Anda di halaman 1dari 52

CONTENTS.

1110
VOLUME 17 NUMBER 10
D E PA R T M E N T S

2 GAME PLAN By Brandon Sheffield [EDITORIAL]


POSTMORTEM Move Back to Kinect

26 UBISOFT MONTREAL'S SPLINTER CELL CONVICTION 4 HEADS UP DISPLAY [NEWS]


Moving SPLINTER CELL's trademark stealth-based game play in an IGDA Leadership Forum, the Automatypewriter, and Bunten papers
action oriented direction without undermining the series was a tricky archived.
problem for Ubisoft Montreal. The original game design for CONVICTION
was radically different from the franchise's traditional mechanics and 6 2010 FRONT LINE AWARD FINALISTS [NEWS]
necessitated a mid-development reboot. Fortunately, clear direction The Award Finalists for Art, Audio, Game Engine, Middleware,
and a well-tuned production pipeline kept the team from being Networking, and Production/Programming tools.
knocked off balance by the shift.
By Patrick Redding, Alex Parizeau, and Maxime Beland 33 TOOL BOX By Tom Carroll [REVIEW]
Autodesk 3ds Max 2011
F E AT U R E S
36 PIXEL PUSHER By Steve Theodore [ART]
9 FRAGGED The Balkans
Big explosions with lots of fragmentation and debris are a video game
mainstay. But making them look convincingly unique is a tedious 38 THE INNER PRODUCT By Giacomino Veltri [PROGRAMMING]
process for artists. Here, the authors describe a procedural technique Game Configuration at Crystal Lake
for automatically generating fragmented meshes that can save both
time and sanity. 41 AURAL FIXATION By Jesse Harlin [SOUND]
By Robert Perry and Peter Wilkins The Weight of Silence

15 FULL REACTIVE EYES ENTERTAINMENT 42 DESIGN OF THE TIMES By Soren Johnson [DESIGN]
Are the now-ubiquitous Quick Time Events in games a lazy way to Stop Making Sense
keep players mashing buttons? Or, are they broadening the range of
expression for game designers? Using examples from the past and 44 GOOD JOB! [CAREER]
present, this article looks to the future of QTEs. Bradley Johnson Q&A, who went where, and new studios.
By Tim Rogers
45 EYE ON GDC [GDC]
22 ELECTRIC EYE Independent Games Festival news and IGF China finalists.
Kinect and Move have arrived, and with them comes a growing interest
in augmented reality. In this article, César Botana guides you step by 46 EDUCATED PLAY By Jeffrey Fleming [EDUC ATION]
step through the basics of the OpenCV library, an essential tool for pat- David Arenou’s IMMERSIVE RAIL SHOOTER.
tern recognition in augmented reality games. Also covered is placement
of 3D objects in game worlds based on these patterns' orientations. 48 ARRESTED DEVELOPMENT By Matthew Wasteland [HUMOR]
By César Botana Our Last, Best Hope

WWW.GDMAG.COM 1
GAME PLAN // BRANDON SHEFFIELD www.gdmag.com
Think Services, 600 Harrison St., 6th Fl.,
San Francisco, CA 94107
t: 415.947.6000 f: 415.947.6090

MOVE BACK TO KINECT SUBSCRIPTION SERVICES


FOR INFORMATION, ORDER QUESTIONS, AND
ADDRESS CHANGES
ARE THE NEW MOTION SYSTEMS INFLUENCING THEIR DEMOGRAPHIC BY PROXIMITY? t: 800.250.2429 f: 847.763.9606
e: gamedeveloper@halldata.com

FOR DIGITAL SUBSCRIPTION INFORMATION


NOW THAT BOTH SONY’S MOVE AND MICROSOFT’S or a bow, so holding a physical object—the wand— www.gdmag.com/digital
Kinect have hit the market, we can take full stock of makes you feel connected to the world. With Kinect,
the new kids on the motion control block. Where Move steering a car or holding a bat feels bizarre, because EDITORIAL
goes for a “Wii plus camera plus greater precision” you don’t have an actual “prop.” Whereas with PUBLISHER
setup, Kinect hopes to make your body the controller. KINECTIMALS, the feedback was very positive, here it’s Simon Carless l scarless@gdmag.com
It’s no secret to anyone that these technologies much more difficult to feel connected to your actions, EDITOR-IN-CHIEF
Brandon Sheffield l bsheffield@gdmag.com
are spurred on by the success of Nintendo’s Wii. If because in reality these actions would center around PRODUCTION EDITOR
the drive to create the technology wasn’t necessarily a physical object. Pantomiming them doesn’t cut it. Jeffrey Fleming l jfleming@gdmag.com
Nintendo-inspired, the desire to release it with such It’s clear that each solution has its strengths, and ART DIRECTOR
pomp and circumstance certainly was. areas in which it excels. But what I’m seeing right now Joseph Mitch l jmitch@gdmag.com
PRODUCTION INTERN
Both companies have tried to get a drink of is some strong me-too-ism. The first titles offered on Tom Curtis
Nintendo's milkshake in slightly different ways. Each both consoles are very much in the vein of Nintendo’s CONTRIBUTING EDITORS
platform lends itself to a different experience, but biggest titles for the Wii, or the third party successes, Jesse Harlin
Steve Theodore
both companies have unfortunately gone straight for regardless of whether it fits the system. The dance, Giacomino Veltri
the Nintendo-alikes. exercise, minigame, and pets genres are all well Soren Johnson
represented, and I guess that’s a start. But to really Damion Schubert
ADVISORY BOARD
KING OF THE ME TOOS succeed here, developers are going to have to figure out Hal Barwood Designer-at-Large
» Many developers have played with either or how to maximize the unique qualities of these systems. Mick West Independent
Brad Bulkley Neversoft
both systems by now, but for those who haven’t, I’ll Clinton Keith Independent
explain a bit. The Move uses a camera to identify your THE PROXIMITY PROBLEM Brenda Brathwaite Lolapps
movements (in a 2D sense), and also to put you “in the » One similarity between Move and Kinect, which Bijan Forutanpour Sony Online Entertainment
Mark DeLoura Google
game” at times, like the EyeToy before it. It uses wands differentiate both from the Wii, is that they use Carey Chico Independent
to interact with objects and avatars on the screen, using cameras. It’s interesting technology, but also
both motion control and buttons simultaneously. represents a curious limiting factor. ADVERTISING SALES
With the Kinect, there are no buttons, just body In order to get Move or Kinect to recognize you GLOBAL SALES DIRECTOR
(especially hand) recognition through the 3D camera. correctly, you’ve got to be about seven-to-eight feet Aaron Murawski e: amurawski@think-services.com
Menus are navigated and confirmed through swipes, away from your television. You also need to have a t: 415.947.6227
MEDIA ACCOUNT MANAGER
and holding your hand over an on-screen button for clear, unobstructed view, meaning you’ve got to move John Malik Watson e: jmwatson@think-services.com
a certain amount of time. In-game actions are all the coffee table or ottoman. t: 415.947.6224
performed with your body, and an avatar usually I live in an urban environment, as many game GLOBAL ACCOUNT MANAGER, RECRUITMENT
Gina Gross e: ggross@think-services.com
does its best to mimic your movements. developers do. I also am not the richest human being t: 415.947.6241
These setups each lend themselves more on the planet. With that combination, getting seven feet GLOBAL ACCOUNT MANAGER, EDUCATION
naturally to certain kinds of activities, and less well from my television is a bit of a challenge. I don’t have a Rafael Vallin e: rvallin@think-services.com
t: 415.947.6223
to others. Let’s look at two genres—pets, and sports. whole lot of space to move things around, and I really
In the pets genre, Move has EYEPET, and Kinect don’t want to move my couch every time I play a game.
has KINECTIMALS. In both, you’re supposed to be As the online space has taught us, any barrier to ADVERTISING PRODUCTION
interacting directly with a little pet character. For the entry significantly limits your audience. So instead PRODUCTION MANAGER
Pete C. Scibilia e: peter.scibilia@ubm.com
Move, it’s a bit odd, because not only are you holding of potential players being those who own a Xbox 360 t: 516-562-5134
this wand in order to interact with the pet most of the or PS3 and can afford a Kinect or Move (or buy the
time, your legs are physically in the picture, brought whole package if they have neither), layered into who REPRINTS
in-game by the camera. This creates an illusion that actually wants the device, now you have the added WRIGHT'S MEDIA
you could reach down and grab the pet, but of course element of “can it function in my home?” That’s a big Ryan Pratt e: rpratt@wrightsreprints.com
you’re always physically behind it in the screen, no deal. At each layer, you lose a portion of your audience. t: 877.652.5295
matter how close you get to the camera. The interface Take the entire nation of Japan, for instance.
doesn’t feel natural, and you don’t feel as connected Very few people live in homes that are large enough AUDIENCE DEVELOPMENT
to your pet, even though it’s visually “in” your space. to accommodate a seven-foot buffer without TYSON ASSOCIATES Elaine Tyson
e: Elaine@Tysonassociates.com
With KINECTIMALS, there’s a clear distance between reconfiguring their entire living space. Urban dwellers
LIST RENTAL Merit Direct LLC
you and the screen—you’re in your living room, and the across the U.S. and Europe face similar issues. t: 914.368.1000
animal lives inside the TV. But it actually works much In the U.S., the persons who will be most able
better, because all your interactions with the animal to use the Move and Kinect live in the suburbs, and
MARKETING
are done via virtual hand avatars that mimic your own or rent entire homes. This, by and large, means
MARKETING COORDINATOR Nahal Agahi
actual hand movements. So it’s much easier to feel like families. Both companies have specifically singled out e: nahal.agahi@ubm.com
you’re really interacting with this little beastie—and the families as the group they want to market their new
minigames (for the most part) also take this interface devices toward, but due to the space requirements,
into account. In this camp, the Kinect wins. they may accidentally be ensuring that those are the
Then there’s sports. Here, the Move makes great only people who can play with these technologies.
sense. For many sports you have a bat, or a racket, —Brandon Sheffield

2 GAME DEVELOPER | DECEMBER 2010 WWW.UBM.COM


HEADS-UP DISPLAY

dates circa 1915. The big issue


here is going to be the carriage
return, because on most manual
typewriters you had to do this by
hand. So, I’ve been working on
ways to attach a motor drive to
automate that process. That’s the
biggest change on the horizon,”
Guberman told us.
“I’m swapping out the fishing
line for metal jewelers’ wire, and
I’m changing the structural setup
to make it easier to adjust without
taking the entire thing apart and
putting it back together, a process
that currently takes me about four
hours. All of the mechanics are

ghostwriter
going to be hidden to the user. It’ll
just look like a typewriter sitting on
a desk, that happens to be able to
type by itself,” he said.
While the Automatypewriter is
currently set up to run Zork, other
possibilities exist and Guberman
/// The next time you find yourself When the computer running Zork board, which sends the key press is collaborating with Jim Munroe
lost in a maze of twisty passages, sends out a signal for the typewriter information to the computer. (EvErybody diEs) to create unique
follow the sound of clacking to type a line of text, a connected Guberman wrote a Python script interactive fiction for the machine.
typewriter keys. Interactive text Arduino board uses IC-based shift to handle serial communication to “I’m planning to write it with Inform
adventures are moving off the registers to assign the key presses and from the Arduino board and 7, probably as a z machine file as is
computer screen and into the real to the appropriate solenoid switches. Zork runs in a slightly modified common for text adventures. We’re
world of ink and paper thanks to the When a given solenoid fires, it pulls version of the Rezrov (http:// going to test various approaches
hacking skills of Toronto resident against the fishing line connected edmonson.paunix.org/rezrov) extensively on the platform itself
Jonathan Guberman. Currently to a key, resulting in a letter being Infocom game interpreter. rather than assume we know what
in prototype phase, Guberman’s typed. A bit of timing correction on An important design will work,” Munroe said.
Automatypewriter uses a modified the computer side ensures that goal on the project has been To see the Automatypewriter in
electric typewriter to output text the automatic typing follows a Guberman’s desire to implement action visit Jonathan Guberman’s
from Zork in real time, as well as natural, human-like rhythm. the Automatypewriter’s controls blog at http://upnotnorth.net/
pass typed commands from the Because the Automatypewriter without significantly altering the projects/typewriter. Also check
user back to the program. is designed for playing Zork in real host typewriter’s mechanics—a out Site 3 coLaboratory (http://
Working as a kind of electro- time, resistors positioned under constraint that will allow him to site3.ca) and Hacklab.TO (http://
mechanical puppet, each of each key of the typewriter can use a variety of antique typewriter hacklab.to) to see what interesting
the electric typewriter’s keys is detect commands typed in by the models. “Now that I have it working new projects Toronto’s vibrant
connected via a network of fishing user. Signals are passed through successfully, I’ve invested in maker community is brewing up.
line to banks of solenoid switches. shift registers back to the Arduino an Oliver No. 9 typewriter that —Jeffrey Fleming

m.u.l.e. papers donated


/// The International Center for the History of Video Games (ICHEG) at the Strong National Museum of Play in New York has obtained
a collection of notes and papers documenting the career of gaming industry pioneer Dani Bunten Berry (Dan Bunten).
Bunten, a Hall of Fame inductee at the Academy of Interactive Arts & Sciences, created the landmark
multiplayer strategy title M.U.L.E. for computer platforms in 1983. Bunten was also involved in the development
of titles such as robot rascals, HEart of africa, and cartEls & cuttHroats.
Bunten’s children donated the papers to ICHEG and they have formed a company called Ozark Softscape
(www.ozarksoftscape.com) that is dedicated to Bunten’s legacy.
“It is a privilege to have our dad’s work at a place that truly understands what ‘play’ is all about and our dad
would be humbled and honored,” said Bunten’s daughter, Melanie Bunten Stark.
The Bunten donation follows ICHEG’s recent acquisition of a collection of personal notes belonging to simcity creator Will Wright.
ICHEG plans to display both collections at Strong’s upcoming eGameRevolution interactive exhibit (www.icheg.org).
—Danny Cowan

4 gAmE DEvELoPEr | DEcEmbEr 2010


notes from the igda leadership forum
The annual IGDA Leadership forum was held this past November in Burlingame,
California. Here are some of the highlights from talks given at the two-day event.
(On Smart management) experience, the best possible “If I were to leave you with all custom Scrum tools he’s player experience, to see your
/// Laura Fryer (WB Games graphics,” they ignored the no other thing than this—when tried for one reason or another. friends’ best shots, their best
Seattle): Many leaders will immediate for the long term, all of this logic brings you to While Scrum is full of scores,” said Vechey.
throw their team under a bus he said. an obstacle, that is not the process, the “secret,” he said,
in order to save themselves. Companies that invest moment to be stopped by logic, is that “it’s all about talking out (iF yOu Want tO DeSign
They hide information more in R&D have better that is the moment to be seized loud. All of the trappings, what gameS, yOu ShOulDn’t Be
because they’re afraid of margins than those who by inspiration,” said Daglow. they have in common, are an executive)
telling their team the truth. spend less, he says, which that they foster conversation /// Danny Bilson (THQ):
By way of example, Fryer makes sense. But there’s no (On the agile Way) between people who know Ultimately, money-wise you
discussed when she was actual correlation between /// Kim Sellentin (Sega what they’re talking about.” are a bit beholden to your
working on the Xbox 360 that spend and the overall Studios Australia) and Ike stockholders, he admitted.
while in her former position at success, based on actual Ellis (Zynga East): “Agile is (On SOcial gaming) “But there’s only one way
Microsoft Game Studios. Epic data. “We’ve seen games thatactually a mindset and an /// John Vechey (PopCap): that I know of to make the
Games founder Tim Sweeney come out and are based on approach to leadership,” While the era of “cheap, stock go up,” he said. “It’s to
came up and said, “You have some new tech feature, and said Sellentin. The project free, easy traffic” is gone, make a great game. What is
to add more memory to the it’s really cool ... for about
leaders learn how to listen to Vechey says the item-buy your customer responding
box.” It was a labyrinthine 10 minutes,” said Parsons. the team’s needs, becoming business model was “first to? This gets lost in all kinds
structure at Microsoft, so “Because if they let the “servant leaders”, and that’s really accepted in a broad of nonsense.”
it was hard to know who technology drive the game, important to the project. way in Western markets” Games have to be led by
actually makes the choices. At and not the gameplay drive Scrum also opens up thanks to Facebook. And the creative. “I don’t really believe
Microsoft, they call it “walking the game,” then nobody cares.
members of the team to Social Graph, “the ease of in collaborative art. But
the dog”—you walk around, autonomy, and, Sellentin said, interacting with your friends” people say ‘well we’ve got 200
try to figure out who can help, (On FinDing inSpiratiOn) “there is so much leadership is tremendously relevant. people!’ There has to be one
and find out who knows about /// Don Daglow (Stormfront on your teams and you just “If you take advantage of vision though, and it has to
the problem you’re having. Studios): “If I pick one thing don’t know it yet.” the Social Graph, then every be communicated to all those
People weren’t happy people have said to me—by “When you’re starting single game will be made people. All those people have
to talk about it, and it was very famous game designers, off with Scrum you’re better,” said Vechey. Take, for the ability to create within
"definitely a case of the highly respected people—it’s, going to run into a lot of example, miNecraFt, “It may their disciplines.”
messenger repeatedly being ‘I have to stop beating myself misconceptions about be one of the most important “There was this gag in
killed,” Fryer said. “I had one up about ideas that don’t what you’re doing. One of games of the decade. the past, where marketing
executive say this was a big work,’ or ‘I have to stop talking these is that scrum brings miNecraFt would be better if would make a forecast,” he
CLM (career limiting move) myself out of good ideas'," unmanaged chaos. This is it had the Social Graph inside said. “The forecast would
and I should just stow it. I said I
said Daglow. really off-base,” said Ellis. of it. I don’t fault them for not dictate the budget. And the
didn’t think I was going to have He has heard many “You’ll know what people doing this, they’re indies. budget dictates the features
a career if the Xbox 360 failed,people say “I’m having are doing at a good level of WorlD oF WarcraFt would be and what you can do in the
and I thought it was going to internal dialogue with myself detail and, more importantly, better with the Social Graph game. So they can change the
fail if we didn’t get more RAM!”and I’m talking myself out the people doing the work will from Facebook.” forecast to manipulate what
of stuff.” know what they’re supposed That’s because interacting they want. Why are the non-
(On managing r&D) “It’s so easy to have to be doing.” However, it does with your friends through artists in charge of the art?
/// Lucien Parsons (4mm a self-defeating dialogue. create more management games makes them more fun. Makes no sense to me.”
Games): 3D Realms Deeply respected game overhead—the producer Vechey recounted how he “I don’t think games
announced Duke Nukem designers whose names are has to be totally aware of all didn’t realize his friend was should be directed from
Forever in 1997. “They’d famous are having these tasks and progress on all playing leaGue oF leGeNDs for corporate in any way,” he
blown away the competition same conversations.” tasks, for which Ellis relies on months because of the lack of concluded. “If you want
with Duke Nukem, and they “Freeing the mad an Excel spreadsheet. Social Graph interaction, and to design the game, you
wanted to do it again!” Parsons scientist in you is when you “I’ve tried a bunch of when he did, he felt cheated should get in the studio. You
said. But they kept trying to get the good moment that is things for a backlog, but I out of fun experiences playing shouldn’t be in the corporate
leapfrog the competition, any not on the chart. That’s when always come back to Excel.” together he could have had. headquarters, and you
time something new came you get Guitar Hero, WorlD oF With the help of version control “PeGGle would be better shouldn’t be an executive.”
out. “By focusing on always WarcraFt, games that change and some macros, it is the with the Social Graph, even if —Brandon Sheffield
trying to get the best possible the rules.” best tool—he totally dislikes you play through the single and Christian Nutt

cOrrectiOn: In last month's "Game Developer 50" we incorrectly attributed the art direction for Volition's reD FactioN Guerrilla.
Jasen Whiteside is in fact the art director for the game and we deeply regret the error.

