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ATF Adoption
Gary edited this page Mar 10, 2015
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These teams, and possibly others not listed, are currently using or have used ATF. indicates ATF 3 and indicates ATF 2. Also, see our gallery of screenshots.
ATF | Team | Tool |
---|---|---|
SCEA | ||
Naughty Dog | Scream Tool (ATF 3), Surfer shader editor (ATF 2), Charter level editor (ATF 1) | |
Santa Monica Studio | Animation blending tool named Creature Editor and Metrics viewer | |
HumaNature Studios | Conversation Tool for creating dialog trees and game play triggers, SLED, StateMachine Editor, and LAMS (localization tool) | |
Bend Game Studio | WPE - level editor, script debugger, resource manager, StateMachine, SLED | |
Zindagi | StateMachine, SLED, LiveEdit | |
Zipper Interactive | level editor, replacing OpenGl with SlimDX | |
TNT Audio | Game Audio Workstation, Scream Tool 7, Modo | |
TNT Game Technology Group | Native Level Editor, IMAT (Interactive Music Authoring Tool), Metrics, SLED (Lua IDE and debugger), StateMachine, LiveEdit | |
Sanzaru Games | SLED | |
SOE San Diego | StateMachine, SLED | |
San Diego Studio (MLB) | SLED, Metrics | |
Slant Six Games | GATE - level editor | |
NBA Team | Alchemy - Cinematic authoring tool | |
SCEA R&D | Collada animation editor and asset manager | |
TNT Platform | ResWatch resource watcher, using ATF 2.5 | |
SCEE | ||
Guerrilla Games | CoreText editor, Sequence editor, SLED | |
Quantic Dream | StateMachine | |
Cambridge Studio |
LittleBigPlanet (PSP®): Level Editor, Moderation Viewer TV Superstars (PS3™): Item Editor, Sequence Editor Killzone™ NGP: Guerrilla's CoreText and Sequence Editors Prototype team: StateMachine-based dialog tree editor |
|
Home | Home Scene Editor, Repertoire animation logic editor, SLED, Object (metadata) Editor Metadata | |
SingStar (London Studio) | "Fred Astaire" Dance TimelineEditor | |
Liverpool Studio | Native Level Editor, StateMachine, SLED | |
Relentless | SLED | |
Supermassive | level editor, StateMachine | |
EyeToy (London Studio) | Elliot Editor - level editor, StateMachine | |
Phyre Engine | level editor's property editing control | |
Evolution Studios | Native Level Editor, ATF 2 timeline editing | |
ATG | Sulpha, Game Audio Workstation, Nexus | |
Eight Days (London Studio) | animation tool | |
SCEI/SCEJ | ||
JAPAN Studio | StateMachine, SLED, LiveEdit | |
Polyphony | SLED | |
3rd Party | ||
Infinity Ward | ||
Riot Games | Game-item editor |
Simon Hobbs (Eight Days PS3™ Team for London Studios) wrote:
- "The animation tool is now in the hands of the animators and they seem very happy with it (especially with the fact that undo/redo and cut/copy/paste actually work.)"
- "We've got it all linked up to our game so they can see the animations playing in the game environment, but controlled by the tool."
- "The architecture seems really well designed. I always seem to be able to access the objects I need conveniently and the ease of adding new fully featured editors and commands is impressive."
- "The annotation stuff works well. I was able to give nice readable names and descriptions to all my editable properties, and hide the ones I didn't want editable."
- "I've associated icons with my types which makes the tree-view much clearer."
- "The re-factor of the undo system is a very cunning use of anonymous delegates, much better than before."
- "In conclusion, the whole thing is excellent. It saved me loads of time and made some world weary animators very happy as they got a much higher quality tool."
- "Many thanks to entire ATF team"
- The DOM data storage combined with the use of separate interface implementations creates a very flexible system.
- I've never before worked with a framework where it is so easy to pick up your custom data from an object, even after it has been passed through the lower layers of the framework.
- The ATF team is very responsive to requests - bug fixes are quick, the release rate is high, and they are always interested to discuss possible improvements or additions.
- All those basic things that are expected in an application like copy/cut/paste/delete, an undo system, basic document load/save handling, list and tree viewers, are ready to be deployed, without much work for the application programmer. Wonderful - this makes our applications more mature from day one.
- ATF provides user interface components beyond the usual suspects. The circuit (graph) editor is great and will be useful in more editors than I initially expected; often it will be the central view.
- A timeline component is now being added, that is simply great.
- I started working with the ATF three months ago and really enjoy working with this powerful and versatile framework.
- The level editor tutorial is a great starting point. Adding new entities and attributes that can be saved and loaded is very easy. I was able to do that on my first day. It doesn't require any actual programming. You only have to add your types, attributes and annotations to the XML schema and the ATF does the rest. The types already in the level editor tutorial serve as quite a good reference for editing the XML schema.
- Digging a bit deeper - writing transform constraints, rendering my own objects in the editor, adding menu items & buttons, adding my own asset library and so on - required learning the DOM with its own class and interface system which is somewhat different to that of C#. Getting your head around the DOM can be a bit of a challenge at first. It is often very tempting to just go behind the DOM's back and do things the old-fashioned, non-data-driven C# way. But I really recommend resisting this temptation. Using the DOM quickly pays its dividends as you get many advanced features - such as data-synchronization, reference resolution & management, loading and saving documents, unlimited undo/redo - almost for free. Now the DOM seems completely intuitive to me and I wouldn't want to live without it.
- You get the full source of everything. I don't have to extend the ATF classes very often, but adding a few events and virtual methods to some base classes allows me to achieve behavior that would otherwise be hard or impossible.
- Outstanding support: The ATF team are always available - well at least during Pacific working time. When I report a serious bug or other problem it is often resolved within a day or two.
- The plugin system for data format allows Collada and ATGi to coexist and provide a great potential for data migration between formats.
- RenderState allow Collada plugin to support Collada FX using Cg Shader.
- The DomEditor architecture lets me create SkinningEngine, AnimationEngine and PhysicsEngine easily.
- With ATF - THC support, I can sent camera orientation from the tool to PS3™ and view my assets by controlling my camera from ATF. This leads to potential WYSIWYG authoring between ATF and my target rendering engine.
- DomCurveEditor makes a good tool to author animation data in Collada along with Animation Engine and Playback Commands.
- With DomTextEditor, I can edit and view my Collada xml and Cg Shaders with a beautiful code visual style and view my result in Design Control.
- Subversion and Perforce integration is great for asset management.
- ATF is schema independent, that means I have the flexibility and total control of my data format.
- I can and did recreate most of Max and Maya using ATF.
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