Classic Game Postmortem - Another World
GDC Festival of Gaming4 HN recommenders · recommended in 3 months, 2020-2023
25K views · 7 years ago · talk · evergreen
Eric Chahi's GDC 2011 postmortem of Another World (Out of This World), describing how he built the game. He shows his polygon art approach, rotoscoping and animation tools.
HN points to it whenever Another World comes up, as one of the better GDC talks by the game's creator.
13:44The Story of Another World on the Amiga | MVG
Modern Vintage Gamer
350K views • 4 years ago
59:03Classic Game Postmortem: Fallout
GDC Festival of Gaming
301K views • 9 years ago
1:00:34Pitfall: A Classic Game Postmortem
GDC Festival of Gaming
63K views • 10 years ago
57:43Classic Game Postmortem: Alone in the Dark
GDC Festival of Gaming
27K views • 8 years ago
1:02:15Classic Game Postmortem: Sid Meier's Civilization
GDC Festival of Gaming
225K views • 9 years ago
1:00:12Pitfall Classic Postmortem With David Crane Panel at GDC 2011 (Atari 2600)
GameSpot
76K views • 15 years ago
1:17:43'Diablo': A Classic Game Postmortem
GDC Festival of Gaming
1.1M views • 10 years ago
31:07Crafting A Tiny Open World: A Short Hike Postmortem
GDC Festival of Gaming
521K views • 6 years ago
1:17:43Diablo: Original Game Development
jon d
12K views • 9 years ago
59:47Classic Game Postmortem: Ultima Online
GDC Festival of Gaming
184K views • 8 years ago
56:03The Early Days of id Software
GDC Festival of Gaming
165K views • 10 years ago
1:30:33We Play Doom With John Romero
IGN
854K views • 12 years ago
31:00Exploring the Tech and Design of Noita
GDC Festival of Gaming
288K views • 6 years ago
26:13Animation Bootcamp: An Indie Approach to Procedural Animation
GDC Festival of Gaming
786K views • 9 years ago
5:38:11The Secrets of Monkey Island - An Evening With Ron Gilbert
The Video Game History Foundation
71K views • 5 years ago
1:07:26Procedurally Crafting Manhattan for Marvel's Spider-Man
GDC Festival of Gaming
89K views • 7 years ago
42:47GOG: Preserving Gaming's Past & Future
/noclip
459K views • 8 years ago
52:12How to Survive in Gamedev for Eleven Years Without a Hit
GDC Festival of Gaming
1.2M views • 9 years ago
1:25:348 Bit & '8 Bitish' Graphics-Outside the Box
GDC Festival of Gaming
568K views • 9 years ago
59:47Failing to Fail: The Spiderweb Software Way
GDC Festival of Gaming
570K views • 8 years ago
4 comments from Hacker News
The original developer of Another World did a GDC postmortem, it's one of the better GDC talks: ▶ this video IIRC He shows some of his development tools including how he could modify and step through animation directly line by line in VM bytecode.
Also check out Fabian Sanglard's articles [0] (there's a lot more on his article listings) about Another World if you haven't yet, also the author's GDC talk [1]. [0] link [1] ▶ this video
Here's Eric Chahi explaining his decision to use polygons - he mistakenly thought that the Amiga version of Dragon's Lair used them! ▶ this video Very cool video, wherein Chahi demonstrates his rotoscoping system, where he could use the Amiga's genlock to trace live video in his (extremely impressive) homemade animation/code tool. The polygons in Another World are a bit different from today's games. In a modern game, game models would contain fully 3D representations of each model. Each polygon vertice would have X, Y, and Z coords. The CPU/GPU then render these out. In Another World, the polygons are 2D representations only, like paper cutouts. The animations are precalculated, and then at runtime they basically just need to be blitted out using some of the clever techniques mentioned in the linked article. You wouldn't really be able to alter the animations at runtime or change the perspective, but that was OK - it was a smart compromise to hit Chahi's stated target of about 20fps. This "2D polygon" approach was a brilliant way to overcome the limitations of CPUs at this time. There were fully 3D polygon games at the time, but they run at a fraction of the frame rate as Another World and contain only a fraction of the detail. The 2D polygon world of Another World felt fluid and real (well, relative to the competition at the time) and some convincing pseudo 3D effects could even be faked.
Another World's original author Eric Chahi gave a great GDC "Classic Game Postmortem" talk about creating the game: ▶ this video