www.gdmag.com 5
We're proud to announce the finalists for the 13th annual Game Developer Front Line awards—the essential awards
for tools and software that make the world's leading games possible—in the following categories: Art, Audio, Engines,
Middleware, Networking, and Programming/Production. In determining the winners of the 2010 awards we went
through a multistep process. Open nominations were held in October for software that had been released or had been
updated between September 2009 and August 2010. From that list we consulted with our advisory board to narrow
the results down to five entries in each category. We then handed the nominees to over to you, the readers of Game
Developer, via an online survey in November, so that you could have a voice in picking the recipients of the Front
Line Awards. As this issue goes to press, we’re compiling the results, and in our January 2011 issue we’ll reveal the
winners. We’ll also be inducting one special game development tool into the Hall of Fame that has been of enduring
importance to the development community. Because the editors of Game Developer decide the Hall of Fame winner, it
is not eligible in the regular categories.
Art a node-based authoring concept to production for digital audio workstations Game Engine
environment to quickly within ZBrush itself. with a range of options
generate complex texture that allow users to easily
Photoshop CS5 files. The resulting textures Audio manipulate complex audio CryEngine 3
ADOBE SYSTEMS are resolution independent via touch screen. CRYTEK
www.adobe.com and can be dynamically http://mycryengine.com
/// With its broad feature altered at any point in the FMOD Designer 4.32 ProTools 8.0.4 Crytek’s CryEngine 3 will
set and overall flexibility, art pipeline including at FIRELIGHT TECHNOLOGIES AVID TECHNOLOGY power the studio’s upcoming
Adobe Photoshop CS5 runtime with the addition www.fmod.org www.avid.com CRYSIS 2, and is available to
improves upon the of Substance Air. /// FMOD Designer offers /// The ProTools music and license not only for game
established Photoshop a suite of options to help audio production software development, but also for
suite by adding features Autodesk Softimage create high quality game has become practically interactive simulation and
that include the content- 2011 audio. The software is fully an industry standard for education software. The
aware fill, HDR imaging, AUTODESK integrated into several recording and editing audio. multiplatform engine allows
and puppet warp to supply http://usa.autodesk.com popular game engines, It features a complete for real time editing of
artists with even more /// Softimage 2011 helps including Unreal Engine suite of production tools, game environments with its
image manipulation tools. 3D artists create texture 3, Unity, and Scaleform, including automatic delay Sandbox technology.
maps, and features and allows bulk editing of compensation, and allows
Autodesk 3ds Max a texture sequencer multiple sound files at once. users to open projects Gamebryo Lightspeed
2011 that allows users to created in other video or 3.1.1
AUTODESK manipulate bitmaps, vector Miles Sound System 8 audio editing software, EMERGENT GAME
http://usa.autodesk.com graphics, and procedural RAD GAME TOOLS offering high flexibility. TECHNOLOGIES
/// The popular 3ds MAX elements to create more www.radgametools.com www.emergent.net
modeling, animation, complex textures. /// The Miles Sound System Wwise 2010.1.2 /// The Gamebryo Lightspeed
and rendering software 8 middleware provides AUDIOKINETIC engine emphasizes rapid
provides a variety of tools ZBrush 4.0 a versatile package that www.audiokinetic.com prototyping, iteration, and
for artists, with the latest PIXOLOGIC supports many types /// Audiokinetic’s Wwise real time updates, enabling
version adding a node- www.pixologic.com of audio files and runs audio pipeline allows developers to quickly put
based material editor, HDR- /// ZBrush is a digital on nearly all available sound designers and audio together playable content
capable compositing tools, sculpting and painting platforms. RAD game programmers to prototype so teams can build upon
and other features to help program that features an tools prides itself on the projects quickly, and is their own work throughout
accelerate modeling and interface that is more akin software’s stability and integrated into many the development cycle.
texturing tasks. to sculpting than other 3D speed across all types of current game engines. Its
modeling software, allowing hardware. latest version includes Unity 3
Substance Designer 1 artists to create assets side-chaining for automatic UNITY TECHNOLOGIES
ALLEGORITHMIC without getting bogged ProRemote 2.0.1 volume adjustment and http://unity3d.com
www.allegorithmic.com down by menus and obtuse FAR OUT LABS convolution reverb to /// Unity Technologies’ Unity
/// Allegorithmic’s options. The latest release www.folabs.com simulate the way sound 3 game engine has been
Substance Designer is aims to provide more /// Available for iOS devices, reverberates in an enclosed engineered from the ground
a procedural texture features that allow artists ProRemote provides 32 space, along with a host of up to provide an integrated
creation tool that uses to bring their models from channels of remote control new effects and options. development framework

6 GAME DEVELOPER | DECEMBER 2010


that features graphical CRAYON PHYSICS DELUXE and XaitControl 3.1 achievements, leaderboards, Graphics Performance
editing and live previews FANTASTIC CONTRAPTION. While XAITMENT as well as features that allow Analyzers 3.0
during runtime. In addition the engine is primarily www.xaitment.com end-users to track their INTEL
to a robust scripting, used for 2D games, it /// The XaitControl tool is friends across a range of http://software.intel.com
programming, debugging, supports shapes including designed to help design supported applications. /// Intel’s Graphics
and optimizing environment, convex polygons and complex and streamlined AI Performance Analyzers are
the engine provides edge shapes, and applies behavior, and lets developers Plus+ a suite of software tools
sophisticated rendering and gravity, friction, and build behavior hierarchies NGMOCO that provide performance
lighting capabilities. resistance to objects. that allow for efficient reuse www.plusplus.com data across different types
of specific behaviors to /// Ngmoco’s Plus+ is a of hardware in order to help
Unreal Engine 3 Havok Physics conserve resources. third party social network developers tailor their games
EPIC GAMES 2010.1.0 for Apps on iOS devices, for the ever-evolving desktop
www.unreal.com HAVOK Networking allowing players to PC and mobile spaces.
/// Epic’s Unreal Engine 3 www.havok.com compete for high scores,
has played a prominent /// Havok Physics has been earn achievements, and Hansoft 6.1
role in multiplatform used in a multitude of titles Facebook SDK broadcast scores on Twitter HANSOFT
development over the past across a wide range of FACEBOOK or Facebook. Users can www.hansoft.se
several years, powering platforms, and has proven http://developers.facebook. also challenge friends and /// Hansoft provides
a range of titles across to be flexible. According to com send push notifications to infrastructure for more
a variety of genres. The Havok, it’s designed “based /// Facebook’s open source challenge other users. efficient development,
engine builds upon previous exclusively on customer SDK allows developers to and supports realtime
iterations of the Unreal requirements.” Havok easily integrate the popular RightScale Cloud reporting, bug tracking,
Engine, and supports Physics can be seen in social networking service Management workload coordination, and
features that include High a number of high-profile into a variety of apps Platform portfolio and document
Dynamic Range lighting, titles including UNCHARTED and games, on platforms RIGHTSCALE management. The software
per-pixel shading, and 2, DEMON’S SOULS, HALO: including mobile devices www.rightscale.com aims to manage the
dynamic shadows. REACH, and JUST CAUSE 2. and Facebook itself. The /// RightScale provides cloud complex elements of game
Facebook SDK encourages management services that development within a single
Vision Engine 8 Scaleform GFx 3.2 social network integration allow developers to scale system to create better
TRINIGY SCALEFORM and allows developers the servers and resources scheduling and productivity.
www.trinigy.net www.scaleform.com relatively easy access to for their online game based
/// Trinigy’s Vision engine /// Scaleform GFx is a Flash- player metrics. on user demand. Developers Perforce 2010.1
emphasizes developer based, vector graphics- can get their game running PERFORCE SOFTWARE
freedom, supporting rendering engine that is GameSpy Technology on the cloud quickly, and www.perforce.com
game development across used for game elements GAMESPY INDUSTRIES can then scale their game to /// Perforce is a scalable
a range of genres and such as UI, HUDs, animated www.poweredbygamepy. optimize running costs. source code management
platforms. The engine textures, and minigames. com system that helps organize
boasts exporters for the Games featuring the /// GameSpy Technology Programming digital assets by storing
latest versions of 3ds Max Scaleform GFx middleware provides several important and Production them on a server and
and Maya, a streamlined include BATMAN: ARKHAM services for online- tracking user activity to
scene editor, and ASYLUM, DRAGON AGE: ORIGINS, enabled games, including help teams easily access
integration with a host of and STARCRAFT II. multiplayer connectivity FlashDevelop 3.2.2 their art assets, code, bug
middleware technologies. via dedicated servers, peer- RTM reports, and more across
Simplygon 2.9 to-peer matchmaking, stat FLASHDEVELOP PROJECT Windows, OS X, and Linux.
Middleware DONYA LABS tracking, and cloud storage www.flashdevelop.org
www.donyalabs.com for user-created content. /// The FlashDevelop open XNA Game Studio 4
/// The Simplygon pipeline source code editor is a free MICROSOFT
Box2D 2.1.0 toolkit aims to automatically OpenFeint 2.6 Microsoft .NET application http://create.msdn.com
BOX2D optimize 3D content by AURORA FEINT that supports ActionScript 2, /// Microsoft’s XNA Game
www.box2d.org automatically creating www.openfeint.com ActionScript 3 & MXML, and Studio 4 allows indie
/// Box2D is an open LODs, meshes, and low-poly /// OpenFeint provides a HaXe, and includes simple developers to easily publish
source physics engine models to help streamline persistent social network integration with Flash and their games on the Xbox
for 2D games, and has the resources used in across a range of Apps on iOS command line compilers. 360 and PC using a simple,
powered titles such as complex game scenes. and Android devices. It offers yet flexible toolset.

WWW.GDMAG.COM 7
ADVERTISEMENT

BYMark Rein
Epic Games, Inc.

NINJA THEORY USES Ninja Theory also wanted to improve on the total length
of gameplay with Enslaved, which is where Unreal Kismet
finishing moves to really show the emotional impact
combat has on Monkey, the main character. It’s more of
UNREAL ENGINE 3 came into play. Ninja Theory’s designers used Kismet’s a cinematic twist on combat mechanics.”
visual scripting tools to build much larger play
TO DOUBLE DOWN environments for players to explore. Kismet also enabled Along the way, the Ninja Theory team was able to connect
with other Unreal licensees through the Unreal Developer
the team to create a wider variety of gameplay across the
ON CREATIVITY greater game length, which Ball said is ultimately the key Network. In fact, Ball says that the extensive community
to keeping the player attached to the story. support has been a strong point of working with UE3.
Coming off the success of their critically acclaimed Other developers were always happy to help with tough
PlayStation 3 action game, Heavenly Sword, the Ninja Theory has built a reputation for creating beauti- questions, and Ball recalls lots of occasions where a techni-
developers at Ninja Theory had a slightly different ful environments – an ability that would be put to the cal query was answered by a studio on the other side of
plan in mind for their next adventure. “With Heavenly test with Enslaved. Enslaved is based on a 400-year-old the world before anyone else even touched it.
Sword, we had developed the engine and toolset Chinese novel called Journey to the West, which is itself
entirely ourselves,” says Mike Ball, co-founder and based on much older folklore. Enslaved brings this The result? One of the freshest, most beautiful games
chief technical officer. “That required a large amount ancient story to a future New York City. To do justice of 2010, boasting longer, more intense gameplay than
of resources, and it would take just as much effort to to this rich source material while bringing it to life in any of Ninja Theory’s previous games. The game was
update the technology, improve the toolset and add a hyper-modern environment, the Ninja Theory team launched in October to wide acclaim.
the new features we needed for our next game.” knew it needed to push its graphics capabilities as far Thanks to Ninja Theory for talking with freelance
as they could go.
Once Ninja Theory decided to go multi-platform with the reporter John Gaudiosi for this story.
new game, Enslaved: Odyssey to the West, they made the Ball says that UE3 gave the artists much more control,
move to Unreal Engine 3. This time around, Ninja Theory and with its advanced production tools the team
had 80 people on hand for the production period, and was able to pack more detail into the environment. Canadian-born Mark
would be able to use all that talent to focus on creativity “This was really important for the portrayal of the Rein is vice president and
rather than engine technology. “Unreal Engine 3 allowed New York we wanted to build,” says Ball. “Through co-founder of Epic Games
us to start iterating on the gameplay much more quickly,” elements of the environment, we wanted the player based in Cary, North
Ball says. “We needed to maximize our production time to experience the story of people in the past, caught in Carolina. Epic’s Unreal
by making sure the team’s workflow was effective, and destruction and trying desperately to escape. Giving Engine 3 has won Game
UE3 was the right choice to do that.” the art team control over shaders and post-processing Developer magazine’s
chains allowed us to set up some beautiful scenes that Best Engine Front Line
Using UE3, the Ninja Theory team was able to improve contrasted well with the scenes of destruction.” Award four times along
on many of the lessons they learned with their previous with entry into the Hall
game. “We wanted an engine that was truly focused Ninja Theory also built on top of UE3’s advanced of Fame. UE3 has won three consecutive Develop
on getting the most out of designers and artists,” ex- combat capabilities. “We did a lot of experimenting Industry Excellence Awards. Epic is the creator
of mega-hit “Unreal” series of games and the
plains Ball. “Despite the awesome results we achieved with the camera to make every hit feel like it counts
blockbuster “Gears of War” franchise.
with Heavenly Sword, that was really the weak point of and draw you into the drama of combat,” said Tameem Follow @MarkRein on Twitter.
our own engine. It just didn’t scale.” Antoniades, Ninja Theory co-founder and chief design
officer. “We used close-up shots during takedowns and

W W W. E P I CGA M ES.CO M
UPCOMING Montreal International Game Summit
Montreal, Canada - Nov. 8-9, 2010
DICE Summit
Las Vegas - Feb. 9-11, 2011

EPIC Game Connection


Lyon, France - Nov. 16-18, 2010
GDC
San Francisco, Calif.
Feb. 28-Mar. 4, 2011
ATTENDED Dubai World Game Expo
Dubai, UAE - Nov. 29-Dec. 1, 2010

EVENTS Please email: mrein@epicgames.com for appointments.

© 2010, Epic Games, Inc. Epic, the Epic Games logo, Gears of War, the Powered by Unreal Technology logo, Unreal, Unreal Engine, Unreal Kismet and Unreal Matinee are trademarks or registered trademarks of Epic Game Games, Inc. in the United States and
elsewhere. All other trademarks are the property of their respective owners. All rights reserved.
procedural
generation of
fragmented
meshes
R o b e R t P e R R y a n d P e t e R W i l k i n s

////////////////////// Procedurally generating fragmented meshes for in-game destruction


can reduce costs and imProve game aPPeal. the generated meshes need not be blocky or
boring. new concePts Provide increased flexibility and control over current techniques
while decreasing Production time.

eXPlosions aRe FUn

Everyone likes explosions in games. Good explosions are big, noisy, and throw rubble everywhere.
Explosions can be a powerful way to communicate excitement, risk, drama, and scale to the player.
Games are filled with explosions both big and small that emphasize story moments and draw the player’s
attention. For example, rocks tumble from cliffs, barrels explode, pipes burst, bridges collapse, and bombs
detonate. Unfortunately, game explosions can draw a player’s attention for the wrong reasons. Barrels
and crates, in particular, tend to break in exactly the same pattern. Overly repetitive explosions can be a
distraction that damages player immersion and game appeal.

CRe ating Content FoR e XPlosions is not FUn

Watching or causing explosions is fun. Creating lots of fragmented pieces for an explosion is not fun.
Splitting meshes with binary operations or cutting tools is time consuming, labor intensive, and tediously
repetitive. Many simple tools can be created to accelerate the process, but generally fragmenting meshes

www.gdmag.com 9
In order to avoid most of the “pop,” the Another benefit of the Voronoi graph
resulting fragments need to fit together tightly. is that it allows for the creation of entirely
Even if lots of smoke and dust particle effects interior fragments. This is a great feature for
are involved, the fragments need to at least making rubble more realistic and interesting.
maintain the original object’s profile when Unfortunately, Voronoi graphs have some
assembled. Ideally, the fragments would fit specific limitations. Voronoi cells are always
together seamlessly. The exterior faces should convex and always have planar faces. The
have UV coordinates and materials that match result is that Voronoi-generated fragments
the original. This makes for a fragmented tend to be blocky and uniform, much like
mesh that’s nearly indistinguishable from the breaking salt. This works well if the original
original before being blown apart. material is granite or safety glass, but does
figure 1 shows a two-dimensional Voronoi For an explosion to fit in context, the not work as well if the object is wood or plastic.
graph.
resulting fragments should reflect the material Games are rarely full of objects made out of
of the original object. Glass, stone, wood, granite, so it would be convenient to be able
remains an arduous task that no one wants metal, plastic, and other materials make up to automate the generation of appropriate
assigned to them. the objects that surround the player in a game fragments for other materials. Figure 1 shows
Cost and schedule constraints often limit world. If the fragments are only on the screen a two-dimensional Voronoi Graph.
the number of iterations possible for a given briefly, their shape may not be important, as
object as well as the number of unique objects they can be considered a large particle effect. MoVing Beyond Voronoi
that can be prepped for destruction. As the However, if rubble stays persistent in the world
complexity of the original geometry increases, after an explosion, then shapes that are true In order to create fragments with more complex
so does the cost of creating the destructible to the material of the original object become shapes, a different mathematical approach
content that goes with it. more important. Since many of these meshes is required. Fortunately, an alternative that
will only be visible for a few seconds at a time, is fundamentally very similar can be used.
The Makings of a good it’s hard to justify the time and cost required Electrical potential fields provide all of the
explosion for detailed modeling. The whole process begs functionality of a Voronoi graph, and allow for
for automation. new possibilities as well. Electrical potential
Explosions are often implemented with fields can create complex and concave
a model swap where the mesh for the enTer Voronoi geometry with a simple input set similar to
undamaged object is hidden, and meshes what would be used to generate a Voronoi
for the broken fragments are made visible 3D Voronoi graphs provide an easy way to graph. This can be accomplished by adding
in a single frame. Almost inevitably, there automate much of the mesh fragmentation a small amount of additional data to the very
is a visible “pop” as the new pieces come process. Particle systems can be used to place same input set that would be used to generate
into view. This is caused by the fact that the points in a model that are then used as seeds a Voronoi graph. The additional data is easily
fragmented pieces don’t perfectly match the for the Voronoi graph. A graph is generated generated and takes little or no work on the
original profile of the object being destroyed. and used to subdivide the model. The graph is part of an artist. For quick review, the electrical
In some cases, they don’t really match at generated by identifying the region of space potential at a point in space is:
all. For example, several wooden shacks where a given point has an influence greater
of different size and proportion may use than any other. The result is a collection of
identical fragments when they collapse. convex cells with planar faces that looks
Some of the discrepancy can be hidden from somewhat like a honeycomb. A series of cuts
the player by adding particle effects to cover can be made on the planar faces of each cell Where q is a point charge, E0 is the electric
things up. This can easily end up being a in the graph. This can be implemented easily constant (permittivity of free space), and r
balancing act between covering the “pop” and using binary operations on the original mesh. is the distance to the point charge. If there
obscuring the fragments altogether. The resulting fragments fit together tightly. are multiple point charges in the field, they

2a 2b 3a 3b

figures 2a and 2b show the effects of varying the charge of a point charge in two dimensions.
figures 3a and 3b show the effects of polarity on a two-dimensional electric field.

10 game developer | december 2010


fIGure 4a shows a cube fragmented using
four splines. fIGure 4b (inset) shows the
interior detail on one of the fragments.
obey superposition, and the potential at
any point in space is simply the sum of the
individual potentials.

It is now easy to subdivide the space by using


the electrical potential field. Each point charge
is assigned to own the region of space where
its influence is greater than that of any other
point charge. Using these equations and
this one rule produces results identical to a
Voronoi graph, assuming that all of the point
charges in the field have uniform charge. Like
a Voronoi graph, the electrical potential field
is deterministic and will produce consistent
results from a given input set.
The electrical potential field reaches
beyond the limitations of the Voronoi graph
by allowing for each point charge to have a
different charge. This allows for the creation of
curved fragments. Figure 2 shows the effects
of varying the charge of a point charge in two
dimensions. The red line shows part of the
bounding line between subdivisions.
In the first case, both point charges have
equal charge. In the second case, the point
charge at the bottom has twice the charge
of the point charge at the top. The boundary
between the subdivisions moves and becomes bounding volume, it doesn’t provide surface Groups are more powerful
curved under the increased influence of the normals. Without normals, many geometric thaN INdIvIduals
point charge at the bottom. As this concept is operations, such as meshing, become difficult.
extended to a large number of point charges Surface normals can be produced using the Electric fields provide increased flexibility over
and three dimensions, it provides for the vector form of the previous equation or the Voronoi, as they allow each point charge to
creation of interesting and varied geometry. electric field equation. have an individual charge that acts as a weight
The result is that each point charge produces in addition to the packing of the points. This is
a manifold instead of a line. a noticeable improvement, but the electric field
An electrical potential field, working on an has more potential to unlock (pun intended).
input set used for a Voronoi graph, can produce Whereas, Voronoi graphs generally only deal
a nearly limitless number of results by with points—any arbitrary geometry can be
simply modifying the charge of the individual Since the electric field equation introduces electrically charged.
point charges. This is a powerful feature that a direction to the field, polarity must now be It stands to reason that seeding the
gains strength as other features are added dealt with. In the calculation of the potential subdivision with geometries other than
to the system. For example, an artist could field, it was easy to assume that all charges points will create more interesting results.
determine how many fragments are desired were positive in order to calculate the region This turns out to be a valuable concept, as it
and place point charges to approximately of greatest influence. If the electric field were allows for the creation of complex geometries
locate the centroid of each fragment. The calculated in the same manner, all of the field from relatively simple ones. In order to treat
artist can then iterate on the final result by vectors at the surface would lie tangent to the arbitrary geometries through constructive
generating charge values pseudo-randomly, surface and not normal to it. analysis, each geometry will be considered
or by directly modifying them. This hybrid An easy remedy to this issue is to set the a collection of a finite number of point
approach allows artists a great deal of control point charge of interest to be positive and all charges. The resulting geometry is simply the
without spending large amounts of time on others to be negative. This directs the field so superposition of the constituent point charges.
each object. It also allows for significantly that the electric field vectors will be normal There are many useful geometries that
more iterations than would be possible if the to the potential surface. Not only does this can be generated in a pseudo-random manner
mesh were being fragmented by hand. provide surface normals, but it also defines a to create interesting shapes. One geometry
full three-dimensional vector field throughout in particular that’s both easy to generate and
Normals the volume of the electric field. Figure 3 shows effective in creating a wide range of shapes
the effects of polarity on a two-dimensional is a spline. A cubic Bezier spline only requires
One major issue with the electrical potential electric field. the generation of four control points. Splines
field as used so far is that while it defines a can be used to approximate a wide range of

www.gdmag.com 11
of the original mesh and the potential field.
lIstIng 1 The resolution is intentionally limited, and this
float Destruction::TransferUV::FaceDotDist(const Vector3& v1, const Vector3& v2, limitation contributes to the blockiness of the
const Vector3& v3, const Vector3& point, const Vector3& normal) result. For the purposes of rubble, it works well.
{
Vector3 edge1 = v2 - v1; UV mappIng
Vector3 edge2 = v3 - v1;
Automated UV mapping is a crucial feature
Vector3 faceCentroid = v1 + v2 + v3; for the automated fragmentation of meshes.
faceCentroid /= 3.0f; UV mapping can be terribly time consuming.
Also, it can be highly obvious if the mapping
Vector3 faceNormal = edge1.Cross( edge2 ); on the fragments was rushed and doesn’t
match the original. If the meshes are very
return (faceCentroid-point).Length()/fabs(normal.Dot(faceNormal)); similar, the mapping can be copied from one
} mesh to the other. If the meshes are dissimilar,
an interpolation scheme is required. Here is
lIstIng 2 a simple method that works well with some
struct UV{ limitations. In the described implementation,
float u,v; it’s assumed that meshes contain only
}; triangles and the vertices are unique to each
struct ST{ face. The concepts can be extended to handle
float s,t; quads and other polygons as well as triangles.
}; Vertices in the new mesh are iterated over
void Destruction::TransferUV::TriangleST_ToMeshUV( const UV& v1, const UV& v2, const by face. Faces in the original mesh are ranked
UV& v3, const ST& st, UV& o_uv ) against vertices in the new mesh using values
{ produced by a routine called FaceDotDist().
Vector2 edge1 = v2 - v1;
FaceDotDist() compares the distance from
Vector2 edge2 = v3 - v1;
the vertex in the new mesh to the centroid of
the face in the original mesh, and the normals
o_uv = v1 + st.s*edge1 + st.t*edge2;
} of the faces in both meshes. The face with
the lowest returned value is used for the
interpolation. See listing 1.
geometries. A spline is sampled along its length the splines afterwards, reprocessing until a Once a face in the original mesh is selected
to produce a group of point charges. The number satisfactory result is achieved. to interpolate from, the UV values at each of its
of point charges used to represent the spline vertices are used to perform the interpolation.
is a function of the desired resolution. Figure ImplementatIon The vertex from the new mesh is parametrized in
4 shows a cube fragmented using four splines, the space of the face of the old mesh as a linear
including interior detail on one of the fragments. The implementation shown here is generally combination of two of the edges. See below:
Splines make the automated generation used as a rubble generator, and as such,
of smooth organic shapes easy and fast. They produces rough and blocky seams. This is not a p = se1 + te2
can also be authored by hand quickly, allowing mathematical limitation of the electric field, but
artists control over the resulting shapes a practical limitation of the mesher that is used Where p is the vertex from the new mesh, and e1
without spending time on details. They also to create the rubble. Still, it provides a means to and e2 are edges in the triangle from the original
provide fast and easy iteration. An artist can visualize the results. In this implementation, an mesh, s and t are parameters along e1 and e2 .
author splines to fragment a mesh and edit entirely new mesh is generated using the union This parametrization is commonly used in ray-
triangle intersection tests and can also be used
to verify that the vertex being parametrized
is inside the triangle from the original. This
verification is usually not necessary. While
interpolation works best when the vertex falls
inside the triangle, extrapolations a short
distance outside the triangle are generally
well behaved. The final UV value assignment
is handled by the following function. Note that
v1, v2, and v3 are UV values and not geometry
vertices. See Listing 2.
This is an effective method for automatically
transferring UV mappings between meshes. The
primary limitation is that it cannot properly
handle a face in the new mesh if it crosses
a seam in the original mesh. In this case, it
FIgUre 5 shows a fractured crate with interpolated UV mapping.

