über Launcher / C#

Simple application to (batch) automate compiling/viewing of proprietary engine assets for multiple platforms (Wii / 360 / PC)

Proprietary engine's compile process involved hand editing batch files to point to given assets or directories. To test an individual asset, the team would have to edit a batch script and only list the asset(s) they wanted to rebuild. über Launcher allows for individual assets to be chosen for recompile and testing. It also has a configuration system for saving out preset build / compile settings (especially useful when working with multiple projects at once). It also features the rich logging module found in the 'DC Logger' tool. (see below)

for Artists

• One-stop for compiling/viewing/testing desired assets
• Quick/Simple asset picking (by file or directory)
• Compile error checking/logging
• Robust settings configuration and compile/view options
• Created for proprietary engine and used by internal team as well as sister studio


Omicron Proxy Builder / C#

Application for managing proxy container files with additional functionality for specifying compile-time image formatting for Scaleform assets.

Creating proxy containers was the only way to specify Scaleform image compression on a per .swf basis. The proprietary proxy containers were a form of .xml file that could only be created by Artists through 3d Max (or by hand via a text editor). These creation methods were error prone and required too many steps/applications to get the job done.

for Artists and Programmers

• Proxy container creation and modification
• Quick/Simple asset picking (by file or directory)
• Easy image format changing (great for testing for various compression methods and trying to fit memory budgets)
• Created for proprietary engine and used by internal team as well as sister studio


DC Logger / C#

Application for filtering compile batches to give enhanced warning and error detection.

The proprietary engines data compiler (DC) only ran in a DOS prompt window. The build process could easily have errors and warnings that would never be seen (due to lack of feedback, lack of compile log, and the limited buffer of command prompt windows) This logging system was originally a spin off of logging features in 'über Launcher' (see above), but after its individual growth and success, the technology was rolled back into 'über Launcher'.

for Artists and Programmers

• Live logging of batch scripts (with the ability to cancel or abort batch on errors)
• Log color coding and highlighting for easier error and warning locating
• Ability to Save log to .rtf (great for Artists / Designers to send compile error logs to the programming team)
• Drag-and-Drop (what could be more simple?)
• Created for proprietary engine and used by internal team as well as sister studio


WiiFood / C#

Comprehensive batch or individual editing of all mini-game data for ICA (both DS & Wii versions)

Iron Chef America: Supreme Cuisine (Wii / DS)
for Designers and Artists

• Primarily used by Design to balance the game at an individual mini-game level (timing, difficulty, etc)
• Designers pick archetype (Boiling, chopping, etc) and edit standard values (balancing numbers, game text, etc)
• Ability to edit multiple files or whole categories


ICA Layout Generator / C#

Generated fully animated, game-ready Nintendoware layouts for each food archetype (via a template system)

Iron Chef America: Supreme Cuisine (Wii)
for Artists

• Artists simply select the archetype, point to pre-rendered image sequence directory, and adjust animation and image settings
• Generated 100% game ready assets with a few clicks; no repetitious layouts or keyframe animation


Scaleform Proxy / C#

Generates necessary files to integrate (proxy) Scaleform files into proprietary engine

for UI Artists / UI Programmers

• Single simple solution to generate necessary files with proper xml schema
• Negated previous pipeline step of hand editing xml