WikiProject Video games | (Rated Stub-class, Low-importance) | ||||||||||||||||
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Jul 14, 2011 Rayman Creator Michel Ancel has expressed that he'd like the UbiArt framework used within Rayman Origins to be released as open-source to other developers. “UbiArt has been built to be shared,” Ancel told Develop. “It won’t be like other games technologies, which are often just locked away. Rayman Jungle Run APK on PC Download and Install. Download “Rayman Jungle Run” and you can install it on both your Android device and PC.Android device installation is very simple, just go to any third party APK provider and Download the APK and Simply Tap it to install and as for the PC version, you will be needing an emulator.
History Section Modifications[edit]
I checked out the Rayman Origins' description of the UbiArt Engine, and I think that it can be nice if we bring some of the content over to this page. Any other thoughts on improving this page? Zamaster4536 (talk) 14:21, 14 October 2015 (UTC)
That will work.(Crazybob2014 (talk) 18:55, 2 November 2015 (UTC))
improve this article[edit]
Guys. As we know this article is outdated so i want everyone to improve it and make it just right. CB2014 20:00, 13 November 2015 (UTC)
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Talk:UbiArt_Framework&oldid=690500038'
Developer(s) | Ubisoft Montpellier |
---|---|
Initial release | 2010 |
Written in | C++ |
Operating system | Cross-platform |
Type | Game engine |
License | Proprietary |
UbiArt Framework is a 2.5Dvideo 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.
![Framework Framework](http://downloadgamestorrents.com/wp-content/uploads/2013/07/Rayman-Legends-PS3.jpg)
In April 9 with 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) | ||||||||||||||
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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]
![Montpellier Montpellier](http://i1.ytimg.com/vi/y-chi097uV4/hqdefault.jpg)
- ^'How to create an animation in UBIart Framework'. www.ubi.com. June 7, 2010. Retrieved July 22, 2014.
- ^William Audureau (September 23, 2013). 'UbiArt Framework: small tool up and up ...'www.gamekult.com (in French). Retrieved July 22, 2014.
- ^How do you create an animation in UBIart Framework?, UBIart
- ^[1]
- ^IGN (2019-04-09), Ubisoft CEO Yves Guillemot Discusses Company's Past, Present, & Next-Gen Future - IGN Unfiltered #41, retrieved 2019-06-03
- ^'Ubisoft Boss explains why we haven't seen any UbiArt games lately'. Critical Hit. 2019-04-11. Retrieved 2019-06-03.
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