12 game developer | december 2010


Figure 7 shows typical artifacts when faces in
the new mesh cross seams in the original mesh.

population items like barrels and crates, it


tends to work well. It’s also relatively easy to
author them so that issues with seams can
be avoided. In more complex cases, even
though there can be issues with seams, the
vast majority of the mapping can be properly
transferred, leaving only small amounts of
artist intervention to finish the process. This
Figure 6a shows a still yields a significant time savings. Figure 7
simple uV map.
shows typical artifacts when faces in the new
mesh cross seams in the original mesh.

Freedom to destroy

Automated generation of fragmented meshes


for destruction can not only reduce the costs
associated with explosions in the game, it
can do so while providing the opportunity
to increase the variety and depth of what
would otherwise be repetitive and potentially
boring experiences. Increased iteration and
variety with decreased production times are
all possible by turning most of the work over
to software. The price is that while there’s a
great deal of control over the process, it can
be difficult to use if very precise results are
required. The best fit is where the system can
produce results that mimic a natural process.
In gaming, explosions do much to add
interest, excitement, and drama to a game.
Figure 6b shows But, for the artists tasked with creating
the simple uV map
from Figure 6a realistic explosions, it can be difficult and
interpolated onto a costly, in terms of production and time, to
higher-resolution fragment the meshes in unique and non-
mesh. repetitive ways. Fortunately, new approaches
now provide greater flexibility and control
produces obvious artifacts in the mapping. up the search through the original mesh. Also, for creating unique, realistic fragmentation
Problems at the seams could be corrected if the new mesh is a lower resolution than the of meshes, thereby increasing game appeal,
by identifying faces that cross seams and original, there are limitations as to how well decreasing production time, and lowering the
splitting them at the appropriate location. Also, the interpolation can cope with the reduced overhead typically associated with creating
it’s an m×n order routine, where m and n are resolution. Figure 5 shows the results of a game explosions.
the number of faces in the respective meshes. fractured crate with interpolated UV mapping.
For small face counts, this is fine, but as the Figures 6a and 6b show a simple UV map and robert Perry is a physics and simulation coder, and
meshes grow, run times can be a concern. This its interpolation onto a higher-resolution mesh. biking enthusiast. Peter Wilkins is an animation
can be avoided through the use of a bounding This technique does not work in all cases, and rigging engineer at Dreamworks Animation. Both
volume hierarchy or similar construct to speed but it works in many. Particularly for world previously worked at Disney's Avalance Software.

www.gdmag.com 13
iLLUsTRATioN BY jUAN RAmiRez

full reactive eyes


e n t e rta in m e n t
inc or p or at ing Q ui ck
t im e e v e n t s in to
T i m R o g e R s g a m e p l ay
////////////////////// A “Quick-Time evenT” (QTe) is An evenT in A into a cinematic camera angle. in an action game, this camera angle usually
gAme where The plAyer musT press A buTTon To perform A reveals an enemy threat. next, a button icon appears somewhere on the
cinemATic AcTion ThAT cAn oTherwise noT be performed in screen. this icon stays in place only for an instant. if the player presses the
ThAT gAme in An ordinAry conTexT. button in time, the player character will avoid or neutralize the threat.
usually, when a Qte occurs in a game, normal controller inputs are for example, in Uncharted (naughty Dog, 2007), at one point,
overridden. if the X button on the playstation controller is usually used as the hero nathan Drake falls from a ledge and onto his back. control is
the jump button, during a Qte, the X button can be substituted for any action overridden; the camera angle swings up to show a large piece of rock
the game designer requires. using the X button in a Qte might result in the breaking off the side of a cliff face and sliding toward the ground. a
player character punching an enemy in the top of the head, dodging a bullet, button icon appears. if the player presses the button, Drake rolls out of
or splitting an intercontinental Ballistic missile in half with a samurai sword. the way and the rock crashes violently onto the ground where he had
the sequence of a typical Qte involves normal controller input being just been. if the player doesn’t press the button in time, a brief cutscene
taken away from the player for an instant before the on-screen action snaps plays, portraying Drake’s tragic death.

www.gdmag.com 15
FULL REACTIVE EYES
E N T E RTA IN M E N T

GEARS OF WAR's chainsaw


attack is essentially a QTE. Avoiding deadly boxes in SHENMUE.

GOD HAND's QTEs are


contextual. DRAGON'S LAIR.

More complicated QTEs to press onscreen.” He said by an analog stick and a the length of a human arm. contains a series of precise
might involve threat after the game seemed “really couple of buttons. The arm acts as a whip; button-press prompts. If the
threat raining upon the half-assed, because it’s It’s perhaps interesting the wrist rotates; the mind player fails at inputting a
player. In this case, the asking you to do all these to note that, despite their manipulates the blade to button press, the antagonist
player must press numerous button-timing sequences,” vocal stance on the virtue clash with the opponent’s in kills the protagonist, and
buttons in sequence. and the player is not “getting of QTEs, Ninja Theory’s next defense, to feint, or to make it’s game over. The knife
Missing a button-press much payoff from it.” game, ENSLAVED: ODYSSEY TO a desperate stab. You really fight QTE is the most-
results in instant failure HEAVENLY SWORD director THE WEST (2010) employs can’t express this one-to- hailed example of both the
and possibly death. Some Kyle Shubel, in his game’s not a single QTE, not even one in a video game using positives and negatives of
games, like NINJA BLADE defense, replied that “the the kind where you hammer only buttons and analog the form. The suspense of
(From Software, 2008), intent of the hero sequences a button to open a heavy sticks. The fight is long and the unraveling dialogue and
will allow the player to is to empower the player door. What happened? elaborate—some critics story revelations place extra
immediately restart the to experience events that might say too long, and pressure on the antagonist’s
QTE upon failing once. Other would be nearly impossible to CUTSCENE WITH A fantastically elaborate. coming knife-lashes; the
games, such as SHENMUE play in a natural platforming KNIFE The RESIDENT EVIL 4 knife potential for quick death
(Sega, 1999), the game state ... for example, making fight takes place during a means the player may be
whose director Yu Suzuki the player run down ropes, After hours of satisfying heated dialogue between the forced to repeat the QTE, the
coined the terms “Quick-Time leaping from rope to rope shooting at virus-infected protagonist and antagonist. cutscene, and the dialogue
Event” and “QTE,” are not so as they’re being cut from high-speed-sprinting The dialogue involves the again from the start.
forgiving. Failure at a QTE will underneath you, all while zombie-intelligence psycho- revelation of important story Other QTEs act to replace
result in player death and a dodging other objects—that freaks, RESIDENT EVIL 4 information—why who has or supplement cutscenes. In
game over condition. would be a frustrating (Capcom, 2003) climaxes been doing what to whom SHENMUE, QTEs often occur
Of Ninja Theory’s game experience to 99 percent of in an extended knife fight For All This Time, and what at the height of a dramatic
HEAVENLY SWORD (2007), in our users if we were to force between a hero and a he wants to convince him to cutscene. Unlike the knife
which QTEs are called “hero them to do that manually.” villain. The exact nuances stop. Effectively, it serves fight in RESIDENT EVIL 4, QTEs
events,” NINJA GAIDEN and This certainly seems of a military-grade knife a purpose of a cutscene. As in SHENMUE are all action.
DEAD OR ALIVE series director to be the trend. QTEs fight as seen in the climax a climactic moment in the In one scene, the hero (Ryo
Tomonobu Itagaki told replace actions that of cinematic masterpiece story, it’s a cutscene that Hazuki) is chasing a group
consumer magazine EGM would otherwise be more Under Siege were, for certain, players most likely wouldn’t of biker gang members out
that he had “never played complicated than any player, simply not expressible with want to skip. of a bar and down an alley.
a good game where the even the skilled ones, are then-modern video game Players that do want to The chase comes after a
developers put a big icon of able or willing to input with control inputs. Knives are skip the cutscene are unable small conversation in which
the button you’re supposed the basic methods allowed short blades, a fraction of to though. The sequence Ryo attempts to wrangle

16 GAME DEVELOPER | DECEMBER 2010


The BURNOUT series took
the fun of ROAD BLASTER
and made it interactive.

information out of the gang prompt, and the hero is the player with a reason to the QTE has created many that, effectively, changed
members. The chase occurs punched in the face. That invest himself in the story critics’ impressions that the chapter being played. At
as a spectacular action doesn’t necessarily mean revelations of the cutscene. QTEs as a game-mechanic certain points in the action,
payoff. Unlike the knife fight game over. The player has Other games, such as are interaction on the fringe an arrow or on-screen object
in RESIDENT EVIL 4, the story plenty more opportunities METAL GEAR SOLID 4 (Kojima of passivity. flashes, either to the hero’s
revelations are over when to win the fight. The fight Productions, 2008), will left or right. The player has
this QTE begins. Also unlike grows long, the hero lands occasionally provide players FAILURE IS NOT AN to respond in a split second.
the knife fight, if you miss punches, misses punches, with an on-screen prompt, OPTION If we succeed, we see a
a prompt during this QTE, dodges punches, and takes which sometimes lasts no brief animation detailing our
you still have a chance to punches. The longer the more than a fraction of a The very first QTEs were, hero’s triumph. If we fail, we
win. The QTE branches: at QTE, the more interesting, if second. Press the action in fact, a replacement for see our hero’s demise. This
one point, the man you’re not impressive, the fight. Of button during one of these in-game action. The most game mechanic would be
chasing knocks over a box course, if you miss enough prompts to view an alternate obvious example is also offensively shallow if it were
of fruit; if you don’t dodge prompts, the hero goes angle of the cutscene, the genesis of the modern the core of any games today.
it, and instead trip, the QTE down, and it’s game over. or maybe view a piece of concept of the QTE: the But at the time, with graphics
is effectively lengthened as In both of these concept art of the character Laserdisc-based DRAGON’S so astounding, it worked. Part
you’re offered opportunities examples, the QTE is talking. In METAL GEAR SOLID: LAIR (Cinematronics, 1983). of DRAGON’S LAIR’s appeal was
in the form of more button “replacing” a cutscene—in PEACE WALKER, succeeding at In DRAGON’S LAIR, the player that the hero’s deaths—not
prompt situations. In the SHENMUE, it often replaces a one such on-screen prompt controls a knight on his quest just his triumphs—were
context of the story, this cutscene that would follow results in the player being to rescue a princess from a unique animations. Dying
means that the chase is another cutscene. The treated to a view of a female dragon. Though the story was is part of the game. Seeing
longer, and the hero doesn’t talking cutscene ends, and character’s underwear. In common fare for any type of each of the hero’s deaths
look as impressive as he the punching QTE begins. this case, QTEs are rewards adventure story, the graphics is as essential to earning
would had he captured the This type of cutscene- to the player for steadfastly were superbly unique encyclopedic knowledge of
character quickly. replacement QTE is primarily paying attention to the compared to other games at the game as seeing each of
Similarly, SHENMUE a means for developers game’s narrative. In this the time. DRAGON’S LAIR was his triumphs.
contains many QTE fight to impress players with way, perhaps QTE are used a lovingly hand-animated We don’t see games fully
scenes full of intricately dynamic action scenes. The to safeguard against the cartoon featuring the work made up of QTEs anymore.
detailed karate maneuvers— knife fight scene in RESIDENT common complaint that of renowned animator Don However, we occasionally
grabs, holds, throws, EVIL 4, on the other hand, games like METAL GEAR SOLID Bluth. DRAGON’S LAIR’s secret see games where the QTE
dodges—that would be is “enhancing” a cutscene. feature too many cinematic was that its data was stored becomes the main format of
difficult to map to specific In an “enhancement” QTE, sequences and not enough on a Laserdisc. Player control the game-action for an entire
controller inputs. Miss a the developer is providing game-playing. This use of inputs were limited to actions set piece.

WWW.GDMAG.COM 17
FULL REACTIVE EYES
E N T E RTA IN M E N T
that they offer developers ejection from the QTE: miss a
BAYONETTA.
the opportunity to show move during the hydra fight,
the player something really and Kratos plummets back
cool—and that’s why gamers to the deck of the ship. The
play games: to see really hydra recovers his strength.
cool things. Making a game You must now attack the
sequence entirely out of boss as before until he’s in a
QTEs means everything has vulnerable enough position
to be very cool, and it’s hard to initiate the QTE again.
to make everything cool. It’s
like writing a sentence using FINISH HIM!
only exclamation points.
People get tired of that after QTEs aren’t just for bosses.
a while. They can happen in the
The secret, then, is middle of typical underling
to use QTEs to enhance fights as well. GOD HAND
in-game action. (Capcom, 2006) employs
In GOD OF WAR (Sony, QTEs of the button-mashing
2005), a shining example of variety in the middle of
enhancing in-game action, standard fights. Sometimes,
QTEs most often arise in your hero will have an
the middle of climactic opportunity to get an enemy
battles—not the cutscenes in a headlock. Press the
before or after said battles. button displayed on-screen
In an early boss battle with the proper timing to
against a hydra, the player initiate the headlock. Now
must dodge the enemy’s pound that button as hard as
attacks while attacking its you can in the ensuing lock-
weak points. Hit the weak up to inflict damage on the
points enough times, and enemy. The faster you press
you induce a vulnerable the button while gripping the
state. The player has a few enemy, the faster the hero
moments to reach and pummels, the more your
NINJA BLADE. attack the hydra head during controller vibrates, the more
this induced vulnerability. damage you do, and the more
One infamous example tenement building devoid of floors of the building. This He must continue to dodge satisfied and inspired to
of such a QTE usage comes other life or sound. Arms held might be where you give up attacks while climbing the pump your fist you become.
in the game SHENMUE II out at his sides, putting one on the game, either because mast of a ship to reach the The crux of this kind of
(Sega, 2001)—the sequel foot in front of the other, he it’s too difficult or because hydra’s head. QTE is that it requires a timed
to the game that brought baby-steps forward across you’ve smashed your Once in place, the player button-press to initiate, and
the QTE abbreviation into the plank. Every few steps, at controller. If you succeed, presses a button to initiate that that button is always the
the mainstream. At one randomly staggered times, the other character is waiting a QTE during which the hero same button. In Japanese
point in the story, the hero he leans to one side or the for you at the top. The hero, lambastes the beast’s head, game development, all QTEs
and his buddy arrive at a other. An on-screen prompt confused, asks how he got swings around in an acrobatic are most often referred to as
dilapidated tenement building urges you to press either left up there. He explains that he arc, and ultimately pulls the “Action Button Events”—as
in Kowloon. The goal is to get or right on the control pad. took the elevator. head down with great force, in, you press a button, and
to the tenth floor, where they Soon, these prompts are The player has no option impaling it on a broken, spiked you get action. Meanwhile,
have an appointment to meet coming in relentlessly. Miss to take the elevator. wooden pole. Success at the in games like THE LEGEND
someone. The hero goes just one, and the hero falls QTE means destruction of one OF ZELDA: OCARINA OF TIME
ahead alone. Upon reaching to his death. Falling to your GOD OF BUT TONS of the parts of the boss. If this (NINTENDO, 1998), an all-
the second floor, he finds death means game over. You were a game on the Nintendo purpose, context-sensitive
that the floor is caved in, and reload the game, you endure SHENMUE II’s example of using Entertainment System, the button is called the “Action
the only way to get to the the journey from your save QTE to replace game action, boss’s life meter would be Button.” For the GOD HAND
other side is to walk across a point to the place of your in theory, is purely out of made up of four rectangular flavor of QTE, where the same
precariously positioned plank death, and you try again. DRAGON’S LAIR. In practice, segments: attacking the boss context-sensitive button is
of wood. Step onto the wood, Succeeding at this particular it offers no neat graphical outside of the QTE would not always used to enter these
and the action QTE begins. mission flawlessly takes payoffs. Even death is decrease his life meter, while pummeling scenarios, the
The camera is positioned 10 grueling, palm-sweaty unceremonious: the hero successfully completing the description “Action Button
just above the hero’s minutes of your life. Failing at is swallowed into the void. QTE would erase an entire Event” is more apt than it
shoulders as he stands on it might take a dozen hours. It’s a chore that must be segment. may be elsewhere.
a thigh-wide wooden plank You have to walk across completed to move forward The penalty for missing Compare the GOD HAND
spanning a black hole in a planks—sometimes two of in the game. QTEs are a a prompt in the GOD OF WAR example with the “torture
gray-floored, brown-aired them—on each of the ten powerful game mechanic in during-boss-fight QTE is attacks” in BAYONETTA (Sega,

18 GAME DEVELOPER | DECEMBER 2010


2009). The player plays the player wouldn’t know it was to display button icons, are regular play, or lightsaber- tells you where you need
part of a witch who pummels time to pummel. The enemies micro-tutorials. These micro- slashes about as ferociously to be to stay out of enemy
angels to death with her hair generally have no tells. tutorials teach you how to as he can in regular play. As sight while your teammates
in a fantasy realm. Every One game far ahead of do the precise thing the hero a tutorial, the QTE is merely suppress him. He’s not going
once in a while, during an its time with regard to this needs to do in the context of “teaching” a nuance—one to stand up or leave cover,
angel-pummeling situation, type of QTE was BERSERK: THE the current, complex situation which will not be displayed because that would be stupid.
a large button icon appears THOUSAND-YEAR OATH (Sammy, a microsecond before he has elsewhere in the game. Jet-engine-volume gunfire
above the enemy. Press the 2003). In that game, enemies to do it—or die. If the current echoing out your surround
button in time, and a large have tells that indicate when situation calls for the hero to BUT TONS ON A system, you sneak around,
guillotine or iron maiden the player can press the roll beneath a demon beast’s STRING holding the chainsaw-revving
materializes surrounding action button—normally the blade before cartwheeling button. You approach the
the enemy. The blade falls, block button—to execute a back in the opposite direction It’s possible to employ a enemy and are treated
or the iron maiden snaps spectacular parry and score a and then running up the blade “triggered” QTE like this to a sudden, fast, furious,
shut, and the enemy dies massive attack on the enemy. toward the beast’s face, the simply, with great flair, with satisfying spray of blood.
in a geyser of blood. It’s like The tells are neither so subtle QTE-as-tutorial will instruct equal risk and reward, and Then we have the weird
a MORTAL KOMBAT “Fatality,” that you can only learn them the player, for a moment, how in a manner that doesn’t little disconnected button-
except it’s happening during through rote memorization to do that—with an alarming, interrupt the game. A good mashing events. UNCHARTED
in-game action. It involves (as in an old-school MEGA screen-filling “X” button icon. example would be the has plenty of them: the player
complicated machines MAN game), nor are they so This is directly in line with chainsaw kills in GEARS OF arrives at a door that cannot
materializing out of thin air, blatant that they see fit to Ninja Theory’s descriptor of WAR (Epic, 2006). You might be opened. It’s too heavy. It
and it only requires a single throw a button icon up on QTEs as allowing the player to not think of these as QTEs, opens upward. The character
button press. And that single the screen. Rather, they’re do things they couldn’t do in but what else would you puts his hands under the
button press is indicated on near-subliminal: an ogre regular game-action. call them? In GEARS OF WAR, door. The character says
the screen, unlike MORTAL might raise a club above his It might be construed both you and the enemies “This door is heavy.” Now a
KOMBAT’s arcane, mysterious, head, and bring it crashing that a QTE-as-tutorial is have guns. You can shoot square-button icon appears
complicated Fatalities. down toward you. If you’re in “introducing” a new action each other from a distance. on the screen. Hammer the
This reminds us that, range of receiving the attack, element to a game long after Enemies can take four to five square button, and our hero
even in the GOD HAND the screen action will freeze the traditional tutorial phase dozen bullets before dying. exerts himself until the door
pummeling example, the for the sticky, frictive instant has ended. STAR WARS: THE You and the enemies can is open. The problem with
button icon remains on before impact. This is your FORCE UNLEASHED (LucasArts, crouch behind walls for cover these events is that they
the screen throughout the cue to press the block button 2008) often employs QTEs from unfriendly gunfire. usually occur during a time
pummeling. This makes and initiate the brutal, fast where the player character To arrange a chainsaw-kill, of no conflict. The enemies
us realize why the button action button attack. jumps about as high as he you need to orchestrate the are dead—or else we’re in an
appears on the screen at In light of this type of QTE, can jump in regular play, situation. The entire level undiscovered ancient ruin,
the time of initiating the we could say that traditional levitates objects about as design is like an on-screen and the developers feel the
pummeling: otherwise, the QTEs, which halt the game heavy as he can levitate in button prompt. Its geometry need to make the players
push a whole lot of buttons
ROAD BLASTER.
furiously every once in a
while or they’ll get bored.
(An aside to Naughty Dog:
UNCHARTED’s quiet parts are
fascinating. It’s cool; you don’t
need to punch them up.)
Then there are context-
related situations, where
a door requires cranks on
either side to be rotated at
once. This means you have
to finish an ongoing fight in
order to convince the non-
player-controlled character
to come to the door to aid in
its opening. Once the fight
is completed, the button-
mash to open the door feels
like dead air. The conflict is
what kept you from doing
it. Now that you can take
your time, maybe the game
should let you relish your
victory instantly.
It’s actually quite
possible to place button-

