, adapting, and growing as a professional. The skills honed and lessons learned during this period would be instrumental in tackling future projects, ensuring that each new endeavor was approached with a refined perspective and a commitment to excellence.
The legacy of MotionSports: Adrenaline lives on, not just in the game itself, but in the experiences and growth it fostered in those who worked on it. For me, it remains a memorable chapter in my career, one that paved the way for future successes and a deeper understanding of the intricacies of game development.