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THE LEADING GAME INDUSTRY MAGAZINE voL 18 N o 5 MAY 2011 INSIDE: BRo WSER TECH MEGA- R o UNDUP

XBLIG Postmortem Explosion: Cthulu Saves the World, Shoot 1up, Epic Dungeon, ZP2KX, Soulcaster II

Game Engine Survey 2011

A Salute to Real Game Dev Heroes

CONTENTS.0511 VOLUME 18 NUMBER 5 VOLUME 18 NUMBER 5 CONTENTS.0511

DEPARTMENTS

2 GAME PLAN By Brandon Sheffield [EDITORIAL] Accepting Free-To-Play

4 HEADS UP DISPLAY [NEWS] The Crowdfunding Cheat Sheet, Silver Eddie Award, Strong National Museum of Play, and Gamestorm celebrates Paper Prototyping.

31 TOOL BOX By Darius Kazemi [REVIEW] Dominic Szablewski: Impact POSTMORTEM 35 THE INNER PRODUCT By Vincent Scheib [PROGRAMMING] 20 LIVE INDIE GAMES The Future of Browsers The Xbox Live Indie Games service began as an experiment to let developers publish their games on consoles directly. Since then, a 43 AURAL FIXATION By Jesse Harlin [SOUND] number of standouts have emerged among the over 1,600 games. Here, STACKING Overflow we feature five excellent examples of the XBLIG spirit;C THULU SAVES THE WORLD, SHOOT 1UP, EPIC DUNGEON, ZP2KX, and SOULCASTER II. 44 DESIGN OF THE TIMES By Soren Johnson [DESIGN] By Robert Boyd, Nathan Fouts, Michael Muir, James Silva, and Ian The End of Games? Stocker 47 THE BUSINESS By John Graham [BUSINESS] FEATURES Your Own Buzz

7 GAME ENGINE SURVEY 2011 48 PIXEL PUSHER By Steve Theodore [ART] A lot has changed since our last engine survey in 2009, especially as Legal Age: Photoshop Turns 21 regards treatment of indies. Engine providers have seen the writing on the wall, and now incorporate smaller platforms, while still supporting 51 GOOD JOB! By Brandon Sheffield [CAREER] large-scale companies. Through extensive surveys, we attempt to discern Michael Dashow &A, Who Went Where, and New Studios what is most important to developers when choosing a new engine. By Mark DeLoura 53 EDUCATED PLAY By Tom Curtis [EDUCATION] OCTODAD

15 GAME DEV HEROES 56 ARRESTED DEVELOPMENT By Matthew [HUMOR] In every game project, there are unsung heroes. There's the person that Gamified! fixes the "unfixable" legacy bug, or devises the concept that ultimately makes the game fun, or finds the visual theme that ties everything together. We set out to find these people, and to sing their praises. By Brandon Sheffield

WWW.GDMAG.COM 1 GAME PLAN // BRANDON SHEFFIELD GAME DEVELOPER MAGAZINE WWW.GDMAG.COM

United Business Media 303 Second Street, Suite 900, South Tower ACCEPTING FREE-TO-PLAY San Francisco, CA 94107 LEARNING TO FLOW WITH THE CHANGING TIDE t: 415.947.6000 f: 415.947.6090