WWW.GDMAG.COM 19
FULL REACTIVE EYES
E N T E RTA IN M E N T
mashing QTEs in a strategic the fights are fantastic, beginning of the corridor. With fall onto enemies. Objects right or left on the controller
context. One fantastic and even the simple act of a great performance, you that can be shot glint at at excruciatingly specific
example is in GEARS OF opening a door includes might only be 10 feet away. appropriate times. Shoot times. Your reward for
WAR 2 (Epic, 2008). Your unforgiving mini-games JOHN WOO’S STRANGLEHOLD them, and they’re bound to enough precise inputs is
characters are ambushed involving punching. It’s no (Midway, 2007), likewise, fall on an enemy position. The to watch an enemy car fly
while standing in the middle wonder scientists recently exclusively employs such “glint” is the game’s way of off the road, smack into a
of a circular elevator. The proclaimed GOD HAND the progressive QTEs. The most temporarily, instantaneously mountain wall, and explode
enemies are in the circular Best Game Ever. (Editor’s striking of them are the gifting the player with the in a ball of fire—or to watch
hall surrounding the elevator note: they didn’t actually.) standoff situations. A group hero character’s superhuman your own car drive up a ramp
shaft. In the center of the A pattern that emerges of enemies surround the skill of destruction-minded and fly over some impossible
elevator is a round wheel. Get in the analysis of game- hero. They point guns at him. creative perception. Shoot at ravine. A decade and a half
to this wheel and hammer enhancing, progressive QTEs They tell him to negotiate. the glint, and something will later, we have BURNOUT 3 and
the action button to raise is that they involve using He’s played by Chow Yun happen. Shooting the glint is BURNOUT PARADISE (EA, 2004
the elevator above the heads buttons on the controller Fat and wearing sunglasses accomplished by aiming and and 2008), games about
of the enemies. Now you for the same purpose that at night, so he is definitely shooting your hero’s gun in driving at criminally insane
have the high ground. The they’re used in regular play. not going to negotiate. The the same way as you’d aim speeds and performing
enemies, however, have In the GOD HAND example camera slides into a first- and shoot the gun in any ridiculous maneuvers, where
access to a crank handle above, the player uses the person view. Time slips into other context. the central play mechanic
all their own, and they can punch button to punch and super slow motion. Using the For the moment, let’s involves knocking cars off
pump it to lower your high the dodge button (actually an right analog stick, we perform ignore the way STRANGLEHOLD the road to their death. What
ground. Now we have to keep analog-stick swipe) to dodge. the usual right-analog-stick jumps the shark one- we’ve done in this modern
our eye on the enemies’ Another excellent motion of aiming the hero’s sixteenth of the way through age is perfectly recreate the
handle to pick off anyone example is the first boss in guns. We pull the right stage two, and say that it thrill of piloting a speeding
trying to kill our advantage NINJA BLADE, a game that trigger, and it does what the might just be the future of automobile, and married it
while also dealing with otherwise features bland right trigger always does: action games. STRANGLEHOLD seamlessly with the crazy
enemies around the circle. (if forgiving) cutscene- we fire our guns. In the first presents a genre where the action of sideswiping some
While dealing with those replacement QTEs. The first slow-motion microsecond, game world itself is a QTE. dude off the road and into a
other enemies, one of them boss is a massive spider the enemies begin to fire mountainside.
out of your sight range might monster at the end of a their guns. The first-person PRES S A TO DIE Unlike ROAD BLASTER,
get to the enemy crank and corridor. The player must camera snaps from attacker BURNOUT, using only its
start lowering your elevator. traverse that corridor, to attacker. The crosshair is So we’ve come full circle. vehicle native controls
It’s a fast, maddening, dodging left and right to avoid always a bit off of the deadly Game graphics today are and no on-screen button
excellent level design. the shock waves the boss is pressure point. You move incredibly impressive, even icons, lets us finely control
GOD HAND plays with the spitting. If a shock wave hits it manually, at just slower if the things we do with them the velocity of our car and
idea of opening a door with a the player, it hurts him, and than its usual speed, as you are something obtrusive and minutely consider the angle
QTE even while stopped at a knocks him back. The corridor savor the super slow motion weird. Eight-year-olds who and ferocity of our approach.
conflict-free dead end. It does is long and treacherous. reaction time of the enemy gawked at DRAGON’S LAIR in And when we succeed in our
this by turning the event into When the player successfully in front of you. You pull the 1983, if shown STRANGLEHOLD, favorite in-game action of
a mini-game. Locked doors reaches the end of the trigger. The camera follows would likely scream until they death-delivery, all kicks into
in GOD HAND often feature a corridor, he can now attack the bullet impact. The enemy spontaneously combusted. slow motion and the camera
large, smiley-faced button the spider’s face. He does flinches, deforms, crumples, The amazing thing, way swivels to bring the road
with a wide mustache made this by pounding the attack or explodes backward with back then, was that games behind us into view to show
of maces. As you pummel button. Eventually, the boss terrific physics calculated by could look this good while our soon-to-be-late rival
the button, it turns from doesn’t like this, so he emits the impact point of the bullet. simultaneously portraying slowly careening toward
green to red. You can see its a super-powered shock wave This is as exciting as QTEs complex, dynamic, cinematic some form of demise, the
facial expression quaking. that knocks the hero back can possibly get: the action action on the screen. physics of his flight perfectly
The face soon gets angry. with intensity. The camera fits story context, character We’ve evolved much since calculated uniquely, just for
This is your cue to tweak the zooms in to the hero’s face. context, and game control then. We’ve learned how to our current performance.
right analog stick to dodge: He’s holding up his sword- context, and the payoff is make graphics equally as Compare that to the game-
its mace-mustache is about edge against the shock wave. visceral and instant. Much impressive as those cartoons length QTE that is ROAD
to clap your ears, doing big This is your cue to press as games like GEARS OF WAR of the 1980s, and we’ve BLASTER. (Please ignore ROAD
damage. Dodging forward or the sword button rapidly to and HALF-LIFE phased out learned how to make games BLASTER’s killer soundtrack
backward offers a slimmer fight back the shock wave. the cutscene by making the so incredibly interesting to and wicked-sweet character
margin for error than dodging No matter how many times narrative “happen” in the play that we’re willing to get designs.) Which one is
left or right, though it is also you press the sword button, world as the player plays, online and play them with more exhilarating to play?
quicker, and buys you more you’re not going to conquer STRANGLEHOLD shows that profane 12-year-olds, if we Be honest. If QTEs are a
time to pummel the door- the shock wave. It’s going to QTEs can be part of a game have to. “problem,” we might be
button. (Any time you’re not knock you back. The question and not be sudden, intrusive, Consider ROAD BLASTER millimeters away from a
pummeling the button, its is how much it’s going to demanding situations. (Data East, 1985), which global solution.
color slowly fades from red knock you back. With a less- In STRANGLEHOLD, physics depicts high-velocity cartoon
to green.) Though the level than-stellar button mashing is the payoff. Everywhere car chases from a driver’s TIM ROGERS is a freelance writer
design may be no more than performance, you might you go, you’re shooting neon seat view. In ROAD BLASTER, and game designer. He recently
hollow boxes full of enemies, be all the way back at the signs and watching them your only input is pressing worked on NO MORE HEROES 2.

20 GAME DEVELOPER | DECEMBER 2010


c e l e b r at i n g

Game Developers Conference®


February 28–March 4, 2011
Moscone Center | San Francisco, CA
Visit www.GDConf.com for more information.
pattern recognitio
reality
C É s a r B o t a n a

////////////////////// In sImple terms, augmented realIty Is the projectIon of an InteractIve graphIc over a
vIdeo feed of a real-world physIcal envIronment. recent tItles such as eyepet and eye of judgement for the
playstatIon 3, or InvIzImals for the psp are examples of games that use augmented realIty technIques as the
basIs for play.
An important key to these games is the process of pattern recognition. Using a camera, a pattern printed on a card can be
recognized by the game, and on the card some play elements can be superimposed, such as the pet from EyEPEt. Cards can be
used to place virtual characters, or used to define a playfield in which virtual elements from a game are kept oriented to the real
world surface they are projected over.
Here we’ll examine how to recognize a pattern on a card, and how to detect its position and orientation. To make this task
easier, we’ll make use of the OpenCV library. This library has many functions for solving problems related to computer vision, but
we will only use a small portion for our interests. OpenCV is written in C and includes the source code. Because OpenCV is BSD
licensed, it is free in principle to port to almost any platform, as well as for use in commercial projects.

Cre ating the Pat tern

As shown in Figure 1, the basic pattern card which we want the computer to recognize is a simple image on a white background
surrounded by a black border. The black border and white background is common to all pattern cards, and the image in the center
will be what differentiates one from another. Some considerations to take into account when creating a pattern card are:

» It must be a white square with a black border (the width must be equal to the height).
» The image in the center needs to be grayscale, and it’s preferable to use only the absolute
white and black. It’s possible to use shades of gray that are extremely close to these
values, but avoid middle tones, or use them in a very specific way (such as at the edges
of the image) to avoid aliasing.
» The interior image should not be too close to the edges. If the pattern card is moved,
the image may blur, making it impossible for the computer to differentiate between the
interior drawing and the pattern card’s black border.
Once we’ve created a pattern card, we need to define the pattern associated with it, so it can be recognized by the computer.
Begin by dividing the space within the black borders into NxN cells so that each cell can have its average color calculated.
To calculate the average color, add up the color values of all pixels inside a given cell, then divide by the number of pixels
within that cell. If the value is less than 127, we will call the cell black. An average equal to or higher than 127 will be considered
white. As shown in Figure 2, at the end of the process, we will have a pixilated image, in pure black and white, of the original image.
The maximum number of patterns that can be defined, and the ease with which we will be able to detect them depends on the
choice of N. If we choose a lower resolution N such as eight, which results in only sixty-four squares, we will have little variety when
it comes to defining, patterns and different images can look similar when pixilated. However, there is an advantage in averaging

22 game developer | december 2010


on in augmented
a large number of pixels per cell, as individual pixels will have very little Also it should have a child (remember that you obtained a hierarchal list
influence on the total—two erroneous pixels are nothing compared to one of contours) with four sides, and the points of its child should be counter-
hundred valid ones. clockwise. Our pattern will meet these conditions because the outer black
On the contrary, if we choose a higher resolution N—let’s say eighty— border will create a four-sided clockwise contour and its inner white square
we have a greater number of cells with which to generate different patterns. will generate a four-sided counter-clockwise contour. Additionally, we
The disadvantage is that a single pixel now counts very much towards the can check whether the adjacent sides of the contour create an angle of
calculation of the value of a cell—two erroneous pixels out of eight can approximately 90 degrees.
cause the average value of the cell to be miscalculated. At this point, we will have a list of contours that may fit the pattern we’re
We will have to repeat this process with the original image rotated 90, looking for. For each possible contour, we will perform a series of actions to
180, and 270 degrees. Each of these will be called a rotations pose. Because finally recognize it.
a pattern card can face any direction in the real world, we need to know First, from the points that make up the contour, we build another list in
which of the four poses it’s in if we want to calculate its orientation correctly. which the points appear, ordered so that they are always clockwise, and the
first point on the list corresponds to the top left corner of the image. This
Detecting the Pat tern is necessary because the contour that OpenCV returns may be clockwise
or counter-clockwise, and the first point on the contour is dependent on its
For every image we want to analyze through the camera, we’ll have to follow orientation. When we recreate the list of points that compose the contour,
the same operations: we should always know how it is defined, as this makes working with them
First, we convert the image to absolute black and white. To do this, easier. For example, Figure 4 represents the position of the contours before
simply call the function OpenCV cvCvtColor (OriginalImage, GrayImage, reordering—the blue dots refer to the first point on the list.
CV_BGR2GRAY) to convert the image to grayscale. Once converted to Next, check the captured image to determine whether the area within
grayscale, we call the function cvThreshold (GrayImage, BinaryImage, 127, the coordinates of the contour matches the pattern we are trying to
255, CV_THRESH_BINARY) to convert it to a binary image. These parameters recognize. To do this, we will represent this area using a homography matrix.
indicate that if the color of the pixel is greater than 127 (remember that we In computer vision, homography is the process of projecting the mapping of
are working on the grayscale image, which is over eight bits), the pixel will a plane to a different plane. For example, the flat 2D view that the camera
be considered white (255); otherwise, it will be considered black (0). obtains of a real-world 3D object is an example of plane homography. We can
Keep in mind that environmental lighting can modify the view that the calculate a matrix that relates these two planes by taking the image from
camera has of the pattern card. If the card is in shade, white can be taken as the camera’s plane of vision and converting it to one of our pattern’s four
black, or if a light shines directly on the pattern, the brightness on a black area rotation poses (see Figure 5).
may be understood as white. Because of this, it is recommended to work with To calculate the homography matrix, we begin by creating two lists of
patterns that are absolutely black and white in order to minimize this problem. points. In the first list we will introduce the eight vertices of the contour we
Next, we calculate the contours of the image. A contour is only a list are working with (the four from the black edge and the four from the inner
of points that indicate the border between black and white areas. To do white square). This defines our origin plane. The second list will have the
this we call the function cvFindContours () and indicate through the points of the pattern at the destination plane we seek—that is, the actual
flag CV_RETR_TREE that we want the contours to be listed hierarchically. positions and dimensions in pixels of the black border and the inner white
If a contour is inside another, it will appear as a child on the list. This is square from the original image pattern.
useful because our original image's black border and its internal white It is necessary to enter a coordinate Z in the second list, and we should
area creates another four-sided contour which is a child of the previous always set it to 0 (Figure 6 shows the eight vertex values). Call the function
one. Use cvApproxPoly () to convert a “rough” contour into a straight line, cvFindHomography () and as parameters, give it the two lists of points we’ve
“poly” contour (see Figure 3). created, and a matrix in which to store the result.
The points defining a contour can be ordered in the list either clockwise Once the matrix has been calculated, we apply it to the binary image
or counter-clockwise. This will depend on whether the contour marks the captured by the camera (see the results of the operation in Figure 5). On
boundary between a white area and a black one (clockwise) or between a the image generated from homography, we should do the same calculations
black area and a white one (counter-clockwise). As shown in Figure 4, there we did when creating the pattern. We divide the inner white square into NxN
are two contours highlighted in red. The arrow indicates the direction in cells and for each cell we calculate its absolute color (black or white). Once
which points are defined. we have the calculated values, we simply compare them against the black
Once we have the list of contours, we can exclude those that do not fit the cells of the four poses of the pattern that we have loaded into memory. We
contour of the pattern we are seeking to recognize. A simple test is to check only need to compare against black cells because the white cells define the
that the contour has four sides and the points that define it are clockwise. background of the pattern.

www.gdmag.com 23
FIGUre 1 (top) shows the format for a basic pattern
card. FIGUre 2 (bottom left) shows the original FIGUre 3 shows the detection process starting with the camera image (top left), the binary image (top right), the
image and its binary representation (bottom right). rough contour (bottom left), and its converted "poly" contour (bottom right).

Once the black cells are compared, we will get a percentage of similarity Camera eye
(number of coincidences / number of black cells). Then, we check to see
if this percentage is greater than a certain threshold that we have defined Rays of light colliding with the objects around us form our view of the
(such as 90 percent) and if so, the pattern has been recognized. We always world. In such collisions, some light is absorbed and some is reflected. This
need to compare against a threshold, because in practice we are never going reflected light is collected by our retina and defines the color that we see
to obtain a 100 percent correspondence. When calculating the homography, reflected from an object.
the results will depend on variables such as size, orientation, lighting, and A camera functions very similar to the eye—light enters through the
the image on the pattern card. lens of the camera and is projected onto a plane that collects the image.
We can also employ a heuristic to decide which pose of the pattern to To project a 3D point from the world onto the 2D plane of a camera, two
compare first. We can start by checking against the pose the pattern had the matrixes are used to transform the origin coordinates.
last time it was recognized, and if the pattern is not found to be using that The first matrix is the camera matrix, or the intrinsic parameters matrix.
pose currently, it can be compared against the preceding and following poses. In it, the values for the focal length are defined—meaning the distance from
At this point, we will have detected the pattern in the frame of the camera. the point where the light enters the camera, and the plane where the image
In addition, we have its base pose that will be needed to properly calculate is recorded.
its orientation. We will only need to get the positions and orientation of the There is a focal length for x and another for y. This is normally because the
pattern in 3D coordinates. pixels of the camera plane where the image is recorded are rectangular rather
than square. The other two values that are used are the displacement of x and
y, from the center of the projection plane to the
center of the camera. Under perfect conditions
sample applications
To get more insight into pattern of the file with the image pattern, cube over the pattern that adjusts
both would be 0, but low-cost cameras rarely
have the millimetric accuracy needed to correctly
recognition, we’ve provided sample and the second parameter should to position and rotation. place the projection plane right in the center of
programs available at www.gdmag. be the name of the file where In Recognizer’s debug window, the focal point. These values are given in pixels,
com/resources/code.htm that use the pattern information will be you can see the steps that the so if we calculate the values for a resolution of
OpenCV for computer vision and stored once it’s processed. Visual application follows in order to detect 640x480, and we change the camera resolution
OpenGL for graphic representation. feedback in Creator shows how the a pattern. Press F1 with the focus to 1280x960, we need to multiply the values by 2
They are compiled using Visual program processes the image so on the recognition window, and you
Studio 2005 Express for use with you can see the original image, its can see how the binary image is for them to be valid.
Windows. The window initialization contours, and the four poses of the calculated, followed by the contours, The second matrix is a matrix of extrinsic
and the event management of the image converted to cells. the homography of the possible parameters that are the product of a rotation
application are set for Windows, The other sample program is contour, and finally the pattern in matrix and a translation matrix. These indicate
so you will need to make some called Recognizer. When running, the form of cells. In addition, at the the rotation and translation from the coordinate
changes in this regard if you want it will display a window that shows bottom, a percentage indicates the origin of an object in the real world toward the
to port to other platforms.The first what the camera is capturing. degree of similarity found between coordinate origin of the camera.
sample is a command line program By using the example pattern the pattern taken from the frame
called Creator. The first parameter that comes with the program, of the camera and the pattern read Initially, each camera has some intrinsic
introduced should be the name Recognizer will place a virtual from disk. parameters that differ from model to model.
To obtain these values, it is necessary to

24 game developer | december 2010


FiGure 5 (top) to calculate a matrix that relates
these two images, take the image from the camera’s
plane of vision and convert it to one of the pattern’s
four rotation poses. FiGure 6 (bottom) shows the
FiGure 4 shows the two contours highlighted in red. the arrows indicate the direction in which points are defined. eight vertex values.

calibrate the camera. Using a well-defined pattern such as a checkerboard, the size of the inner white square, it will give us the depth in units of the
images of the pattern in different positions and rotations are taken by the world where we would place a 3D model.
camera. Then by using the cvCalibrateCamera2 () function, we obtain the For now, we only have the depth of the 3D object. To calculate the remaining
intrinsic matrix. two coordinates, we pass the x and y position from the center of the pattern
on-screen (simply add the values of the four vertices and divide by four) to 3D,
C alCul ate Position and orientation in the and throw a ray according to the orientation of the camera to the depth we have
Pat tern’s 3d Coordinates calculated. With this operation we will have the three world coordinates.
The orientation is given in a 3x1 vector. The three values indicate an
In order to overlay 3D graphics onto the camera feed, we need to know the axis of rotation, and the magnitude of the vector represents the angle of
position and orientation of the pattern relative to the camera. This allows us rotation. To make these values easy to use, OpenCV provides a function to
to, for example, draw a 3D model on top of the card and have it look like it fits convert this rotation vector to a classic 3x3 rotation matrix. This function is
into the scene. cvRodrigues2 (RotationVector, RotationMatrix). If we are working with
The first thing to do is to build two lists of points in the same way we OpenGL, we should reverse the rotation in X before calling the function, and
did when calculating the homography matrix. The values of the points are after calling it, we will have to transpose the matrix.
the same as in the previous case; the only difference is the order in which These are the steps necessary to detect a pattern and obtain its position
we define the points of the pattern in the frame. When we calculated the and orientation in the 3D world.
homography matrix, the first point was always located at the top left of the Throughout this article, I used less than a dozen OpenCV functions. If you
contour, and the others were clockwise. want to continue working with augmented reality, it is worth investigating
The first point is given by the pose in which the pattern has been this fantastic library. For example, you could obtain the brightness of a
found. If the pose is 0 (original image without rotation), the order of the camera frame, and depending on the lightness or darkness, apply a shade
points is the same as when we calculated the homography matrix. If the to your 3D models so that they integrate better with the real world. Another
pose is 1 (image rotated 90 degrees), the first point on the list will be example could be tracking the user’s head movement in order to rotate our
the last point of pose 0. If the pose is 2 (image rotated 180 degrees), the models, as well as detecting hand movements and gestures. There is a
first point will be the last point of pose 1. For pose 3, which is the image world of possibilities within this library.
rotated 270 degrees, the first point will be last point of pose 2. For the
second list, we use the list of points that we built when calculating the C é s a r B o t a n a h a s b e e n w o r k i n g a s a g a m e p r o g r a m m e r s i n c e 2 0 01
homography matrix. in companies such as Pyro Studios and Zinkia Enter tainment. He
Once we have the two lists of points and a matrix of intrinsic values, i s n o w l e a d p r o g r a m m e r a t Te q u i l a W o r k s .
we call the function cvFindExtrinsic () and pass these values to it. It
will return rotation and translation vectors for the object we have been
analyzing that relates to the coordinate’s origin (the camera’s focal point).
The units in which these values are given are the same ones we used to
resources
indicate the coordinates in the second list of points. openCV http://opencv.willowgarage.com/wiki
Remember that we introduced the values in pixels, so the values we learning openCV: Computer Vision with the openCV library
obtain in return will also be expressed in pixels. In this way we can get the by Gary Bradski and Adrian Kaehler, O’Reilly Media, 2008
distance in depth between the camera and the pattern, and if we divide by

www.gdmag.com 25
B Y P A T R I C K R E D D I N G , A L E X P A R I Z E A U , A N D M A X I M E B E L A N D

26 GAME DEVELOPER | DECEMBER 2010


////////////////////// WITH THE 2002 RELEASE OF TOM CLANCY’S SPLINTER CELL, UBISOFT MONTREAL
ANNOUNCED ITSELF AS A STUDIO, AND UNDER UBISOFT, PRESENTED ITS INDUSTRY CREDENTIALS AS
A DEVELOPER-PUBLISHER OF SERIOUS AAA TITLES. TWO SEQUELS FOLLOWED IN RAPID SUCCESSION,
WHICH SOLIDIFIED THE FRANCHISE AS A LEADER IN THE STEALTH-ACTION GENRE.

