Welcome to CO3DEX: Technical Art & Real-Time Rendering

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Welcome to the Co3deX

Hello and welcome to the Open 3D Engine CO3DEX, a blog of my Journey’s in Real-time 3D Graphics and Technical Art. My name is Jonny Galloway, I work for @AWSCloud & my opinions are my own. The Open 3D Engine (O3DE.org) is an Apache 2.0-licensed multi-platform 3D engine that enables developers and content creators to build AAA games, cinema-quality 3D worlds, and high-fidelity simulations without any fees or commercial obligations. GitHub - o3de/o3de: Open 3D Engine (O3DE)

What is the Co3deX?

Well first of all, I just thought it would be a clever name.

    o3de = Open 3D Engine

    codex

    noun

  1. an ancient manuscript text in book form.

    • an official list of medicines, chemicals, etc.

Thus the c+o3de+x = co3dex is born. This co3dex documents many talents, spells, magic items, potions and equipment that determines to help users and the community get the best out of using O3DE to create experiences across many verticals … including VFX, Virtual Production, Game Development, Digital Twins and more.

Basically, I have a pretty deep understanding of the engine capabilities, as well as knowledge of more advanced workflows. These concepts often may not be well covered in the component documentation itself, or my not have tutorials written for them either. And sometimes, I want to cover the more abstract aspects or concepts themselves (why something is important, or why it was implemented that way, or how it actually works.) So, I wanted something like a blog so that I could teach people and do some knowledge transfer.

Extending on that, at work I am part of a team of talented Design Technologists, who all have experience in varying degrees of 3d design experience, and technical art backgrounds, in video games, vr, vfx, etc. We build things using the engine, editor and digital content creation (dcc) tool ecosystem, and have experience with technical art, python, ux prototyping and such. We also take active roles in the in ideating and building of entire workflows and pipelines used by other creatives. And we also serve as a fundamental bridge between product and engineering. So I often also think of my team as a codex resource of sorts…

Through that lens, we are the ‘Creative Opulence and Design EXperience’ group, working towards ‘Innovative First’ thinking and ‘Creative First’ excellence. We dream, we experiment, and we prototype. We often dogfood the customer experience of building experiences utilizing Amazon technologies using solutions like ‘Open 3D Engine’ (O3DE), and we use this experience to influence and improve the product design, feature set, tools and end-to-end workflows (in a systems cross-cutting manner.)

O3DE as a feature set is huge, there are many teams and always many things in flight. A lot of the foundation and core needs of actual shipping games cover cross-domain and cross-functional workflows and integrations across systems, not just the basic usage for a component. I want to help users understand how to better build experiences of many varieties Digital Twins, Automotive Car Configurators, Short Films, Video Games and more…

So there you go, the first post is live. More to come.

[EDIT] This Blog is considered personal use, I will not be formally discussing AWS and or Amazon strategic business. I will be talking to my own personal experience, and focus more on general topics such as Technical Art, developing free and open source software (FOSS), and other things related to video game development (and other verticals.)

import logging as _logging
_MODULENAME = 'co3dex'
_LOGGER = _logging.getLogger(_MODULENAME)
_LOGGER.info(f'Initializing: {_MODULENAME} ... Hello World!')



Disclaimer: Views expressed are my own. All opinions are my own. The opinions expressed here belong solely to myself, and do not reflect the views of my current employer Sony Interactive Entertainment (SIE), any previous employers including AWS/Amazon, the Open 3D Foundation, or their parent the Linux Foundation. I am bound by NDAs with my current and previous employers and am not authorized to speak on their behalf. If you are a reporter or news outlet seeking official statements, please contact the respective company's PR department (I will not reply to such requests).

License: For terms please see the LICENSE*.TXT file at the root of this distribution.

// Copyright HogJonny-AMZN. or his affiliates. All Rights Reserved.

// SPDX-License-Identifier: CC-BY-4.0


About Jonny Galloway
Jonny Galloway

Howdy I am HogJonny, a Sr. Design Technologist with AWS, working on technical art for Open 3D Engine.

Email : AMA_HogJonny@co3dex.com

Website : http://jonathankimballgalloway.me

About Jonny Galloway (HogJonny)

I'm a polymath technical art leader who bridges art, tools, engine, and product. Principal Technical Artist at Bluepoint Games (Sony/PlayStation) with 30+ years in AAA game development, specializing in real-time rendering, Python tooling, procedural world-building, and performance optimization.

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