




[to do: videos of this stuff, derp]
Spore’s creature animation system shows the magic that creative programming can accomplish. Our tech lead, Chris Hecker, wrote a few excellent papers for Siggraph and the Game Developers Conference that describe how we did it in detail. Read them and watch videos!
- Real-time Motion Retargeting to Highly Varied User-Created Morphologies, the SIGGRAPH 2008 Technical Paper about the Spore Animation System. Very detailed and technical. Includes videos of Spasm, the animation tool.
- How To Animate a Character You've Never Seen Before, the Game Developers Conference 2007 lecture on the system. Much more accessible, less detailed.
After Spore came the expansion pack Spore Galactic Adventures, where the player can create their own story with custom planets, buildings, creatures, dialogue, and chapters. I wrangled the adventure editor to give players a detailed physical presence to their sandboxes, from planetary to pebble scale. I’m still surprised to see the creativity, scale, trickery, and attention to detail in the adventures people have created all around the world. Players have built rube goldberg devices, computers that work using the in-game physics, recreations of Star Wars battles, catapults that launch you into orbit around planets, meteor strikes, boss battles, mazes that cheat, etc.