Game

The true story behind BioShock Infinite’s Bread Boy

Bioshock Infinite There is an iconic and notable NPC, the Bread Boy.

Bread Boy Appears Bioshock Infiniteit is buried in the sea DLC episode of the large Parisian Dream sequence. he was the subject recent viral tweets Who mocked Twitter for thinking it was a clumsy way to talk to players Here you go! You are in Paris!

But the reason Bread Boy exists Why he dances, Why He is holding a cane. Please tell us more about how games are made and the very specific and very strange problems developers face.

So I turned to Gwen Frey, founder of indie studio Chump Squad and creator of Bread Boy, for details.

Frey is currently developing the following puzzle game. lab rat For Chump Squad. However, in 2011 she was at the Irrational Games and continued to work as a presenter. Bioshock Infinite and downloadable content.

breadboy scene from buried in the sea It takes place in a fantastic Paris where everything looks so perfect. Of course, when this dream ends, the player returns to the underwater city of Rapture. buried in the sea to occur. One of Frey’s many jobs was to push the characters into the background in this scene. For example, an artist capturing the Seine, a woman talking on the street, or a couple drinking an aperitif.

“I thought he was really handsome, but I found it to be very static,” Frey said. “I spoke to the level builder and they agreed that there wasn’t enough movement in the scene.”

But it wasn’t easy to choose NPCs to bring movement into the scene and to bless them with the ability to walk. Those NPCs were… idiots.

“A fool is just […] It’s like a skeletal web playing a looping animation,” Frey said. Chump is a nickname given to this particular type of NPC by the developers of Irrational Games, but it appears functionally in all games of this type. These are characters that do not have virtual brains or directions, unlike AI characters that have been programmed for certain actions. .

The fools in this scene buried in the sea Have Frey create a head and eye tracking script. This allows the NPC to respond to Elizabeth’s presence (eg “Hello!”). But that’s all.

Chumps were developed early in Frey’s tenure at Irrational Games.

“As soon as we got there, we basically realized that there could be a lot less AI on the screen than we thought when we looked at the console specs,” Frey said. Due to the calculated weight of the AI ​​characters, the team was only able to display 7 of them on screen at a time. If you count Elizabeth, it’s eight. Bioshock Infinite NPC and player’s eternal companion.

But it is a lonely city in the sky that can only see seven forms at a time. So Frey worked on a system that implements jerk. Animated, but mostly fixed NPCs. They can be made to move, but their movements are scripted instead of AI controlled. The game is computationally very easy, so it can support many on-screen suckers at once.

And it would be silly to troubleshoot the movement of a Paris scene. Watch the video for a detailed analysis of how Frey prepared the Bread Boy and unwittingly started the meme.

People seem to enjoy watching Bread Boy. It’s funny though. Now Frey is intentionally making fun games. lab ratA satirical puzzle game created this year by his studio, Chump Squad.

lab rat In the early days of the pandemic, Frey escaped the absurdity of being confined indoors and doing silly little tasks on his computer.

“I felt like this rat in the cage was just doing chores,” Frey said. “I saw how technology treats us, and I felt it. I’m not trying to say anything bad.” Evil AIs like GLaDOS will be actively cruel to humanity. What Frey felt was more distant and indifferent.

“For us, technology is not mean, technology is pretending,” Frey said. “It’s not true. It pretends to be there for us. But it defines us. And he judges us. And he makes assumptions.

At the same time, Gwen felt like it had been a while since “a really fun and good puzzle game”. result lab ratScheduled to be released at the end of this year.

“The most important thing for me is that games can always reach people,” Frey said. “And if I can make someone laugh with it…that’s all.” It’s the best feeling.

Bread Boy is pretty dumb, but it’s a reminder that every part of the game has developer fingerprints, and the weirdest details can point to an interesting story. This iconic and indelible meme boy exists due to a combination of technological limitations, the need to create more dynamic scenes, and creative solutions to problems.

By the time the baguettes are baked, everything is ready!