After the fourth game in the series—SPLINTER CELL: DOUBLE AGENT (2006)—a new thematic direction
had been established. Grizzled intelligence operative Sam Fisher was on the run and at odds with his
former employers in the wake of a devastating loss. This reset offered both promise and peril for the
next production, which wound up becoming SPLINTER CELL: CONVICTION. The SPLINTER CELL team set out
to redefine the core gameplay away from traditional light and shadow stealth mechanics, and toward
disguise, crowd concealment, improvisation, and dynamic environmental action. When the results fell
short of the publisher’s standards for its flagship titles, it meant the binning of over two years worth of
work and the restructuring of the team.
This was the situation that confronted the title’s new producer and creative director at the start of
2008. Having previously worked together on TOM CLANCY’S RAINBOW SIX VEGAS, Alex Parizeau and Maxime
Beland understood the challenges of reinvigorating an established brand with extensive history and
fiercely passionate fans. They were also starting their involvement at a time when the clock had already
been run down by two years, representing a body of work that would be largely invisible to an end
consumer. This was on top of the quality expectations that would come with a second outing on the
current generation of consoles.
At the request of the company’s Paris HQ, Beland steered the game back to its roots, and at the same
time recalibrated the working model of shadow stealth to give the player faster movement, more visceral

WWW.GDMAG.COM 27
action, and explicit, presentation-layer cues for tweak the game’s systems in support of Sam’s story, and new characters that fit the SPLINTER
preying on AI enemies. Parizeau drew talent from predatory aspect. The result was a player fantasy CELL universe (providing some of the classic
Ubisoft’s entire operation to grow the team, which that lived as much in the depth of CONVICTION’s mission-based structure loved by fans of the
at its peak numbered 200 developers in Montreal, systems as it did in the fiction surrounding earlier games) while setting up background for
Bucharest, and Paris. Ramping up through an Sam’s work for Third Echelon. the solo campaign.
accelerated pre-production, they delivered a But that fiction also did its part to shift the Because key time constraints and the
vertical slice in November 2008, and pitched a game’s emotional center out of the geopolitical needed autonomy were established up front,
full game walkthrough that deviated from the spaghetti of most CLANCY titles, by focusing the co-op group could pick its battles judiciously.
shipped content by only a single scripted event. on the apparent death of Sam’s daughter in a Associate producer Sebastien Ebacher brought
Reaction to CONVICTION upon its release in drunk-driving incident. For a character that had on Patrick Redding as game director, and the
April 2010 reflected both the players’ hunger for previously been defined as a self-aware chess two of them collaborated closely to set quality
variety in the modern action-adventure milieu, piece, this made his concerns and anxieties benchmarks and dial the scope of content up or
and the relatively hardcore tastes of many immediately more relatable. down as needed.
bloggers and reviewers. SPLINTER CELL: CONVICTION The decision to ship CONVICTION as an Xbox The designers focused on the core
dropped as an Xbox 360/PC exclusive and was 360-exclusive title brought increased support mechanics of single-player that best scaled up
the best-selling console game in the U.S. for that from Microsoft. This working relationship proved to two players, and they avoided overextending
month, according to NPD. vital when submission schedules were shifted the design. Since they weren’t locked into
around late in production to allow for more polish using existing single-player map geometry or
WHAT WENT RIGHT time. Having been briefed on the overarching assets, designers were able to tailor the level
intentions for the title, Microsoft was in a better design blueprint to the unique needs of two-
1) CLEAR AND FOCUSED DIRECTION (ONCE THE position to offer flexibility. By the time the game person multiplayer. The artists had the freedom
VISION WAS SET). Beland established a standard was revealed on the Microsoft stage at E3 2009, to develop a unique visual aesthetic for the
language for describing the target experience, content for the single-player campaign had been campaign, and were given room in the production
and that message was applied consistently both precisely scoped. The demo itself showcased schedule to iterate on level art and assets.
internally within Ubisoft and externally during real systems and data. What was shown was The resulting work extended the overall
the marketing of the game. Sam would move and what shipped. replay value of the game, and drew substantial
behave like the proverbial “panther.” This was the praise from critics and players. Ubisoft leveraged
reference point in the character’s animations, and 2) THE COOPERATIVE MODE STOOD ON ITS OWN this through a DLC strategy that delivered new
for new game mechanics designed to empower MERITS. A late addition to the game’s official DENIABLE OPS maps for months after the game’s
the player with a credible approximation of planning, co-op became the focus of a dedicated initial release.
Fisher’s ruthless super-spy efficiency. team that was quickly assembled and given a
Clear player experience targets gave the mandate to deliver within less than a year. The 3) THE TEAM INCLUDED THE RIGHT MIX OF
team the confidence to make decisions and to result was several game modes, a two-player EXPERIENCE. At the time of the game’s shift

PUBLISHER
Ubisoft
DEVELOPER
Ubisoft Montreal
NUMBER OF
DEVELOPERS
200 at peak
RELEASE DATES
April 13th
(Worldwide Xbox
360), April 27th
(Worldwide PC),
2010
PLATFORM
Xbox 360, PC

28 GAME DEVELOPER | DECEMBER 2010


in direction, there were developers assigned
to the project who had worked on all four of
the previous SPLINTER CELLs and had already
devoted over two years to CONVICTION. The new
team retained a number of these veterans,
particularly those with engine experience.
Others arrived off lengthy productions such as
ASSASSIN’S CREED, RAINBOW SIX VEGAS, and FAR CRY
2. As the team grew to full capacity, it absorbed
a substantial share of new talent arriving at
the Montreal Studio, particularly programmers,
artists, level designers, and level scripters.
Of particular note, game design lead Steven
Masters helped develop player character actions
for RSV, and was part of the fight team for
ASSASSIN’S CREED. There were key contributions
from ASSASSIN’s alumni in gameplay animation,
giving Sam’s “predatory” athletic moves,
takedowns, and 3D navigation some Altair-style
grace. CONVICTION’s ad hoc co-op group was a
major beneficiary of this mix: lead designer
JP Cambiotti and level design director Jason
Arsenault previously worked on RAINBOW SIX:
VEGAS and RAINBOW SIX: VEGAS 2, where they built
their expertise at creating environments and
gameplay around two-man units.
Because the Montreal studio is “engine
agnostic,” the most experienced of the
CONVICTION newcomers had already worked with
the SPLINTER CELL tech and tools, or their recent
forerunners. This helped to reduce the ramp-
up time, especially if new developers could be
placed near those who had been involved since
the beginning. The management team worked
especially hard to retain the knowledge of the
original C ONVICTION crew, shifting people as
needed to reduce project fatigue and opening up
new roles whenever possible.

4) THERE WAS A CLEAR PIPELINE IN PLACE FOR


DELIVERING FEATURES AND CONTENT. The path RAINBOW SIX. Feature Sign-Offs (FSOs) did away This technique also helped preserve the
from concept to completion was understood with unread, bloated Word docs and required seamlessness of in-game continuity, further
well, and understood early, before the team designers to rigorously define the game’s features supported by delivering the game without cuts,
was fully ramped up. Once pre-production in terms of testable requirements. The FSOs hiding load-times behind continuous camera
began, CONVICTION’s direction did not change. We continued to live well past Alpha, and became the transitions that follow Sam from location to
delivered a publishable vertical slice halfway basis for the game’s final closing plans. location, or offering a preview of the next
through the new production schedule, which chapter’s objectives. This fed stylistically into
contained all the features that shipped in the 5) THE PRODUCTION SUCCEEDED IN INNOVATING the game’s relentless forward momentum,
final game, in part because the team had already ON IN-GAME PRESENTATION ELEMENTS. Graphics reinforcing the theme of Sam’s personal
spent a year of rapid prototyping and knew how were a key pillar of SPLINTER CELL from the very mission and the aggressive, strike-from-the-
to plan and what to include. start of the series. In the intervening years, shadows dynamics.
Content development was streamlined graphical fidelity has become a commodity of
through a blueprint process that allowed the AAA games, essentially the price of admission WHAT WENT WRONG
level designers to begin iterating on their maps for any title that hopes to compete. This raised
even while the gameplay team was doing the bar for the CONVICTION team as we worked to 1) THE GAME’S MECHANICS WERE RESTARTED
the same for mechanics. The approach was push the production values on scripted events FROM SCRATCH. CONVICTION’s original direction,
unabashedly top-down, producing a timeline and other story-driven moments in the game. while intriguing as a concept, proved to be
of the game’s timeline in layers of increasing CONVICTION’s visual signature is probably the unworkable as a fully-featured game experience.
granularity, from story beats through locations, use of projected media—movie clips and text When Parizeau and Beland joined the team in
down to individual blocks of action. splashed across in-game environments for the early 2008, the game as it existed then was
CONVICTION also inherited a philosophy of player to see at the right moment. Projections so far removed from the core mechanics of the
design documentation that originated with allow the game to show important dramatic beats series that Ubisoft felt one of its key franchises
ASSASSIN’S CREED and was put to good use on without resorting to non-interactive cutscenes. was in potential jeopardy.

WWW.GDMAG.COM 29
Even though the “panther” concept was Unfortunately there wasn’t time to rebuild streamlining much of the complexity from
envisioned and documented relatively quickly, everything. Analog movement speed was the original systems. Unfortunately, some
implementation could only be accelerated abandoned in favor of a simplified run-walk much-appreciated features—like the ability to
by so much. Many features that are a given system. The ability to pick up and hide dead move dead enemies, or use a knife for close-
in a S PLINTER C ELL game, such as dynamic bodies was never recreated, nor was lockpicking, quarters kills—fell by the wayside because
lighting, two-handed weapon firing, and gadget nor the full variety of door-entry mechanics. they were never included in the original design
management literally needed to be recoded requirements, and there wasn’t sufficient time
from scratch. Any new mechanics needed to 2) TARGETING ACCESSIBILITY PUT THE GAME IN left to reintegrate them and polish them to the
sit on top of these must-have features, putting CONTENTION WITH HARDCORE PLAYERS. Stealth standard of the earlier games.
further pressure on the timetable and creating games in general occupy a relatively narrow niche, Among other things, the compounding
considerable bug risk. and Ubisoft needed to expand the franchise’s development pressures left the team without
For example, the black and white filter appeal or risk it falling between the cracks, enough time to implement and polish a true
that tells the player they are hidden from pleasing no one. Earlier chapters in the SPLINTER “realistic-hardcore” difficulty setting that
nearby AI was functionally dependent on the CELL series had emphasized a fairly punishing would have better satisfied the desire of
restoration of the light and shadow system. It model of stealth play that required painstaking some players to tackle the game in a more
was impossible to make changes to ambient observation and concealment, and which traditional way.
lighting or the nuances of shadow gradation generally ended badly if the enemies’ suspicions
without impacting the logic of the black and were ever aroused to the point of violence. 3) CHANGING DESIGN, TEAM, AND TECH AT THE
white filter, which made it harder to debug and Opening the series up to new players SAME TIME CREATED SIGNIFICANT PRODUCTION
prevented us from giving the effect the degree who were wary of its reputation meant RISK. As experienced as the team was, most of
of visual polish we wanted. devising completely new mechanics and us were new to the franchise and needed a crash

30 GAME DEVELOPER | DECEMBER 2010


course in the engine and tools at a stage when working, both for the players and for the SINGLE CELL ORCHESTRA
our time was at a premium. This was further designers’ gameplay intentions. Since the
complicated by the fact that the technology itself player has the ability to shoot out lights, We, as a team, are extremely proud of what was
was in flux, and engineers had to respond to the ambient lighting was kept subtle, to avoid accomplished in just two years.
revised vision by integrating significant changes prohibitive runtime recalculations. Ultimately, In spite of the challenges, SPLINTER CELL:
to 3D, rendering, animation systems, and AI. the 3D group had to rework many renderer C ONVICTION ultimately released with solid
Feature-specific teams were forced to internals to support moving dynamic lights like marketing buzz and consistently positive
make hard prioritization calls even before the flashlights, and enable large-scale, directional reviews. Post-launch survey data suggests that
project entered full production, in order to outdoor shadows. Because the game’s stealth established SPLINTER CELL fans still made up the
meet the twin goals of updating the mechanics system determined the player’s visibility majority of players, and that their appreciation of
and restoring key gameplay pillars. Rather based on actual illumination thresholds, small the new mechanics was a lot better than had been
than risk shipping legacy features in a half- tweaks to the map lighting could easily break originally expected. We realized that the franchise
baked form, the team chose to limit scope. gameplay, and the group spent a frustrating can be moved in a more accessible direction
The must-have Spies Vs Mercs adversarial amount of time creating debugging aids for without losing longstanding fans of the series.
mode became one of the first casualties in this artists and the AI programmers. With our approach vindicated, it now falls to us to
process, which undoubtedly alienated core take it further and reach out to new players.
fans of the series. 5) THE GAME’S EXISTENCE WAS REVEALED TOO More than anything else, C ONVICTION
Changing all three points on the “iron EARLY. After the UbiDays 2007 reveal, the web represents a solid technical foundation on which
triangle” introduced continuous stress into was flooded with images of Sam in his tousled- to continue to build. The mistakes, missteps,
the working lives of the entire team. The new haired “fugitive hobo” guise, a character design and glitches have been accurately accounted
direction still needed to be presented, explained, that was ultimately discarded in the context of for and can be resolved with very little risk.
and evangelized to the team, and unsurprisingly, the new direction. This created an automatic More importantly, we now have the opportunity
not everyone on C ONVICTION understood the
intention immediately. People were frequently
blocked by a lack of stability in the engine and/
or tools, since the responsible groups were
scrambling to meet their new requirements
within a compressed timeframe. And finally, the
team wasn’t afforded enough time to become
acquainted with each other, and to adapt to their
respective strengths and weaknesses.

4) THE ENTIRE LIGHTING SYSTEM NEEDED TO


BE RECREATED FROM SQUARE ONE. If any one
system represents a non-negotiable pillar of
the SPLINTER CELL series, it has to be light and
shadow, which is a critical affordance for stealth
play. Without the shadows, Sam loses his most
powerful weapon, and the experience begins to
resemble a generic third-person shooter. When
this was restored to the game’s direction, there
was no cheap fix.
CONVICTION’s more kinetic play style also had
an impact. Previous implementations of light
and shadow worked well in small spaces and
at slower movement speeds, but a heightened
pace of action demanded larger spaces and
more enemies to engage the player. Those two
factors stressed the budget of dynamic light
sources in many areas.
Furthermore, as runtime effects go, disconnect in the minds of players and to iterate on an already successful game
dynamic lighting is processing-intensive but journalists when the revised game was publicly by focusing on content, variety of play, and
not necessarily visually spectacular. In 2010, announced. enhanced player choice.
it’s a stretch to position “light and shadow” as a During the major press and publicity The next game in the series is now under
quality differentiator. By eliminating this type of events in support of CONVICTION , Ubisoft reps development at Ubisoft’s new Toronto studio,
lighting, CONVICTION’s original direction planned would routinely spend half of an interview with many of the same development leads. The
to rely heavily on ambient occlusion and static explaining the checkered history of the project, direction and technology are in place, so the
bounce illumination to create a more nuanced time that might have been better showcasing challenge for the moment is to build up a new team
look for outdoor and daytime settings. key features. In the final analysis, the game of experienced and passionate developers and
With shadow stealth back in play, level might have been best served by giving it a continue to evolve the tools and methodologies
teams needed to light first and foremost completely new title to further distance it from that proved successful on CONVICTION.
for aesthetics, and then iterate extensively its muddled origins.
in response to playtests to get the setups By PATRICK REDDING, ALEX PARIZEAU, and MAXIME BELAND.

WWW.GDMAG.COM 31
Learn. Network. Inspire.

Game Developers Conference™ China


December 5–7, 2010
Shanghai International Convention Center | Shanghai, China
Visit www.GDCChina.com for more information
TooLBoX

R e v i e w B y T o m C a R R o l l

aUTOdesK
3ds max 2011
While 3ds Max has seen provided guidance on that color The first note is that it is possible pick a 3D object and paint into your
revisions on an almost yearly basis, scheme for the native viewports? to save assets back to the 2010 scene with your mouse. The controls
it’s important to say right up front Darth Vader? I can hear it now in the version of 3ds Max. This means that let you adjust scale and spacing on
that 3ds Max 2011 is a significant production meetings: teams that might have been skittish all three axes, and as objects are
update. So often software companies about upgrading to a new level can painted into the scene, they can
get into releasing new revisions Minion: “Lord Vader ... now do so without any qualms (if be adjusted on the fly to prevent
when they’re simply not worth the what colors should the they’re using 2010, that is). And them from being too uniform. You
time or the money, like buying a new interface be?” there are a lot of reasons teams can even paint with more than one
Lexus when really, only the trim and Vader: “Geev them any would want to do so. For example, object at a time. Painted objects
the taillights have changed. color as long as it’s 3ds Max 2011’s Object Paint tool and remain live (you can continue to
This isn’t the case with 3ds blaaack!” updated Viewport Canvas give game tweak them until your middle mouse
Max 2011. To continue with the Minion: “But Lord Vader ... developers Toyota hybrid economy button falls off) until you commit
automobile references (because black is ... well, black.” with Lamborghini styling. By them within the scene. Artists will
I can), the release ships with a Vader: “I find your lack of themselves, these two features will thank the 3D gods in the sky.
new user interface (UI) that is as confidence in dark color help game artists save a ton of time, Common environment tasks
intuitive as a cup holder, dynamic schemes ... disturbing. and that’s no lie. such as placing foliage, patches of
workflow streamlining, luxurious Make it charcoal gray Let’s see why ... grass, and various sizes of rocks,
additions to the modeling tools, then ... dark charcoal.” bricks, tombstones, fence posts,
a new and improved system for OBJeCT PainTinG bollards, etc., will not only become
building materials, integration While I can anticipate the avalanche » I find that Object Painting is one less repetitive, but may actually
of CAT (that’s Max’s Character of emails wondering if my own 2011 of the best new features in 3ds Max allow artists to get their art groove on.
Animation Toolkit, not videos of viewports have been redecorated to 2011. It's tops because it allows Object Painting also allows for
adorable felines playing with yarn), conform to Dora the Explorer or My you to do something you’ve always various kinds of object filling. For
and even a best of class 3D/2D Little Pony, let me just counter that if wanted to do, and it does it very, instance, let’s say you’re working
paint system. the worst negative you can find about very well. And that is to paint parts on some kind of killer steampunk
And about that UI ... 3ds Max 2011 is the viewport color of your scene with objects. zeppelin and you want to put low
Lest I begin the review sounding scheme, the rest of it must be pretty The Object Painting tab is on the poly rivets along the structural lines
like the curmudgeon I am not, who damned good. It is. Ribbon. To paint with objects, you on the outside of the covering. In the
past, you might have toiled away in
relative obscurity, eating cold pizza
and drinking Mountain Dew for a
day and a night while placing those
rivets by hand, or you might have
taken a shortcut by painting them
into a normal map, and then tried to
make them appear in the render.
With Object Painting in 3ds Max
2011, simply select an edge or a
loop on the zeppelin, turn the edge
into an editable object, then pick
a rivet object and use Object Fill
to place rivets along the edge. The
rivets adjust automatically, so the
amount you preselected via the
Ribbon will be spaced out nice and
even.

