We talked [on ATV] about having to update the metrics for the interactive usable props. We've been in development for some time now. Why are metrics changing now? Why do metrics continuously change throughout development?
TL;DRMetrics are being turned into proper in-engine templates, replacing wiki screenshots, so other departments can drop in props with the technical setup already working, making content creation more scalable.
I think metrics is a really hot topic, at least from the internal side of things, for the fact that they touch so many different elements of the game. Like you say, we've been in development a while. We've got a whole plethora of assets, and we also have a lot of performance capture and animation stuff that we need to retain as much of that on-set acting as we can and get that into game. And obviously because our props can be used across lots of different environments, lots of different areas of the game, it's really important that everything works together. We're not going back and going, oh, okay, this metric isn't quite right anymore and this, that and the other. But what we are doing is, because we're in a position where we have this new functionality and we can feel confident making metric templates... Before, we just had screenshots on a wiki page that laid all this stuff out, and it wasn't particularly user-friendly. It wasn't always the clearest as to what the images were actually trying to tell you. So we're making an effort now to actually take that information and create proper in-engine templates that have all the functionality that we want to have, all the performance capture plugged in, and having that all tied up into one thing that is in-engine, it's in 3ds Max, our content creation tool, and it's also documented. So it means that if another department that might not normally make beds needs to come in and make beds, we can go, oh, here you go. Just drop this into your scene. And all they need to worry about is iterating on the art. And they know that all the technical side of things, all the helpers, all the naming conventions, all the dimensions is all just going to work. And it's one of those things that you do once, you're done, and it works. Again, it goes down to scalability, and we want to be able to get through the content quicker and not have to worry about the more technical side of things. Now we are in a position to do that.