More information

The true story behind BioShock Infinite’s Bread Boy

Bioshock Infinite has an iconic and notable NPC: the Bread Boy.
The bread boy appears in Bioshock Infiniteit is Burial at sea DLC episodes, in an oversized Parisian dream sequence. He was the subject of a recent viral tweet who kinda poked fun at what the tweeter considered a clumsy way of telling players, Hey! You are in Paris !
But the reasons the Bread Boy exists, Why he dances, Why he holds the wand – tell a larger story about how games are made and the very specific and very strange challenges that developers face.
That’s why I reached out to Gwen Frey, founder of indie studio Chump Squad and creator of Bread Boy, to find out more.
Frey is currently hard at work on a puzzle game called lab rat for Chump Squad. But in 2011, she was at Irrational Games, working as a host on Bioshock Infinite and its downloadable content.
The Bread Boy scene from Burial at sea takes place in a fantasy Paris, where everything is a little too perfect. Of course, once this dream is gone, the player will be back in Rapture, the underwater city where most of the Burial at sea takes place. One of Frey’s many tasks was to place figures in the background in this scene: the painters capturing the Seine, the woman chatting in the street, and the couples having an aperitif, for example.
“I thought it looked really good. But I thought it was pretty static,” Frey said. “I talked to level builders, and they agreed, like there’s no just wasn’t enough movement in the scene.”
But bringing movement to the scene wasn’t as simple as picking an NPC and blessing them with the powers of walking. Those NPCs… were idiots.
“A fool is just […] like a skeletal mesh that just plays a looping animation,” Frey said. Chump is the nickname that the developers at Irrational Games have given to this particular type of NPC, but they functionally appear in any game of this type. These are characters that have no virtual brains or orientation, unlike AI characters that have specific programmed behaviors.
The idiots in this scene from Burial at sea have head and eye tracking scripts created by Frey. This allows NPCs to react to Elizabeth’s presence (so they can say “Hello!”). But that’s about all.
Chumps were developed early in Frey’s tenure at Irrational Games.
“Basically, as soon as I got there, we discovered that we could have a lot less on-screen AI than we thought when we looked at console specs,” Frey said. Due to the computational weight of the AI ​​characters, the team could only have seven on screen at a time – eight if you count Elizabeth, who Bioshock Infinite is an NPC and the player’s constant companion.
But it’s a lonely city in the sky that only has seven figures visible at a time. Frey therefore worked on a system to implement chumps: animated, but mostly stationary NPCs. They can be made to move, but their movements are scripted rather than AI-driven. The game could support many on-screen chumps at the same time because they are so computationally light.
And it would be an idiot who would solve the movement problems of the Parisian scene. Watch the video for a detailed breakdown of how Frey prepared the Bread Boy and unwittingly started a meme.
People seem to enjoy watching the Bread Boy – even though he makes them laugh. Now Frey is hard at work on an intentionally funny game: lab rata satirical puzzle game planned this year by his studio, Chump Squad.
lab rat grew out of Frey’s feelings of absurdity at the start of the pandemic of being trapped indoors, doing silly little tasks on a computer.
“I felt like this rat in a cage, just doing chores,” Frey said. “I was looking at the way technology was treating us and I felt like – I don’t mean to say anything bad.” An evil AI, like GLaDOS for example, would be actively cruel to humanity. What Frey felt was something more distant and indifferent.
“Technology isn’t mean to us – technology is pretending,” Frey said. “It’s inauthentic. It’s pretending to be there for us. But it profiles us. And he judges us. And it makes assumptions.
At the same time, Gwen felt that it had been a long time since there had been “a really funny good puzzle game”. The result is lab ratwhich is due out later this year.

“The most important thing for me is always that games have the ability to reach people,” Frey said. “And if I could make someone laugh with that, you know…that’s it.” It’s the best feeling.
The Bread Boy is pretty silly, but it’s a reminder that every part of a game bears a developer’s fingerprint, and the weirdest details can point to an interesting story. This iconic and indelible meme boy exists due to a combination of technical limitations, the need to create a more dynamic scene, and a creative solution to the problem.
Everything is done in about the time it takes to bake a baguette!