VieWPORT CanVas
» Viewpoint Canvas was a part of
3ds Max 2010, and it allowed you
to paint on the diffuse channel of
objects directly in the viewport.
The slate Material editor in 3ds Max 2011.

www.gdmag.com 33
TOOLBOX

In 2011, it has been ‘roided up a friendly. When Character Studio


bit. Without question, the biggest first appeared, it was "the bomb." AUTODESK 3DS MAX 2011
change is being able to paint on Automatically creating walk cycles Autodesk, Inc., 111 McInnis Parkway, San Rafael, CA 94903
http://usa.autodesk.com
any map type, including on bump by placing footsteps quickly
maps directly in the viewport. became the industry standard. But PRICE
The Canvas palette also includes it’s tough to stay on top, and the › 3ds Max 2011: $3,495
options for loading and painting complex and convoluted nature › Upgrade from 2009 or 2010: $1,745
with bitmap images and masks, as of Character Studio became its
SYSTEM REQUIREMENTS
well as with colors. Achilles' heel.
Microsoft Windows 7 Professional, Microsoft Windows Vista Business (SP2 or higher), or
A new layer manager in Now, 3ds Max 2011 has Microsoft Windows XP Professional (SP2 or higher). Intel Pentium 4 1.4 GHz or equivalent
Viewport Canvas mimics the layers integrated CAT into the tool suite or AMD processor with SSE2 technology.
you find in Photoshop, and what and it’s a breath of fresh air. 2 GB RAM, 2 GB swap space, 3 GB free hard drive space. Direct3D 10 technology,
could be better than that? This This CAT is really simple and Direct3D 9, or OpenGL-capable graphics card.
layer manager lets you create new effective. Creating and animating PROS
layers (and turn them on and off rigs of various standard sizes and 1 Ability to save assets back to the 3ds Max 2010 level.
as needed), adjust the blending complexities is now super simple. If 2 Object Painting is a real time saver.
mode and opacity of each layer, you’re an animator, you now have 3 Viewport Canvas toolset promotes the artist within 3D art.
and apply image adjustments such the ability to change a rig to match CONS
as brightness, contrast, levels, and another character, and you can do 1 3ds Max 2011 seems a little slower than 2010 and before.
color balance. it even if the new character has a 2 The charcoal color scheme. How fast can one adjust that?
Viewport Canvas also has different number of legs, arms, tails, 3 Extrapolating on rev level naming sees 2012 hitting the market in about a month.
several new brushes to Clone, Fill, tentacles, you name it. CAT’s wide
Gradient, Blur, Sharpen, Contrast, variety of default rigs are ideal for
Dodge, Burn, and Smudge; also, a wide range of human characters, instance, if you create and position Part of CAT’s brilliance is that
the brush radius, opacity, spacing, and also for an even wider range of one arm, then create a second it retains a lot of the best Max
and color can be randomized to add malformed trolls, creepy monsters, arm, CAT positions the second arm features so today’s animators don’t
essential variety to your work. or scary creatures. automatically as a mirrored copy of have to relearn the whole thing. I
CAT is also smart. You can the first. CAT also correctly names could go on and on, but animators
CAT-TASTIC!! use standard transform tools to all rig bones by default, and if you should find a way to experience the
» 3ds Max’s Character position and orient bones, and CAT change the adult name, it correctly new version, I’m sure they’ll see the
development tools have always automatically knows what section of modifies the names for all children clear advantages.
been advanced and developer the character you are working on. For bones as well.

product news
New Version of navigate crowded MMO available as a public beta The acceleration will bleeding, soft shadows,
NavPower environments, according to starting in the first half of rely on Directx 9 standards and other lighting-related
BABelFlux BabelFlux. 2011. on Windows, OpenGl eS effects in games.
www.babelflux.com The update also They will provide low- 1.3 on Macs, and OpenGl The company claims
/// Middleware developer optimizes the middleware’s level programmable shader- eS 2.0 on mobile platforms, that Beast streamlines
BabelFlux announced performance on the based engine features and potentially puts the lighting process in
a new version of its PlayStation 3, using the including z-buffering, Flash more directly into game development with
NavPower AI pathfinding system’s multiple cores stencil color buffering, competition with 3D-centric its liquidlight Global
software, which will be more efficiently to reduce fragment and vertex web game engines such Illumination engine
used in upcoming games memory consumption and shaders, and cube textures, as unity. and real-time lighting
improve response time, the all of which will use the visualizer eRnsT. The tool’s
company says. GPu “where possible” for Beast Lighting DistriBeast distribution
“significant performance Middleware engine can be used to
3D Flash Game gains.” AuTODeSk quickly distribute renders
Dungeon Siege iii.
Hardware Developers are told www.autodesk.com on multiple machines.
Acceleration to expect “hundreds of /// The Autodesk Beast Other key features of
such as eA’s DeaD Space ADOBe SYSTeMS thousands of z-buffered lighting middleware is Autodesk Beast include
2, DarkSpore, and Square www.adobe.com triangles to be rendered at now shipping and is the precomputed global
enix’s Dungeon Siege iii. /// Adobe announced a new HD resolution in full screen first release of the product illumination, the ability
Pathfinding algorithms set of APIs enabling large- at around 60 Hz” under under Autodesk since the to adjust overall scene
in the new version allow scale, hardware-based 3D the new APIs, compared company acquired Beast lighting without bounce
for AI-controlled characters acceleration on its popular to “thousands” of un-z- creator Illuminate labs in lights or ambient fills, and
to negotiate moving Flash and AIR platforms. buffered, 30Hz triangles July this year. an API that allows users to
platforms, fly over buildings Code named “Molehill,” the under the current Flash Autodesk Beast allows more easily integrate Beast
or through windows, and company’s new APIs will be Player 10.1. for light bouncing, color into a game engine.

34 game deveLOper | decemBer 2010


SLATE MATERIAL EDITOR immediately applied to objects, feature into second place, but I’ll the same time, in terms of overall
» Next in the conga line of new which is especially useful for move on. performance, 3ds Max 2011 seems
features in 3ds Max 2011 is the environment artists that need a little slower than 2010 and before.
Slate Material Editor. I place it to start working right away with QUICKSILVER
second after Object Painting various real-world architectural » The Quicksilver hardware TO UPgRADE OR NOT TO
because of the increasingly materials like tile, ground, metal, renderer is a new multithreaded UPgRADE ...
complex nature of today’s water, and glass. rendering engine that uses both » Overall, I’ve found that Object
materials, even more so for video the central processing unit (CPU) Painting and Viewport Canvas
game work. Slate is an expansion INTERACTIVE TEXTURE DISPLAY and the graphics processing unit are worth the upgrade fees by
of the Compact Material Editor » In a tie for third with the Slate (GPU) to deliver rendering PDQ themselves. Add in everything else,
(previously known simply as Material Editor is the ability in 3ds (Pretty Damned Quick). The new and while you may not quite be
the Material Editor). While Slate Max 2011 to view many 3ds Max setup achieves up to 10 times willing to relegate that legacy copy
incorporates portions of the old texture maps and materials within faster rendering than traditional of Max 2010 to the scrap heap (like
system, it is miles ahead because the viewport to help develop and techniques on common graphics your old Pinto), it makes the decision
of its highly visual node-based refine scenes in a higher-fidelity cards. You can’t necessarily say not to upgrade a lot tougher than it
material editor. The fact that you interactive display environment that this is a benefit to video usually is. But if you’re working with
can see at a glance the numerous without the constant need to game developers because many characters, then the integration of
components comprising a material, re-render. Tell me that you enjoy cutscenes that used to be rendered CAT will deliver a beat down like Rey
the relationships between them, sitting at your desk at 11:59 PM, are now done within the game with Mysterio driving through your studio
and each shader channel puts the trying to dial in those texture UVs real-time processing. However, with in a monster truck.
old system to shame. on your model but constantly such an unsteady job market, no And when have you ever seen that
Another huge addition under struggling with the low-res nature one in the industry will begrudge metaphor in a software review?
Slate is the inclusion of the of the display. 3ds Max 2011 gives being able to more quickly render
Autodesk Material Library within the you the poison dart to take that out asset turnarounds, animation TOM CARROLL is a freelance video game
Material/Map Browser. Thousands beast down. The more I talk about cycles, and full scenes to appear in artist and a contributor to myIPD.com, an
of ready-made materials can be it, the more I want to bump this their demo reels and websites. At intellectual property portal.

Downloa
anD Pla D
the l ate y
stu Dentst

GEt youR GamE on! Games!

EvERythInG you nEED to know to


GEt Into thE GamE InDustRy!
• news and features for students and educators
• Getting started section — an invaluable how-to guide
• message Boards

I’ll match your interests and


goals with the right game
related programs and schools
from around the world. Download your FREE digital
edition of the 2010
www.gamecareerguide.com Game Career Guide online at:
www.gamecareerguide.com

www.gdmag.com 35
pixel pusher // steve theodore

The Balkans
Living and working in a fragmented medium

nearly 10 years inTo The


seventh console generation,
we’ve gradually become
accustomed to a lot of things that
once seemed exotic and scary.
There aren’t a lot of we-don’t-
need-no-steenking-normal-maps
holdouts anymore, and plenty
of artists can toss off terms
like “spherical harmonics” with
the kind of casual nerdiness
that once belonged only to the
ensign Wesley Crushers of the
multiverse. It’s kind of shocking
nowadays to roll back the clock
and look at titles that represented
the peak of graphics in 2002 or
2003; without the gauzy haze of
fond gaming memories, many of
those AAA stalwarts would look
more at home on a handheld or
a smartphone.
One of the peculiarities of
this generation of tech is that
the advances seem to come in
fits and starts. One game has
really swanky effects shaders,
with water ripples or caustic
lighting or buttery smooth
subsurface scattering. Another deferred renderer that gives you Sometimes these choices don’t even realize how little their
has a brilliant lighting model, lots of lights, but doesn’t handle are simply budgetary ones: will particular brand of “next-gen”
with a huge dynamic range and multiple layers of transparency dynamic reflection maps leave resembles those of other games
ultra-sophisticated radiosity well. Or, you could plug in a fancy enough memory in the budget and other platforms. Context is
mapping that captures all the offline radiosity solution and store for a fancy texture-based skin everything in art, and when the
subtleties of indirect lighting. tons of spherical harmonic light shader? Sometimes the choices context is some crazy one-off
A third may have real-time soft probes for a really rich indirect are architectural: If you want to proprietary tech, your art must
shadows or ambient occlusion lighting solution‚ but you might have a lot of dynamic lights, you’re struggle to adapt.
helping to define its forms and not have enough memory left probably not going to get MSAA or Consider how even something
tie its disparate pieces together. over for anti-aliasing at 1080p, or cool transparency effects. One way simple like environment texturing
But no game really does it all the ability to change the time of or another, it’s the game artist’s interacts with the complex weave
(which is probably good news; day dynamically. eternal pride and perennial curse: of lighting and shaders that
would you want to compete Obviously, the tradeoffs that you can’t have it all. make up an engine. Perhaps I can
against the game that really define any engine are (or let’s rely on screen-space ambient
did everything?). say they should be) driven by the Balkan deaTh grip occlusion: this means I get a
nature of the game you’re trying to » The interesting side effect of lot of the visual definition in my
a compromising posiTion make. A moody film noir mystery this overstocked buffet of graphics environment for free, so I don’t
» Modern hardware can do game should obviously be investing techniques is balkanization: every have to bother with a lot of extra
remarkable things, but the hard more in dynamic shadowing than project comes with its own unique tricks for darkening corners and
limits of memory and processing a flight sim, while a tunnel shooter way of doing things. Many artists emphasizing intersecting forms.
power still force us into some can probably rely a lot more heavily who’ve finally settled down into You, on the other hand, spend most
awkward compromises. You on pre-baked lighting than an open- a comfortable co-existence with of your time finessing the way your
might, for example, go with a world game with weather effects. the “next” generation of graphics materials bounce photons around

36 game developer | december 2010


to get precisely the subtle radiosity We all know that it’s the artist, it also explains why we stick with means we’ll always be trying new
effect you need, because your fancy not the tools—but too few of us a studio model that looks more like ways to get more and better art
lighting makes mine look like crap. feel like waiting for said artist to the 1930s than the 21st century. out of those damn machines‚ and
(But hey, at least I don’t have to actually learn the tools. It’s the It doesn’t take much effort inevitably this will mean we strike
wait two hours for the light farm same thinking that has led a lot of to prove that the crazy welter of out in different directions and make
to process my changes whenever us to half-consciously segregate different techniques and tools different, incompatible discoveries.
I move a light!) Meanwhile, the ourselves into Max- or Maya- we use is a hassle. Whether it has
driving game team up the hall centric career tracks. It's the path interfered with your career plans extra-CUrriCULar aCtivity
uses simple direct lights because of least resistance. or simply forced you to waste time » Because the career impacts of
they need dynamic shadows for Unfortunately, the logic may be learning a succession of quirky all this helter-skelter technological
night races, and they can’t spare impeccable but it comes with some approaches to common problems, change can be pretty severe, it’s
the memory for lots of ambient serious costs. For individuals, the you already know that life would be important to have at least a basic
textures. So they kick it 1999 style, costs can be pretty brutal: losing a lot easier if we didn’t have such familiarity with the way things
with a ton of baked-in lighting in out on a job that you know you could a bewildering variety of tools and work outside your particular studio
their textures. ace solely because you haven’t techniques to keep up with. setup and pipeline. Game Developer
Now, imagine that management spent a few weeks with a particular postmortems, Gamasutra, and
has reassigned us all. How long will set of sliders is pretty galling. what standards? particularly the GDC are great
it take us to be productive in each Technical decisions that your studio » Unfortunately, standardization ways to take the pulse of how the
other’s working environment? And make to service a particular project may be attractive but it’s not going production landscape is changing.
that’s just for texturing! (or satisfy a publisher’s whims) can to happen any time soon. As the And of course, in the Internet era,
have a serious but silent impact on current console generation matures, you can always find somebody out
Migrant Labor your career. we will probably see some progress there who’s willing to do a step-by-
» For the working artist, this is not toward common ways of getting step tutorial on every new trick in
just an annoyance. If you’re too tied UniversaL stUdios? things done. graphics or content creation.
to the ins and outs of one particular » For the industry, the costs In the early days of any tech, You can also help yourself
engine, your career mobility can are more subtle, but also more there’s a lot of experimentation. The by doing a little work on the side.
be at risk. When the rules of the far-reaching. Our heterogeneous early days of normal mapping, for Artists who freelance in their spare
game vary so much from studio to ways of making things reinforce example, involved lots of custom time pick up valuable intelligence
studio, your work can be devalued our business model‚ even when a tools and incompatibilities. Who on different studio cultures and
by viewers who don’t understand lot of people think that model is in can forget their first time trying techniques as well as a little extra
its technical constraints. It’s hardly need of an overhaul. We’ve spent every one of ZBrush’s annoying cash. Even experimenting at home
surprising, either, that candidates years trying to figure out whether tangent-space and UV-winding with techniques you don’t get to use
who’ve worked with familiar tools we ought to organize in Hollywood options to find the magical at the office is valuable. If nothing
and techniques have a leg up fashion, combining small core teams combination that would actually else, a few hours of learning the
over those with very different with a cloud of freelancers and work- produce a working result? ropes on a new process is great for
experience‚ but it’s not much fun to for-hire production houses rather Over time, though, the handling awkward interviews: “We
miss out on an interesting project than our long-term studio model experimental processes tend to don’t use it on my team, but I’ve
because you know the “wrong” (see Pixel Pusher’s March 2010 simplify and become more robust. done a lot of work with it in my side
lighting model or software package. column “Zombie Apocalypse”). Love Nowadays, it’s pretty much a given projects” is often enough to nudge a
Technical balkanization it or hate it, the Hollywood model that any working artist can figure wavering interviewer back onto more
exaggerates the industry’s tendency has sustained several generations out how to crank out a normal map positive topics like your portfolio.
to value computer bullet points over of huge franchises successfully, without special instructions and a If this sounds like a lot of
the artistic side of art. How many of while our business has struggled PhD in math. Other technologies, hassle ... well ... it is. But it’s also
us have sailed through a portfolio awkwardly to handle the huge from motion capture to high-level a critical consideration for the
check and a phone screen only to content costs of modern graphics. shading languages, show a similar long-term health of your career.
run smack into something like “of There are many reasons why progression from the exotic to the Technologies, even companies,
course, you know we’re really looking games haven’t gone Hollywood merely mundane. Hopefully, in our come and go. The only thing you
for somebody who’s done Mudbox yet, from culture to unionization gradually aging console generation, can be sure of is the life of a
sculpting” or “we loved your work but to geographical concentration. The we’ll see more tech becoming modern games artist demands you
we need somebody who has more fragmentation of our art pipelines de-mystified. be a jack of all trades as well as a
experience in HDR lighting.” and engine technologies also Nonetheless, the main reason master of one.
Now, to be fair, this kind plays an important role. If you for our lack of standards isn’t going
of job-search triage isn’t just want to build a production team away. That is to say, our ambitions steve theodore has been pushing pixels for
random cruelty. The art director or from scratch every time you spin are, and probably always will be, more than a dozen years. His credits include
producer looking to fill a hole on a up a project, standardization has far grander than our hardware can Mech coMMander, half-life, TeaM forTress,
production team has a legitimate obvious attractions. The perennial support. We’re constantly trying counTer-sTrike, and halo 3. He's been a
reason for preferring candidates complaint that Hollywood “doesn’t to strike a balance between the modeler, animator, and technical artist,
who’ll be ready to go from the day have to re-invent the camera for shifting, conflicting demands of as well as a frequent speaker at industry
they show up instead of requiring every movie” doesn’t just explain gameplay, graphics technology, and conferences. He’s currently the technical art
weeks or months of ramp-up time. our penchant for missing deadlines, art. Our need to make things cooler director at Seattle's Undead Labs.

www.gdmag.com 37
THE INNER PRODUCT // GIaCOmINO VElTRI

Game ConfiGuration
at Crystal lake
Loading and Processing configuration data with Json

Game configuration is a problem that is both ubiquitous and arbitrary. Every studio in our asset editor’s undo queue. We use JSON
needs to configure some aspects of its games, and the data used to configure each to send generic events in our event system.
aspect can come in various shapes and sizes. This can lead to customized solutions for We even use JSON from Perl scripts to help
loading and parsing different types of configuration data. The Excel JSON Exporter is automate a few processes in the new toolset.
meant to help simplify and unify how our configuration data is loaded and processed. Thus, it seemed only natural to use JSON as our
JavaScript Object Notation (JSON) is an open-standard text format for describing method for getting configuration data from Excel
objects. It’s basically text that defines a set of key-value pairs, where values can either into the game.
be scalars, arrays of values, or other objects. Because it is an open standard, a wide
range of tools are available for use with JSON. Our new toolset makes heavy use of JSON Json lives
for asset metadata, game object properties, and so on, which made JSON a natural fit » Writing an Excel add-in was not without its
for storing our game configuration data. The JSON Exporter is an add-in for Excel that (minor) challenges. The first thing to address
converts a specially-formatted spreadsheet into a JSON text file for use in our game. was the choice of language—a C/C++ plug-in
or a Visual Basic add-in. Although I’m far more
a new BeGinninG game. The use of JSON with the configuration familiar with C/C++ and generally prefer it over
» When determining the configuration data data stems from our use of JSON in other Visual Basic, the process for getting a C/C++
pipeline in our new tools and engine, one of the aspects of the codebase. At Insomniac, we’re plug-in into Excel is daunting, and involves
first decisions we needed to make was where the currently creating a new toolset in Flash to writing some sort of plug-in shim. In the past,
source data would come from. Would configuration provide our team with a richer user interface for we wrote an Excel plug-in for localization (and
data be stored in an internal format and edited development, and JSON provides a convenient its corresponding plug-in shim) using C/C++, but
using a proprietary tool, or would it be imported method for sending data from Flash/ActionScript it had its share of problems. It was complicated
from some third-party application? In our case, into our C/C++ code and back. To support this on to set up the environment, was difficult to debug
the answer was straightforward enough—our the C/C++ side, we created several utilities (the (the debug build of the plug-in would not load
current method for getting configuration data into main one is called Data Description Language, or on some systems), and every update required
the game was to use Excel as the source, convert DDL) that provide functionality to convert JSON the users to re-install the plug-in. After having
it to CSV, and then parse it in the game (with a both to and from an arbitrary C/C++ structure. to deal with those issues, I have been wary of
special binary version of the data used in final On the Flash/ActionScript side of the code, shimmying anything into anything else—it just
builds). Overall, designers like using Excel, and ActionScript objects can be converted both to sounds bad.
it’s available on all our machines, so using Excel and from JSON in JavaScript, and thus shared In contrast, writing the plug-in as a Visual
requires no additional installation process for us. with the C/C++ code. It is this data path from Basic add-in made the setup as simple as saving
While both writing a proprietary tool and using ActionScript to C/C++ and back that forms one the Excel file as an Excel Add-In (.xla/.xlam)
Excel have their pros and cons, a custom tool of the backbones of our new toolset. Because file. Updating the plug-in only required that we
that is basically a spreadsheet (which is the user JSON serialization is widely supported in our C/ replace the .xla/.xlam file (provided Excel is not
interface the designers want) would require more C++ code via the DDL utility, we adopted its use running at the time of update). However, I still
effort in the short term and take longer to mature for a variety of other tasks. For example, game had to deal with the occasional cryptic Visual
than writing an add-in for Excel, which has a well- object properties are specified in the level editor Basic error message, such as “Only User Defined
known interface with plenty of features. and parsed at runtime into our game object Types Defined In Public Object Modules Can Be
Once we decided on Excel as the source structure using JSON. Our level data structure is Coerced To Or From A Variant Or Passed To Late
of our configuration data, the next step was saved as JSON. We use JSON to store our asset Bound Functions.”
to determine how it would make it into the metadata on disk and to store asset changes It’s difficult to export an arbitrary Excel
spreadsheet to some sort of structured and
meaningful JSON, so to narrow the scope of this
problem, we placed certain rules on how the
Excel spreadsheet needs to be structured. The
spreadsheet structure was created to suit the
needs of our designers, and while it can change
from game to game, it usually does not. Most
of these rules already existed in the previous
fiGure 1 shows the configuration data for a Pistol weapon. system (which used Excel and exported to CSV)

38 GamE DEVElOPER | DECEmbER 2010


and are things the designers are already familiar with. The basic rules are
as follows:
• The name of the sheet will be the name of the top-level object.
• A main header row must be present to indicate the start of the
configuration data. This header row must contain “Variable,”
“Comments,” and “Value(s)” in the second, third, and fourth columns
respectively.
• At least one object header row must be present, and is determined by
having the name of the object in the first column. In addition, if a data
member can have more than one value, the names of those values
start at the fourth column.
• Each row after the header row will specify object data members and
their values. If a data member is also a nested object, its members can
be accessed using a C-like syntax.
An example set of configuration data for a Pistol weapon can be seen in
Figure 1. The light blue row is the main header row. The main header row is
determined by columns two, three, and four having the values “Variable,”
“Comments,” and “Value(s)” respectively. The “Comments” column is
ignored by our format, and designers can do whatever they want with it. The
“Value(s)” column is used to indicate the starting column for all the values for
a given row. Everything above the main header row is ignored by the parser;
this gives designers the ability to put notes at the top of the file. The dark
blue row is the object header row, which indicates that the current object is
“Pistol,” and that it will have values for both “SinglePlayer” and “Competitive.”
The object header row is determined by the name of the class being in the
first column (and of course being after the main header). The green rows
represent the data members of “Pistol,” such as “Pistol.damage” and “Pistol.
clip_size.” Member variable rows are determined by having the member
variable name in the second column (and nothing in the first column), which
is placed after a valid object header. All other rows are ignored.

