Advancing Technology

There was a demo for EA Sports’ Fight Night Round 4 on Xbox Live last week, which I downloaded with more than a little excitement. I really enjoyed Round 3 back when it came out in 2004 or 2005, and I’ve been looking forward to this one for a while. EA has incorporated a physics-based boxing system, the first of its kind. It relies on boxer position, the type of punch thrown, and relative height/weight/body type to calculate the results of each punch, block, or dodge. In theory, it sounds really cool — allowing every fight to differ depending on the situation. In the demo, it wasn’t really noticable, though, which ended up being kind of disappointing.

In the gaming world, it is very rare (especially these days) that a technology comes along that really elevates the way people make and play games. I think the most recent example of this was the Euphoria Engine used in games like The Force Unleashed and GTA IV. In the animation world, too, being on the cutting edge of technology really can escalate the quality of work seen in 3D and 2D animation. Just look at the difference between Toy Story, Pixar’s first feature-length film from 1999, and Monsters, Inc., which came out in 2001. The advances in hair, fur, lighting, shading, and rendering really added to the “realism” and overall feel of the film.

It’s really cool to be able to use the software we have for 3D modeling and animation work here at DDA. Like the industry itself, it is always building upon previous technology and updating its plug-ins, animation and modeling tools, and rendering engine to be on the very cutting edge of technology.  This helps us model, rig, animate, and render the best and most complete corporate and medical 3D animations and images available today, making DDA the place to go for all of your 3D digital graphics needs.