#true #story #BioShock #Infinites #Bread #Boy

The true story behind BioShock Infinite’s Bread Boy

Bioshock Infinite has an iconic and notable NPC: the Bread Boy.
The bread boy appears in Bioshock Infiniteit is Burial at sea DLC episodes, in an oversized Parisian dream sequence. He was the subject of a recent viral tweet who kinda poked fun at what the tweeter considered a clumsy way of telling players, Hey! You are in Paris !
But the reasons the Bread Boy exists, Why he dances, Why he holds the wand – tell a larger story about how games are made and the very specific and very strange challenges that developers face.
That’s why I reached out to Gwen Frey, founder of indie studio Chump Squad and creator of Bread Boy, to find out more.
Frey is currently hard at work on a puzzle game called lab rat for Chump Squad. But in 2011, she was at Irrational Games, working as a host on Bioshock Infinite and its downloadable content.
The Bread Boy scene from Burial at sea takes place in a fantasy Paris, where everything is a little too perfect. Of course, once this dream is gone, the player will be back in Rapture, the underwater city where most of the Burial at sea takes place. One of Frey’s many tasks was to place figures in the background in this scene: the painters capturing the Seine, the woman chatting in the street, and the couples having an aperitif, for example.
“I thought it looked really good. But I thought it was pretty static,” Frey said. “I talked to level builders, and they agreed, like there’s no just wasn’t enough movement in the scene.”
But bringing movement to the scene wasn’t as simple as picking an NPC and blessing them with the powers of walking. Those NPCs… were idiots.
“A fool is just […] like a skeletal mesh that just plays a looping animation,” Frey said. Chump is the nickname that the developers at Irrational Games have given to this particular type of NPC, but they functionally appear in any game of this type. These are characters that have no virtual brains or orientation, unlike AI characters that have specific programmed behaviors.
The idiots in this scene from Burial at sea have head and eye tracking scripts created by Frey. This allows NPCs to react to Elizabeth’s presence (so they can say “Hello!”). But that’s about all.
Chumps were developed early in Frey’s tenure at Irrational Games.
“Basically, as soon as I got there, we discovered that we could have a lot less on-screen AI than we thought when we looked at console specs,” Frey said. Due to the computational weight of the AI ​​characters, the team could only have seven on screen at a time – eight if you count Elizabeth, who Bioshock Infinite is an NPC and the player’s constant companion.
But it’s a lonely city in the sky that only has seven figures visible at a time. Frey therefore worked on a system to implement chumps: animated, but mostly stationary NPCs. They can be made to move, but their movements are scripted rather than AI-driven. The game could support many on-screen chumps at the same time because they are so computationally light.
And it would be an idiot who would solve the movement problems of the Parisian scene. Watch the video for a detailed breakdown of how Frey prepared the Bread Boy and unwittingly started a meme.
People seem to enjoy watching the Bread Boy – even though he makes them laugh. Now Frey is hard at work on an intentionally funny game: lab rata satirical puzzle game planned this year by his studio, Chump Squad.
lab rat grew out of Frey’s feelings of absurdity at the start of the pandemic of being trapped indoors, doing silly little tasks on a computer.
“I felt like this rat in a cage, just doing chores,” Frey said. “I was looking at the way technology was treating us and I felt like – I don’t mean to say anything bad.” An evil AI, like GLaDOS for example, would be actively cruel to humanity. What Frey felt was something more distant and indifferent.
“Technology isn’t mean to us – technology is pretending,” Frey said. “It’s inauthentic. It’s pretending to be there for us. But it profiles us. And he judges us. And it makes assumptions.
At the same time, Gwen felt that it had been a long time since there had been “a really funny good puzzle game”. The result is lab ratwhich is due out later this year.

“The most important thing for me is always that games have the ability to reach people,” Frey said. “And if I could make someone laugh with that, you know…that’s it.” It’s the best feeling.
The Bread Boy is pretty silly, but it’s a reminder that every part of a game bears a developer’s fingerprint, and the weirdest details can point to an interesting story. This iconic and indelible meme boy exists due to a combination of technical limitations, the need to create a more dynamic scene, and a creative solution to the problem.
Everything is done in about the time it takes to bake a baguette!

#true #story #BioShock #Infinites #Bread #Boy


Synthetic: Vik News

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I'm Do Thuy, passionate about creativity, blogging every day is what I'm doing. It's really what I love. Follow me for useful knowledge about society, community and learning.

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