UbiArt Framework

From Wikipedia, the free encyclopedia
Jump to navigation Jump to search
UbiArt Framework
UbiArt Framework.jpg
Developer(s)Ubisoft Montpellier
Initial release2010
Written inC++
Operating systemCross-platform
TypeGame engine
LicenseProprietary

UbiArt Framework is a 2.5D video game engine developed by Ubisoft Montpellier. Its function is to organize 2D animated vector graphics[1] into a playable video game without extensive coding.[2]

History[edit]

In 2010, Ubisoft announced Rayman Origins, first an episodic video game designed by Michel Ancel and developed by a small team of five people, but it was announced that it transformed into a full game. The title uses the UbiArt Framework developed by Ubisoft Montpellier and Ancel. UbiArt is a developer platform that allows artists and animators to easily create content and use it in an interactive environment.[3] The engine is optimized for HD resolutions and is capable of running games at 60 frames per second in resolutions exceeding 1080p.

Ancel has expressed his desire for the framework to be available for anybody to develop games with.[4] However, no public release or licensing option has been made available.

On April 9, 2019 in an interview with IGN,[5] Yves explained why the engine was not being used as initially planned and explains that the "tools were difficult to use". The plan was to distribute the engine to other studios with Guillemot saying "at one point we wanted to give them to everybody [in Ubisoft].” However, they decided not to as they wanted to “spend a lot of time with a lot of people to actually help people to use it.” But the engine is not abandoned as Guillemot explained “It’s still there, and you will see other things using it, but it’s not as predominant as it used to be”, meaning the engine hasn't been forgotten.[6]

Games developed by UbiArt Framework[edit]

Year Title Platform(s)
PS3 PSVita PS4 Wii 3DS Wii U NS Win X360 XONE IOS Android OS X tvOS
2011 Rayman Origins Yes Yes No Yes Yes No No Yes Yes No No No Yes No
2011 Rayman: Slap, Flap and Go! No No No No No No No Yes No No No No No No
2012 Rayman Jungle Run No No No No No No No Yes No No Yes Yes No No
2013 Rayman Legends Challenge App No No No No No Yes No No No No No No No No
2013 Rayman Legends Yes Yes Yes No No Yes Yes Yes Yes Yes No No No No
2013 Rayman Fiesta Run No No No No No No No Yes No No Yes Yes No No
2014 Child of Light Yes Yes Yes No No Yes Yes Yes Yes Yes No No No No
2014 Valiant Hearts: The Great War Yes No Yes No No No Yes Yes Yes Yes Yes Yes No No
2015 Gravity Falls: Legend of the Gnome Gemulets No No No No Yes No No No No No No No No No
2015 Rayman Adventures No No No No No No No No No No Yes Yes No Yes
2019 Rayman Mini No No No No No No No No No No Yes No Yes No

References[edit]

  1. ^ "How to create an animation in UBIart Framework". www.ubi.com. June 7, 2010. Retrieved July 22, 2014.
  2. ^ William Audureau (September 23, 2013). "UbiArt Framework: small tool up and up ..." www.gamekult.com (in French). Retrieved July 22, 2014.
  3. ^ How do you create an animation in UBIart Framework?, UBIart
  4. ^ [1]
  5. ^ IGN (2019-04-09), Ubisoft CEO Yves Guillemot Discusses Company's Past, Present, & Next-Gen Future - IGN Unfiltered #41, retrieved 2019-06-03
  6. ^ "Ubisoft Boss explains why we haven't seen any UbiArt games lately". Critical Hit. 2019-04-11. Retrieved 2019-06-03.