The New Blood


» In practice, the spreadsheet in Figure 1 may contain several sets of
rows for additional weapons such as the Shotgun, Rocket Launcher, and
so on. Each weapon may have a different set of member variables as well;
there are no limitations on what objects can have what data members. Note
that cell color and other cell formatting have no effect on how the cells are
interpreted—they are formatted such that the spreadsheet is easier for
designers to read. The meaning of a cell is derived from its row number,
column number, and the most recent object header.
The Excel JSON Exporter converts this specifically-formatted
spreadsheet to JSON. It works by processing each row one at a time and
then converting it into a string containing a C-like syntax that describes
the member variable to be set. This string is then used to add a node to a
tree that describes the final JSON data. In particular, when the exporter
encounters a new object header row, it remembers the object name. In
Figure 2 shows the
Figure 1, the object name is “Pistol.” For each row beyond that until the next
string to node process.
object header row, it generates the C-like string by concatenating the sheet
name, each value type, the object name, and the member name. For the
Pistol example, if the Excel worksheet were named “Weapons,” the C-like The values do not need to be part of this string since they can be read
string generated for each row would look like this: directly from the appropriate cell. Once this string is generated, it’s parsed
into a tree structure that is grown over the course of the export. In the
Weapons.SinglePlayer.Pistol.damage example above, after parsing “Weapons.SinglePlayer.Pistol.damage,” the
Weapons.Competitive.Pistol.damage tree would contain four nodes. The root node would represent an object
Weapons.SinglePlayer.Pistol.clip_size named “Weapons,” and it would have a single child—a node that represents
Weapons.Competitive.Pistol.clip_size an object named “SinglePlayer.” A node beneath the “SinglePlayer” node
Weapons.SinglePlayer.Pistol.xp.level[ 0 ] would be a child node representing the object named “Pistol.” Finally,
Weapons.Competitive.Pistol.xp.level[ 0 ] “Pistol” would have a single child node named “damage,” which would
Weapons.SinglePlayer.Pistol.xp.level[ 1 ] contain the scalar value “2” (extracted directly from the cell), which
Weapons.Competitive.Pistol.xp.level[ 1 ] represents how much damage the pistol does in a single player game.

www.gdmag.com 39
THE INNER PRODUCT // GIaCOmINO VElTRI

As subsequent lines are parsed, nodes are allowing the C/C++ structures to adhere to our
added accordingly to the tree in a similar fashion. coding conventions. lisTinG 1
This process can be seen in Figure 2. After all {
lines are parsed, the final tree is traversed and The Final ChapTer "Weapons" :
JSON text is output to a file specified by the user. » While it is still in its infancy, the Excel JSON

{
"SinglePlayer" :
The resulting JSON for the tree in Figure 2 can be Exporter plug-in has proven useful, and has a {
seen in Listing 1. This JSON is a representation few advantages over our previous CSV-based "Pistol" :
of how the Pistol weapon should be configured system. The previous system used the Excel {
for both the single player and competitive modes built-in CSV exporter. On rare occasions, Excel "damage" : "2",
"clip_size" : "10",
of the game. The value types “SinglePlayer” files would get filled with an unreasonably large
"xp" :
and “Competitive” are grouped in this manner amount of empty rows and columns, which made {
so that it is easy to switch between weapon the CSV files take excessively long to load. While "level" :
configuration sets during the game. the solution is simple enough (just get rid of the [
After the JSON text is exported, it must excess rows and columns), it’s annoying to have "100",
"200"
be loaded into the game. Fortunately, as to re-export the data and restart the game.
]
previously described, our C/C++ code provides The JSON Exporter deals with this problem in }
functionality for loading JSON data into two ways. First, it only parses a fixed number of }
structures (the main utility, which we call DDL, columns. The JSON Exporter knows how many },
is outside the scope of this article). The key to columns it needs to process based on the header "Competitive" :
{
loading JSON data into a C/C++ structure is to row. Secondly, it will stop processing rows after it
"Pistol" :
make sure the fields in the structure match up hits an arbitrary (but high enough) consecutive {
with the JSON data accordingly. The C/C++ code, number of blank rows. While this is not the "damage" : "1",
if desired, will use default values (specified by greatest solution ever (and may actually be the "clip_size" : "15",
a programmer) for any field that is not present most embarrassing), it does avoid the problem "xp" :
{
in the JSON data. Furthermore, fields present of Excel sometimes keeping around unused rows
"level" :
and columns. [
We use [JSON] for loading a variety of data Another advantage "150",
in our new toolset because it’s so simple and over the previous
system is that the


"300"
]
straightforward, so using JSON as our format CSV data needed to be

}
}
for game configuration data came naturally. loaded and parsed by
a special system at
}
}
in the JSON data—but not present in the C/C++ runtime that used Lua. While we are still parsing }
structure—are ignored. data in the new system, the system used to
Listing 2 shows the C/C++ structures parse JSON is generic and written in C/C++, so lisTinG 2
that can be used with the JSON in Listing 1. In the process of loading the configuration data struct XpData
practice, programmers usually create these becomes greatly simplified, and most likely faster {
int m_level[ 2 ];
structures first, and then tell designers which during day-to-day development since we are not
};
fields are available for configuration. Once running any Lua scripts in this process.
these structures are in place, programmers JSON is a widely supported open standard struct WeaponData
can use the C/C++ functionality to load JSON, text format. We use it for loading a variety of data {
and the member variables will be set (this in our new toolset because it’s so simple and int m_damage;
int m_clip_size;
is basically a function call on the structure). straightforward, that using JSON as our format
XpData m_xp;
In general, we have two ways of processing for game configuration data came naturally. };
the JSON data—initializing and updating. Our loading code for game configuration
When initializing a structure, any member data is greatly simplified by our C/C++ utility struct WeaponSet
variable that is not specified in the JSON data that matches fields from JSON data to C/C++ {
WeaponData m_Pistol;
will receive a default value specified by the structures, and the JSON Exporter for Excel
// Any other weapons, such as:
programmer. When updating a structure, any enables us to unify our configuration loading // WeaponData m_Shotgun;
variable that is not specified in the JSON data is code while allowing designers to work in the // WeaponData m_RocketLauncher;
simply not updated at all. This makes it simple environment they prefer. };
to pass changes to objects back and forth in
struct WeaponConfig
the tools and game as JSON containing a partial Excel files and sample data for JSON are available for
{
description of the object. One thing that stands download at http://www.gdmag.com/resources/code.htm. WeaponSet m_SinglePlayer;
out when comparing the structures and the A version of this technique was previously published as WeaponSet m_Competitive;
JSON data is that all structure member variables part of Insomniac's Nocturnal Initiative. };
are prefaced with “m_,” whereas in the exported
JSON data (and the Excel spreadsheet) they GiaComino VelTri is a programmer on the core team at struct Configs
{
are not. This is intentionally built into our C/C++ Insomniac Games. His recent work includes the animation WeaponConfig m_Weapons;
utility; it automatically appends “m_” to variable editor in the new toolset and prototyping gameplay in the // Other config data
names to keep the JSON data (and thus Excel new engine. Giac is also a graduate of UCLA—go Bruins! };
configuration data) more human-readable while [Editor’s note: go Trojans]
lisTinG 2 C/C++ structures that
correspond to the Json data in listing 1.
40 GamE DEVElOPER | DECEmbER 2010
jesse harlin // aural fixation

The WeighT Of Silence


How Silence can indicate a cHaracter'S importance

nOne Of The WOrldS In Uncharted 2, not only to explore the scene and Joseph Allen as he fights launcher can be nearly
that we deal with exist. Our is Nathan Drake the center treasure hunt, it becomes his way through the inaudible beside the chaos
artist colleagues carve of the game’s story, he’s also apparent that almost all war-ravaged streets of of the world around him.
dynamic spaces out of thin the focal point of nearly all of the sound comes solely Afghanistan. Although he is At its calmest, there
digital air. Our engineering the game’s sound. Listen from Drake’s actions. fighting in close quarters is no silence for Pvt. Allen.
brethren wrap those spaces to the way urban combat Footsteps and foley are with automatic weapons Instead, Pvt. Allen finds
in Newtonian physics and is handled in the Nepalese quite loud and take center just like Nathan Drake, himself awash in the sounds
breathe artificial life into an section of the game. As stage alongside the vocal Pvt. Allen’s world is one of a world fighting around
artificial populous. These Drake and Cloe attempt a exertions of exploration. If of complete chaos. Pvt. him and in spite of him. If
digital universes, rich with full-frontal assault on an Drake stands still, the world Allen is literally a faceless he takes part and adds to
puzzles, platforms, and occupied temple, there are goes quiet. There are short grunt, intentionally the sounds of combat, it
protagonists though they three primary elements to bursts of distant gunfire, indistinguishable from the barely affects the mix. Only
may be, are 100 percent the mix: weapons fire, music, but these are infrequent rest of his platoon. between levels is there a
silent without us. and dialogue, in descending and also quiet. There are When Allen stands sense of tense quiet in the
Silence is negative order of importance. occasional point source still, his world remains a form of secret backroom
space, and just as in fine Drake’s weapons cut emitters for effects like small constant buzz of weapons conversations, but even
art, negative space is an through everything with a fires, but these are very fire—both near and far—and then, Allen is merely a cog in
essential tool of contrast. Hollywood punch. There’s
In interactive audio, we never any doubt as to when
can divide sound into two the player is firing their
categories: sounds that weapon. Nor is there any
happen because of the player doubt as to when Drake is
and sounds that happen in being fired upon, as enemy
spite of the player. The way weapons have a similar bite.
sound designers handle the The music is interactive
balance between silence and kicks into action as
and these two categories Drake does. Accompanying
of sound can be a useful the gunfire and music is
tool in helping to establish the interweaving dialogue.
the weight of the player AI speech is focused on
character’s importance either taunting Drake or
within the game world. death utterances. For his
part, Drake has his own set
leSS iS MOre of utterances as well as
» Uncharted 2: among the intermittent requisite Call of Duty: MoDern Warfare 2.
thieves has become one snark. If Cloe speaks at
of those must-play games all, it’s to give the player quiet as well, even when ever-present radio chatter. the larger machinations of
in our industry, and with critical gameplay dialogue. beside them. It’s as if the Rocket-propelled grenades politicians and generals.
it, Nathan Drake has Everything on-screen is world waits for Nathan Drake, fire and explode. Jet aircraft Who controls the
arguably become one of this either happening to or and as such, all of this silent scream through the skies. silence controls their
generation of gaming’s most because of Nathan Drake. negative space isolates him Characters shout dialogue own destiny, and sound
iconic characters. Drake’s The moment combat as the single most important at each other from all sides, designers shouldn’t be
snarky banter is a well- stops, however, silence element of the game. occasionally including afraid to use silence—or
implemented counterpoint begins to intrude. Music orders for Allen. Platoon the lack thereof—as a
to the pop of his M4. Take drops out quickly without MOre iS leSS members engage the tool to help indicate a
another detailed listen threats to Drake. Some » For the sake of Afghani militia in a constant character’s importance
to the game, though, and initial dialogue points the comparison, listen to a hail of AK-47 rounds. The within their own world.
an interesting portrait player in the story’s next different take on urban player character’s own
emerges. Despite crumbling direction, but then Drake warfare. At the start of call actions are frequently j e S S e h a r l i n has been
buildings and dangling and Cloe spend large of dUty: modern Warfare lost within the din. Foley, composing music for games since
train cars, Drake’s world is sections without speaking. 2, the player steps into reload sounds, and even the 1999. He is currently the staff
actually very quiet. As the player is allowed the combat boots of Pvt. faloomp of Allen’s grenade composer for LucasArts.

www.gdmag.com 41
design of the times // soren Johnson

sTop makinG sense


Matching theMe to Mechanics

Some of our industry’s most beloved games make precious little sense. Why, for example, do players HeroeS only allows matches with
battle the trolls, goblins, and skeletons of puzzle QueSt by challenging them to a two-player version the Axis on one side and the Allies
of Bejeweled? Similarly, success in profeSSor layton’s world seems to revolve disproportionately on the other. Clearly, this decision
around one’s ability to solve classic logic and deduction puzzles, no matter the reason. makes sense thematically, but does
it make sense that players never get
Game stories have fared no A place exists for games which strategy battles often contain to pit identical sets of virtual army
better. Mario’s canonical plot do not allow respawning—Counter- nonsensical elements, such as men against each other?
sounds like nonsense from Lewis Strike being the most successful economic infrastructure and aSSaSSin’S Creed famously
Carroll: the plumber punches example—but the designer chooses research facilities, these elements went to great lengths to cover
bricks to find magic mushrooms this mechanic not in pursuit of each create important mechanics up as many standard game
that double his size, so that he realism, but to strike a different that increase strategic depth. conventions as possible. A frame
can battle an evil turtle who has tone. When characters stay dead, Creating infrastructure gives the story put the player in the shoes
kidnapped the kingdom’s princess. players feel more tension during the player an actual location on the map not of a 12th-century Middle
The less said about the Metal Gear match, which encourages them to to defend; without it, armies could Eastern assassin (as the game’s
Solid franchise’s various twists play more carefully and with greater roam freely across the map with advertisements featured) but of
and turns—including the infamous precision. Thus, games without no consequences for abandoning his 21st-century descendant who
possession of Revolver Ocelot’s respawns simply occupy a different a certain location. Discovering is somehow reliving the former’s
mind by Liquid Snake’s old arm— location on the play spectrum. technologies creates short-vs- life with advanced memory
the better. long-term trade-offs for the player reconstruction technology.
Still, games have their own Be True To The Game to balance—should resources be This conceit aims to explain
internal logic, which is much » Sometimes these imaginary invested in science for a long-term a number of typical design
more important than whether the design constructs are necessary for payoff of stronger units or spent on constructs. Discrete game levels
game’s story makes sense, or even the existence of entire genres. The new units to attack the enemy and are simply different memories,
whether the game’s mechanics hold classic real-time strategy design press an early advantage? while all character deaths must
together logically. The traditional pattern, with peons, base-building, These trade-offs make sense be false memories. The assassin’s
concepts of levels, lives, and and rush/turtle/boom dynamics, in a fundamental way—players movements are mapped to a physical
gamepad because he is actually
the puppet of a latter-day character
One great advantage of not worrying about a game trying to relive his memories.
making sense is that designers are free to use the Did these rationales broaden
the game’s appeal by explaining
theme which best matches the game’s mechanics. supposedly arbitrary gaming
cliches? Or did they unnecessarily
burden the game’s narrative with
respawns are ultimately constructs bears little resemblance to actual understand that location should a convoluted and unnecessary
that support a designer’s vision, warfare, even when ignoring the matter and that making long-term frame story that distanced
regardless of whether they have common fantastical themes. In what investments should succeed under players from the fantasy of being
any logical real-world parallel or type of war does each side construct the right circumstances. Therefore, a medieval assassin? Surely, the
thematic metaphor. army barracks to train troops—and the gameplay itself makes sense, average console owner would
Why, for example, should even research labs to discover even if the game’s world does not— not be surprised that the game
players respawn—come back to technologies—on the very field of workers planting farms within sight required controlling the character
life—after being killed in a team- battle? Indeed, why is every scientific of a pitched battle and all. with a gamepad.
based shooter? Shouldn’t players breakthrough forgotten between each Indeed, the early arcade
expect their dead character to stay scenario of a fictional campaign? Too much consisTency industry was a font of creativity
dead after being killed? The reason Ultimately, these questions » Indeed, designers who worry largely because the games were not
is that the respawn mechanic are subsumed by the genre’s too much about a consistent world expected to make any sense—think
matches the inviting tone the needs. Strategy games work can often hamstring their own of the dot-eating paC-Man, or the
game’s designer wishes to strike. By because players are forced to work. In StarCraft, the designers cube-jumping Q*Bert, or the ray-
softening the blow of death, gamers make tough choices between a had no qualms allowing Terran running teMpeSt. As graphics became
are free to play aggressively, number of options, each with its players to team up with the Zerg in more realistic, almost all arcade
which rewards risk and even own set of trade-offs. Although the multiplayer, even if fighting against cabinets were ghettoized into just
experimentation. environments of most real-time other Terrans. However, CoMpany of a few concrete categories —racing,

42 game developer | december 2010


ILLUSTRATION cOURTeSy Of PeNNy ARcAde

fighting, and shooting—because However, shiren does allow scatter those pieces around the existed which matched this set of
the higher-resolutions discouraged a very unusual type of progress world like junk? game mechanics.
bizarre, abstract games. Only now by letting the player stash loot— That the player discovers these In fact, one did, but the
that downloadable, mobile, and Web- including powerful weapons and scattered bits of audio in roughly designers just needed the
based gaming have brought back the armor—in various caches found linear order allows the designer confidence to pull it out of thin air.
use of lower resolutions is the old throughout the game that have to tell the story without relying What type of life-form can grow
eccentric energy returning. persistence between sessions. on stodgy cutscenes, but their but can’t move? Plants! What
Thus, although a character might placement in the world simply type shambles along slowly in
GO yOUR OwN wAy die an unlucky death, he still doesn’t make sense. This doesn’t a straight line without a brain?
» Sometimes, manipulating contributes to advancing the game mean that the designers made Zombies! Naturally, the answer
a game’s story to paper over by leaving a supply of potions for the wrong choice; perhaps a more was to pit these two groups against
unusual design concepts can work. the next character’s playthrough. elegant solution was possible, but each other.
Certainly, the Dagger of Time’s This strange mechanic, where better to allow a little inelegance With PlanTs vs. ZomBies,
ability to rewind time for a few most (but not all) of the world than to turn the player into a non- PopCap found the perfect theme
seconds in Prince of Persia: The resets on death, has few parallels interactive viewer who must be for a tower defense game. The fact
sands of Time was an elegant way either inside or outside of gaming, force-fed the story. that it completely defied common
to integrate a quick-save system and the story makes no attempt sense was beside the point. Why
into the game’s core functionality. to explain it. Truly, no explanation The PeRfecT Theme are players battling zombies with
In the recent TorchlighT, the is necessary because the game is » One great advantage of not mutant plants, after all? That
character’s pet can run back to being true to itself; the designers worrying about a game making doesn’t matter; the important
town to sell loot, nicely shortening wanted a game that combined the sense is that designers are free to thing is that even someone who is
a time-consuming element of most tense atmosphere of permadeath use the theme which best matches unfamiliar with the tower defense
action-RPGs while also staying with a touch of power progression the game’s mechanics. The tower genre would have an intuitive
within the game’s fiction. from a traditional RPG. defense genre emerged from user- understanding of what to expect
Still, designers should feel Bioshock is another game which created scenarios designed for real- simply from the game’s title, all
comfortable going their own way gave no explanation for an absurd time strategy games like sTarcrafT because the designer wasn’t afraid
if a mechanic makes sense for element—the audio diaries which and WarcrafT iii. to stop making sense.
the game they want to make. are littered about the underwater The limitations of these
shiren The Wanderer is a roguelike city of Rapture. These bits of platforms gave the genre a SOReN JOhNSON is a designer/
dungeon crawler, which means recorded speech from the game’s distinct set of conventions— programmer at EA2D, working on web-
that all character deaths are main characters provide important stationary defenses vs. mobile based gaming with strategystation.
permanent as progress cannot be backstory for this Objectivist “creeps”—which had little com and Dragon age LegenDs. He was the
saved. Roguelikes are meant to be dystopia. Still, what type of person narrative justification. Why must lead designer of CiviLization iv and the
played repeatedly, with the player would, after putting their personal all defenses be static? Why are co-designer of CiviLization iii. Read more
improving purely through increased thoughts onto tape, decide to break the creeps so slow and mindless? of his thoughts on game design at www.
knowledge of the game’s rules. up the tape into pieces and then If only a thematic environment designer-notes.com.

www.gdmag.com 43
Hiring news and interviews

Good JoB Hired someone interesting? Let us know at editors@gdmag.com!

