Microsoft has signed a deal with Scaleform to utilize its GFx user interface middleware across all Microsoft Game Studios titles, officially beginning with Ruffian's upcoming Crackdown 2. Scaleform's GFx is a vector graphics rendering engine that allows artists to design user interfaces -- such as menus and in-game heads-up displays (HUDs) -- and animated textures using Adobe Flash. Scaleform's middleware has already been used in an assortment of games, including The Conduit, Resistance 2 and Crysis.
According to Scaleform's site, using its middleware will allow game developers to focus on building gameplay, "rather than coding interface elements or developing custom tools." We hope that means Crackdown 2's menus won't run abnormally slow, like the original game in the series.
Brendan Iribe, president and CEO of Scaleform, was elated at the news (and probably holding a giant novelty check), claiming Microsoft's new "master agreement" for use of the Scaleform GFx middleware will streamline the process for all future MGS development teams.
[Via Develop]
Reader Comments (27)
Posted: Jul 21st 2009 11:07PM (Unverified) said
Improved menus in games, great.
So, instead of playing the game. I can get excited over menus. This is right up there with Nintendo's "Let the games play themselves".
So, instead of playing the game. I can get excited over menus. This is right up there with Nintendo's "Let the games play themselves".
Posted: Jul 21st 2009 11:17PM MystileArmor said
No, it just means the development team doesn't have to sit there and figure out ways to code the HUD into the game.
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Posted: Jul 21st 2009 11:16PM MystileArmor said
"all future MGS development teams."
In before anyone will say: "MOAR METAL GEER SOLIT ON DA TREESIKSTEE?"
In before anyone will say: "MOAR METAL GEER SOLIT ON DA TREESIKSTEE?"
Posted: Jul 21st 2009 11:21PM (Unverified) said
Oh I can what's next, someone saying that's impossible, then someone will bring up Raiden game for the 360, then will hear something about a game about a non important character, then someone will defend Raiden bah blah blah BLAH!
I CAN'T TAKE IT ANY MORE!!!
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I CAN'T TAKE IT ANY MORE!!!
Posted: Jul 21st 2009 11:28PM MystileArmor said
Hey Arch, google "fat Megan Fox bathwater" haha.
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Posted: Jul 21st 2009 11:50PM (Unverified) said
Well it depends on how you type it, if you type it with the quotation marks, you get the post with Mystile and the Bathwater comment. Without said quotation marks, you get a lot of articles with people saying they don't mind drinking Megan Fox's bathwater, making Mystile not the only perv out there....
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Posted: Jul 21st 2009 11:18PM (Unverified) said
Sweet?
Posted: Jul 22nd 2009 3:42AM DeepFriedSushi said
GFxtech for menus
Havok physics for object collision
Euphoria for collision animation
HavokAI for object scripting
Unreal3 for graphics
hehe
Reply
Havok physics for object collision
Euphoria for collision animation
HavokAI for object scripting
Unreal3 for graphics
hehe
Posted: Jul 21st 2009 11:19PM Angry Alex said
So Microsoft Game Studios had to license some kind of Flash runtime to do their menus? This is the best they can do? That's not innovation, that's just giving up. Good choice of technology, there, since Flash is so well known for its performance.
Oh, wait.
Oh, wait.
Posted: Jul 21st 2009 11:25PM The Aquacharger said
Nice Southpark then stolen by 4chan reference there.
Posted: Jul 21st 2009 11:55PM MattF said
Crysis had a fast and very cool-looking menu so this sounds good to me.
Posted: Jul 22nd 2009 12:07AM einhanderkiller said
Yeah, I really liked how it was vector-based so that things didn't look low-res and jaggy when you bumped up the resolution. Team Fortress 2 does something similar, I think. The interface is 3D and they use a shader to make the edges smooth while scaling with resolution.
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Posted: Jul 21st 2009 11:57PM spin cycle said
I believe this was used in Ratchet and Clank Future also.
Posted: Jul 22nd 2009 12:08AM (Unverified) said
As a vector artist, this is actually something I'm really pumped about. So, to give a better example, you know when you play a game at a really high resolution the game looks good, but the HUD is super blurry and stretched out? This eliminates the raster problem for elements that don't scale well.
It's a genius solution that few games have done well. Generally, they make a font, which is vector data, and use that. Only, the font is static. This can be moving, etc.
It's not really BIG news, but it is news for artists who work with stuff and notice it in every video game that they play.
It's a genius solution that few games have done well. Generally, they make a font, which is vector data, and use that. Only, the font is static. This can be moving, etc.
It's not really BIG news, but it is news for artists who work with stuff and notice it in every video game that they play.
Posted: Jul 22nd 2009 2:12AM (Unverified) said
That's a loooot of Adobe product. Taking bets that the next revision supports Silverlight instea^H^H^H^H addition to Flash. (Doubtless MS uses Photoshop etc., I know.)
Posted: Jul 22nd 2009 4:26AM FAP FAP FAP said
haha, great picture.
Posted: Jul 22nd 2009 7:46AM falcomadol said
That's weird. Microsoft has Silverlight for exactly this purpose (and YES, Silverlight is already scheduled to be part of the dashboard this year, but I'm not sure if it's in the update in the next couple weeks or if it's the one later in the fall).
Posted: Jul 22nd 2009 8:19AM (Unverified) said
Is this newsworthy? Seems like something developers like Insomniac have been using for ages already
Posted: Jul 22nd 2009 9:30AM (Unverified) said
This IS news because it's announcing Microsoft will be making this a standard across all Microsoft Game Studios games.
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Posted: Aug 10th 2009 7:36AM (Unverified) said
We hope that this will allow game developers to focus on building gameplay rather than coding interface elements or developing custom tools this will wil give a rapid progress to the gaming industry as it is a part of this family............
http://www.electrocomputerwarehouse.com
http://www.electrocomputerwarehouse.com
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