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Ubisoft Uses Havok Behavior For Six Flags Fun Park

Claiming that its game character production schedules were sped up "ten-fold," Ubisoft announced it licensed Havok Behavior for the Wii game Six Flags Fun Park.

April 1, 2009

1 Min Read
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Claiming that its game character production schedules were sped up "ten-fold," Ubisoft announced it licensed Havok Behavior for the Wii game Six Flags Fun Park. Known primarily for its physics middleware, Havok also develops software for other areas of game production; Havok Behavior contains a suite of character performance tools and a run-time SDK for artists and programmers. "The Havok Behavior tool provided the Six Flags Fun Park development team an opportunity to be creative while simultaneously streamlining the overall production process," Lewis Peterson, CEO of developer 7 Studios. Havok says its solution is the first to provide a unified authoring environment with an SDK combining physics, procedural and blended animation, and support for more traditional animation. Said Havok product management VP Jeff Yates, "The Havok Behavior Tool accelerates interactive character development by giving animators, designers, and programmers a visual, flexible character development pipeline into the game, where animations and in-game behavior can be previewed and tuned for the widest range of PC and console platforms."

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2009
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