From Lara CroFt to Lame CastLe new studios


CrystaL dynamiCs veteran goes indie Continuing its rapid expansion, faRMVille
developer Zynga is opening a Seattle office
Brad Johnson went from lowly tester, to basic scripter, to full fledged programmer, fighting and hiring a team of web engineers for the
his way up through the ranks in classic style. But after completing work on Lara Croft: new location.
Guardian of LiGht, he realized it was time for a change, and went independent with his new
company Be-Rad Entertainment. We spoke with Johnson about his leap to freedom. Following news of Zynga’s plans to found a
Seattle studio, the developer of faRMVille and
Game Developer: What made you go from Lara Croft: Guardian of LiGht to the iPhone/Android Mafia WaRs said it is continuing to expand its
space? operations into Ireland.
Bradley Johnson: We made a great game, but it wasn’t a cakewalk getting there. Overtime
coupled with a 45 minute commute each way began to drain my soul. I’d come home unhappy Following his recent departure from Namco
and pissed off at the world. I was tired of feeling that way and always wanted to make my own Bandai, KataMaRi daMacy creator Keita
games, so I left and started my own company. Takahashi has announced his new studio,
My goal with Be-Rad Entertainment is to make a larger scale game for XBLA/PSN/Steam, but Uvula, which offers services in art, music, and
the way I’m going to get there is to take components that the larger game will use, create the video games.
component, and then make a smaller game out of it. This way I can work out any kinks in the
system, and if it’s designed correctly it will allow me to easily plug it into another game. On top THQ has opened a new development studio
of that, I’ll have a finished product to show for it, which will hopefully help fund the big one. Once in Montreal, including talent such as Ubisoft
I create all the small components necessary for the larger game I’ll start cranking it out. Until veteran Patrice Desilets, the former creative
then I’m really enjoying the freedom being an indie gives me—creating my own schedules and director of the assassin’s cReed franchise.
developing whatever games I want to work on.

who wentwhere
Game Developer: Did you already know what you wanted to make, or did you just know you
wanted to go indie?
BJ: Sort of not really! But it came together fast. About two weeks after I quit my job to go indie
I started working on a prototype for an iPhone game. This game involved a ninja and lots of Neonga, the free-to-play game company
jumping. After about two weeks of work my buddy sent me an formed by Frogster’s ex-CEO, has added
email with a link to a PSP ad and wrote, “We should make this another Frogster veteran, Stefan Hinz, to its
game.” In the ad they’re making fun of what looks like an iPhone. staff as chief marketing officer.
The guy in the ad is holding his phone with a game called laMe
castle on it. Once I saw that I wrote back and said, “Yes, we’re going Just after the launch of his latest project,
to make that game.” Vanquish, renowned Resident eVil creator
That PSP ad gathered a decent amount of exposure on the web Shinji Mikami became part of the ZeniMax
from various blog sites so I knew if we made the game we could Media family—the Bethesda Softworks
leverage that to our marketing advantage. I immediately squatted parent has acquired his new Tokyo-based
on the iphone app name and domain name. development house, Tango Gameworks.
We wanted to pump a game out quick so that people wouldn’t
forget about the ad, so we had to act fast. Since I already had a prototype for another game we Microsoft executive Scott Henson has
decided to use what was there and turn it into what’s become laMe castle. assumed the role of studio manager of
A week into development we had a pretty decent prototype. A week after that we found an Microsoft-owned UK developer Rare.
artist and a sound guy and started plugging everything in. A couple weeks after that we were in
the final stages of polish. It’s been a very quick development cycle, but it’s been quite smooth. Hoping to travel in Asia with his family, Take-
Two CEO Ben Feder has stepped down from
Game Developer: Any rough spots in moving from being part of a team to full development on his executive role at the GRand theft auto
your own? publisher, and the company’s chairman,
BJ: The best thing we did was to get it in peoples’ hands for playtesting. Watching people play Strauss Zelnick, will assume the chief
the game for the first time made us quickly realize we had several things in the game that people executive role.
just didn’t understand. One of them was a chicken leg pickup that gave you boost power. When
we first put it in we thought it would be funny to have a “MEAT-er” for your power meter. Get it? MeGa Man creator and 23-year Capcom veteran
But people just didn’t make the connection, so we turned the pickup into a lance with a little Keiji Inafune has left his position as head of
explosion on the tip, and now people get it. global production at the company, and has yet
Making iPhone games is quite a bit different than console games. If the audience can’t pick to announce his plans for the future.
up your game and figure out what’s going on in 30 seconds then you’ve probably already lost 95
percent of your audience. That’s why playtesting has been so important, so that we can recognize The Academy of Interactive Arts and
how people play the game and fix the problem areas. Sciences announced today that Joseph
Olin has stepped down as president of the
Game Developer: Any advice for those thinking of making the jump? organization, and taking his place is former
BJ: Looking back I can easily say I wish I had gone indie sooner. Sunleaf Studios CEO Martin Rae.

44 Game developer | decemBer 2010


NE WS AND INFORMATION ABOUT THE GAME DE VELOPERS CONFERENCE® SERIES OF E VENTS WWW.GDCONF.COM

2011 Independent Games Festival


THE ORGANIZERS OF THE 13TH ANNUAL In addition, a number of returning developers were relatively unknown at the time of their
INDEPENDENT GAMES FESTIVAL—THE previously honored at the Independent Games submission, so indie game aficionados should
LONGEST-RUNNING AND LARGEST Festival have entered new games, including carefully browse all titles to find the many
FESTIVAL RELATING TO INDEPENDENT LIFE/DEATH/ISLAND, the latest from 2010's Nuovo hidden gems.
GAMES WORLDWIDE—ANNOUNCED Award winner Cactus, and both KOMETEN and SHOT "I'm thrilled with both the growth and the
ANOTHER YEAR OF RECORD ENTRY SHOT SHOOT from 2009 Grand Prize winner Erik diversity that the Independent Games Festival
NUMBERS FOR IGF 2011'S MAIN Svedang. This year also sees a number of prior has shown in its 13th year," said festival
COMPETITION. IGF Mobile winners and finalists joining the main chairman Brandon Boyer. "This year's entrants
festival—with entries like Steph Thirion's FARAWAY, happily cover the entire spectrum from more
In total, this year's Main Competition took in just Mobigame's PERFECT CELL, and Gaijin Games' new polished and commercial works to smaller, more
under 400 game entries—many of them new console port of Different Cloth's LILT LINE. personal and artistic statements to entries
titles from leading indie developers—across all Some of the other games previously known geared toward the resurgence of more social,
platforms. to the indie community and entering this year new-arcade-type play. We're all looking forward
This includes 150 entries for mobile include two entries in the BIT.TRIP series by to sitting down with each game and starting the
hardware like the iPhone, iPad, DS, PSP and Gaijin Games, ROLANDO creator HandCircus' first conversation as we determine finalists!"
Android devices, with all mobile entries now non-iDevice game, OKABU, Nicalis's re-imagined This year's IGF entries will be distributed
eligible for all IGF 2011 prizes, including a version of foundational indie title CAVE STORY, and to more than 150 notable industry judges for
unique Best Mobile Game award. Mojang's recent headline-grabbing surprise-hit evaluation, and their highest recommendations
In-depth information and entrant-provided MINECRAFT. passed on to a set of elite discipline-specific
screenshots and videos on each of the IGF Main In addition, several teams made up of juries for each award, who will debate and
Competition entries are now available on IGF. formerly 'mainstream' developers have also vote on their favorites, before finalists are
com, a feature unique to the contest. chosen the 2011 Independent Games Festival announced in January 2011.
Some of the titles entered in the IGF Main to debut new indie works—with SuperGiant's In turn, winners will be awarded at the
Competition this year include SuperMono's real- BASTION, Haunted Temple's SKULLS OF THE SHOGUN IGF ceremony during the Game Developers
life RPG tasklist EPICWIN, Monobanda's zen-like and former Maxis developer Chris Hecker's SPY Conference 2011 in San Francisco next March,
BOHM, indie party game hits like Copenhagen PARTY being just a few of the entered titles. and all finalists in the Main Competition
Game Collective's B.U.T.T.O.N. and Messhof's These titles are just a fraction of the (including the art-centric Nuovo Award) and the
NIDHOGG, Vblank Entertainment's parodic games that are debuting for the first time as Student Showcase (which is due for submission
8-bit revival RETRO CITY RAMPAGE, and Matt an Independent Games Festival submission. by November 1st) will be showcased on the GDC
Gilgenbach's A MOBIUS PROPOSAL, a game created In fact, history has shown that some of the Expo Floor from March 2nd–4th, immediately
specifically to (successfully!) propose to his most notable and award-winning games—from following the 4th Annual Independent Games
girlfriend. AUDIOSURF through WORLD OF GOO and beyond— Summit on February 28th and March 1st.

2010 Independent Games Festival China Finalists


The organizers of the by a panel of distinguished thousands of dollars. The Student Competition categories including Best
second annual Independent local judges, including The Main Competition finalists for this year’s IGF Game, Mobile Best Game,
Games Festival China representatives from finalists for the 2010 China event are as follows: Excellence in Art Direction,
have revealed finalists for Shanda Games, Tencent, Independent Games Excellence in Visual Arts,
both the Main and Student IGDA Shanghai, TipCat Festival China are: ZONELINK (Huazhong Technical Excellence, and
competitions, which Interactive and more. University Of Science And Student awards will be
included submissions from IGF China finalists SUGAR CUBE (Turtle Cream, Technology, China) announced during the
across Asia. are invited to Shanghai South Korea) DEAD STEEL (Media Design 2010 Game Developers
High-quality for the Game Developers HAZARD: THE JOURNEY OF LIFE School, Auckland, New Conference China at
submissions for the second Conference China event (Alexander Bruce, Australia) Zealand) a special IGF Awards
iteration of the event—a from December 5–7, where TRAIN CONDUCTOR 2 (The AFTERLAND (Singapore- ceremony.
newly formed sister they will be showing their Voxel Agents, Australia) MIT GAMBIT Game Lab, The Independent Games
competition to the main games at a special Pavilion CUT & PASTE (Turtle Cream, Singapore) Festival’s outreach into Asia
yearly Independent Games on the Expo Floor, open to South Korea) THE WHITE LABORATORY is part of GDC China, which
Festival in San Francisco— all GDC China attendees. SKILLZ: THE DJ GAME (Huazhong University of returns to the Shanghai
were received from multiple In addition, finalists are (Playpen Studios, Hong Science & Technology, International Convention
Chinese provinces, Hong eligible to win up to RMB Kong) China) Center on December 5-7th,
Kong, Taiwan, Singapore, 61,000 ($9,100) in cash BUTAVX: JUSTICE FIGHTER PONLAI (National Yunlin and early registration is
South Korea, Australia, New prizes, as well as specially (Nekomura Games, University of Science and open until November 5th.
Zealand, Iran, India and created awards and All Singapore) Technology, Taiwan) Further information on IGF
beyond. Access Passes to GDC CROSSOUT (Coconut Island China can be found at the
Finalists were chosen San Francisco 2011 worth Studio, China) The winners of IGF China in event’s official website.

WWW.GDMAG.COM 45
STUDENT gAmE PROFILES

EducatEd Play!

immersive rail shooter


BUILDINg A VIR T U AL PILLOw FOR T
DaviD arenou’s ImmersIve raIl shooter is an augmenteD reality project that cleverly allows players to Duck behinD their living room furniture
in orDer to avoiD incoming fire from their viDeo game enemies. using a variety of off-the-shelf components anD open source libraries, arenou
createD ImmersIve raIl shooter for his Diploma project at l’ecole De Design nantes atlantique in nantes, france. the result is a fascinating
example of how low-buDget, existing technology can be combineD to create raDically new game Designs.

Jeffrey Fleming: How you to create 3D real-time Virtools, half of the work these ideas were just a than virtual reality
quickly were you able applications. It’s easy to was already done! post proposal to my main because AR systems are
to go from concept to a get convincing results with concept. I considered them really light and efficient:
working prototype? it, so I naturally headed JF: What about the Wii during the design phase a camera and a good
David Arenou: It took me toward it to make the core remote? How is that of the project in order to algorithm are enough
almost four months from of my game. integrated? present a full experience to create the expected
the birth of ImmersIve DA: Thanks to Bluetooth that answers to both solo results. I’m not saying
raIl shooter to the end JF: Tell me about some of and the GlovePIE software, and multiplayer play, but in that you don’t need good
the technology driving I was able to connect my the end, I put them aside for ideas anymore, but from a
ImmersIve raIl shooter. Wiimote to my PC. the purpose of focusing on technology point of view,
Are you using any special Finally, I bought a the single-player prototype. you will rapidly have nice
cameras? cheap infrared sensor bar feedback with AR.
DA: As an interaction so I could use the remote JF: We used to hear a lot Furthermore, people
designer, I’m used to as a pointer. I could build it about virtual reality but like AR because they really
doing rapid prototyping myself, but it was cheaper most of that work was are in the center of the
of the programming. I and taking advantage and way faster to order it never really suited for application. They see their
wrote the concept basics of simple and already from Amazon! the masses. However, own environment and
for two months. Then, I working technologies. So Building ImmersIve raIl augmented reality can interact directly with
spent a month and a half I didn’t use any special shooter wasn’t a question seems to be much more any kind of virtual object.
in full-time to program cameras or algorithms of extremely complicated accessible. What do you It’s easy to understand,
the prototype. Let me written by myself. technologies, but more think is driving that? immersive, and fun!
add that before these two a matter of composing DA: Indeed, augmented —Jeffrey Fleming
phases, I had two other JF: How does the accessible stuff. reality is more accessible
months where I did a lot computer recognize the
of research and analysis marker cards that are JF: The possibilities in
ImmersIve raIl shooter
in order to position my placed in the play area? ImmersIve raIl shooter http://portfolio.davidarenou.com/video-game/immersive-
diploma proposal. DA: I used an existing for versus play against rail-shooter
library, ARToolKit, which another person seem 3DVIA Virtools
JF: What tools did you use detects and tracks the like a lot of fun. How far www.3dvia.com/products/3dvia-virtools
to create ImmersIve raIl position of special patterns along are you toward ARToolKit
shooter? that you print out and implementing that? www.hitl.washington.edu/artoolkit
DA: I’m used to working stick to objects in your DA: Versus and cooperation glovePIE
with 3DVIA Virtools, an environment. With a simple modes are pretty exciting http://sites.google.com/site/carlkenner/glovepie
environment that allows webcam, the library, and mods! Unfortunately,

46 gamE dEvEloPEr | dEcEmbEr 2010


>> GET EDUCATED
Campus Degrees Online Degrees
Master’s Master’s
Entertainment Business Creative Writing
Game Design Education Media
Design & Technology
Bachelor’s Entertainment Business
Computer Animation Entertainment Business:
Digital Arts & Design with a Sports Management
Entertainment Business Elective Track
Film Internet Marketing
Media Design
Game Art Game Design Game Art
Bachelor’s Degree Program Master’s Degree Program Game Development Bachelor’s
Campus & Online Campus Music Business Computer Animation
Recording Arts Entertainment Business
Show Production
Game Development Game Design Web Design & Development
Game Art
Bachelor’s Degree Program Bachelor’s Degree Program Game Design
Campus Online Associate’s Graphic Design
Graphic Design Internet Marketing
Recording Engineering Music Business
Music Production
Web Design & Development

fullsail.edu
© 2010 Full Sail, Inc.

Winter Park, FL
800.226.7625 • 3300 University Boulevard
Financial aid available to those who qualify • Career development assistance
Accredited University, ACCSC

ADVERTISER INDEX
COMPANY NAME PAGE

Epic Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
Full Sail Real World Education . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Havok. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . C3
Natural Motion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Rad Game Tools. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . C4
Scaleform Corporation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . C2
Transgaming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3

Game Developer (ISSN 1073-922X) is published monthly by United Business Media LLC, 600 Harrison St., 6th Fl., San Francisco, CA 94107, (415) 947-6000.
Please direct advertising and editorial inquiries to this address. Canadian Registered for GST as United Business Media LLC, GST No. R13288078, Customer No.
2116057, Agreement No. 40011901. SUBSCRIPTION RATES: Subscription rate for the U.S. is $49.95 for twelve issues. Countries outside the U.S. must be prepaid in
U.S. funds drawn on a U.S. bank or via credit card. Canada/Mexico: $69.95; all other countries: $99.95 (issues shipped via air delivery). Periodical postage paid
at San Francisco, CA and additional mailing offices. POSTMASTER: Send address changes to Game Developer, P.O. Box 1274, Skokie, IL 60076-8274. CUSTOMER
SERVICE: For subscription orders and changes of address, call toll-free in the U.S. (800) 250-2429 or fax (847) 647-5972. All other countries call (1) (847) 647-5928
or fax (1) (847) 647-5972. Send payments to Game Developer, P.O. Box 1274, Skokie, IL 60076-8274. Call toll-free in the U.S./Canada (800) 444-4881 or fax (785)
838-7566. All other countries call (1) (785) 841-1631 or fax (1) (785) 841-2624. Please remember to indicate Game Developer on any correspondence. All content,
copyright Game Developer magazine/United Business Media LLC, unless otherwise indicated. Don’t steal any of it.

WWW.GDMAG.COM 47
ARRESTED DEVELOPMENT // MATTHEW WASTELAND

Our Last, Best HOpe


The ProjecT ThaT Will Save our STudio

Hi everyOne, and weLcOme tO tHe cOmpany meeting. yOu cOuLd caLL Here we go: World of Alien fArm Crime. As you probably already guessed
this the fun-size company meeting, I guess. But hey, look on the bright from the name, it’s a massively multiplayer, open-world farm simulator set
side: if we hadn’t had those layoffs last week, we wouldn’t all fit into this against the backdrop of a brutal alien invasion. Let me read from the pitch
conference room right now. document a bit: “You, along with hundreds of thousands of your friends, are
Rough crowd! Okay ... Well, let’s just get right down to brass tacks then, humanity’s last hope. Complete quests, commit crime sprees, grow crops,
shall we? I know a lot of you have questions on your mind, like, are we going and participate in a dynamic, constantly changing interstellar war!”
out of business, what’s going on, why did my paycheck bounce, and so on. I can see from the looks on your faces you’re already completely
I’ll take a brief moment to address those rumors: they aren’t true. We’re still amazed. But it gets better: “World of Alien fArm Crime will have the grand
going strong and charging ahead at full speed on our new project. I’ll get to scope of an MMO, the balanced competitive multiplayer of an FPS, and the
that in a moment. open-world freedom of, uh ... of an open-world game!" Hmm, should have
I know some of the recent turbulence might have given you a bad re-written that. "It has co-op, downloadable content, social networking,
feeling regarding our future. I won’t lie to you, we’re going through a a guitar peripheral, and motion control. The game boasts 19 distinct,
challenging period. But we’re not alone: it’s everyone. That’s right, the whole completely unique races, 43 character classes, and a dialogue script that is
game industry is suffering right now. Valve is laying off employees left and 3,000 times as long as the 1974 edition of the Encyclopedia Britannica.”
right. Blizzard is close to shutting down. And over at Zynga, they’re boiling Guys, you would not even believe how excited our publishing partners
grass and wood chips just to stay alive. That’s secret information, so don’t got for this pitch. I told them to imagine how much money HAlo has made,
tell anyone I said that. and then multiply that figure by how much money World of WArCrAft has
My point is that there’s nothing we could have done. Even if we had the made, and that’s how much money World of Alien fArm Crime will make.
best management team in the world, which, I dare say, we are pretty close to Then, to clinch the deal, I said we could make it for half the price and in half
having—right, Fred?—you can’t avoid layoffs once in a while. That’s just how the the time of our nearest competitor. Because I know we can.
system works! If it were up to me, I’d have given everyone a big raise. Honest! Needless to say, they signed us up on the spot. Fastest deal I’ve ever
On that note, it’s time to get to the exciting part of the meeting: the done, in fact. Now we’ll move on to—sorry, a question? Technology, you
new project. There’s been a lot of buzz building about it amongst the team say? Well ... tech is, you know, just one of those bridges that we’ll cross
members, and now we’re finally ready to reveal the full plan. Now, I don’t like when we get to it. You know? I’m sure the tech team here will work out all
to exaggerate, but this game is going to rocket us out of these tough times the details, because they’re a really talented, great group of guys. Actually,
and straight to the top of the heap. If you could get the lights, Fred? Some all of you are, everyone at this company. With your talent, your dedication,
d-bag made off with the projector—oughtta sue his ass—uh, so I’ll just turn your drive, anything is possible. I mean it.
my laptop around here, and if you could all sort of crowd in together? Let Where was I? Right. So the technology will sort itself out, but what about
me load up the presentation. the important stuff—the corporate philosophy that will guide us to victory
over the big boys? As it happens, I have an answer for you, and that’s right
here on the next slide. Pay attention, please.

e F F ic ie nc y
And there we go. “Efficiency” is the key concept that we’re going to be
focusing on from here on out. I’ve been thinking long and hard about this,
and I came to the realization that as long as we’re efficient, we can cut costs
without cutting corners. We can develop big, triple-A games at a fraction of
the cost and time spent by our soon-to-be dinosaur competitors.
With that in mind, starting today, I want each and every one of you to
think constantly about how we can improve efficiency across the company.
You’ll find that there’s efficiency to be gained everywhere. It could be
something as simple as moving the trash can nearer to your desk, so you
don’t lose time walking over to it. Or it could be developing a way to create
large, detailed, and optimized level environments with the touch of a button.
We’re already part of the way toward realizing the goal with our new
streamlined, refocused team size. So all we need to do now is batten down
those hatches, make World of Alien fArm Crime, and ship that sucker.
Questions? Concerns?
I didn’t think so. Let’s get to work!

mattHew wasteLand writes about games and game development at his blog, Magical
Wasteland (www.magicalwasteland.com).

48 gAME DEVELOPER | DEcEMbER 2010

Anda mungkin juga menyukai