SUBSCRIPTION SERVICES FOR INFORMATION, ORDER QUESTIONS, AND IN THIS MONTH’S DESIGN COLUMN, First of all, a rotating roster around the queasiness some of ADDRESS CHANGES you’ll find Soren Johnson talking inspires players to try out us feel knowing we’re withholding t: 800.250.2429 f: 847.763.9606 about free-to-play game design. He characters they might otherwise convenience that could have been e: [email protected] recently completed work on DRAGON never touch. When presented with built into the game natively. FOR DIGITAL SUBSCRIPTION INFORMATION AGE LEGENDS, an F2P realization of some 72 characters at once, it’s www.gdmag.com/digital the world for Facebook. difficult to know where to start, and GIVE THEM WHAT THEY WANT EDITORIAL In the column he mentions several one is less inclined to experiment. >> I’ve been casually following the PUBLISHER successful implementations of In that sense, the designers have F2P industry for nearly as long as Simon Carless l [email protected] F2P design, wherein designers chosen to showcase all their it’s been around. I started paying EDITOR-IN-CHIEF must keep players interested and characters individually, because attention to the Korean industry Brandon Sheffield l [email protected] engaged on a moment-to-moment otherwise a good percentage of back in 2001, and the seeds planted PRODUCTION EDITOR Jade Kraus l [email protected] , but also provide them with them may have gone unused. then have taken fruit worldwide. ART DIRECTOR compelling reasons to spend The game also rolled out these Free-to-play is quite simply one of Joseph Mitch l [email protected] money. The reason this topic is so characters gradually over time, the most lucrative business models, DESIGNER valid is that a lot of game industry making the rotation feel natural for if not the most, in games today. Jessica Chan PRODUCTION INTERN folks, myself included, just get plain long-time players. This has expanded to include much Tom Curtis old queasy when we think about I think that some of us feel greater Western appreciation, and CONTRIBUTING EDITORS creating games this way. designers of these games build looks to become a dominant model John Graham for online games here as well. Jesse Harlin a complete experience, and then Soren Johnson MONEY TALKS decide what they can chop out to I mention all this because these Vincent Scheib >> There’s a perception that the make people pay for. That’s not how games aren’t just being forced Steve Theodore Matthew Wasteland powerful metrics and feedback the most successful games are onto us by a bunch of executives. ADVISORY BOARD provided by these platforms designed, necessarily. They take a I’ve watched the industry grow, Hal Barwood Designer-at-Large turns designers into spreadsheet core experience that has the idea and these games are succeeding Mick West Independent Brad Bulkley Neversoft managers. Though it may feel that of payment integrated into it as it’s because players are paying for them. Clinton Keith Independent way on some level, it’s not totally designed. The preceding sentence They’re voting with their wallets Brenda Brathwaite Lolapps Bijan Forutanpour Online Entertainment true, since you have to devise made me uncomfortable even as I and showing us that they like these Mark DeLoura THQ the systems in the first place, typed it, but all commercial games games. This is, in fact, something Carey Chico Independent then test them extensively. It’s are paid experiences somehow they want to play, and a payment ADVERTISING SALES like getting the ultimate feedback or other. Whereas many of us still method they feel good about. Those GLOBAL SALES DIRECTOR loop, and if your goal is to please make a game and sell it once, these who dissent and rail against this Aaron Murawski e: [email protected] players, there’s nothing better than games keep on selling—but the idea change are a vocal minority. t: 415.947.6227 instantly knowing whether your of selling our games to customers I would love to see more artistry MEDIA ACCOUNT MANAGER John Malik Watson e: [email protected] new system is a success. stands firm in both cases. and narrative design in the free-to- t: 415.947.6224 More than that, one of the It’s important to remember that play market, but we have to make GLOBAL ACCOUNT MANAGER, RECRUITMENT stickier issues is the (perhaps the best among these games really that happen. If you want to create Gina Gross e: [email protected] t: 415.947.6241 EAGUE unfounded) idea of paying to unlock are free. You could play L a narrative in a traditional setting, GLOBAL ACCOUNT MANAGER, EDUCATION the “fun” of the game. In LEAGUE OF OF LEGENDS for free forever, if you there will continue to be a way for Rafael Vallin e: [email protected] LEGENDS, for instance, the character had the time to invest. Almost you to make a comfortable living t: 415.947.6223 roster rotates weekly, and if you everything except the visual flair doing so. But really, those of us who ADVERTISING PRODUCTION want to specialize in one of them, items is purchasable with in-game don’t like this change, those of us PRODUCTION MANAGER you have to either pay real money to money, earned by playing over time. who want to preserve traditional Pete C. Scibilia e: [email protected] keep it unlocked, or play long enough This is just like the “unlocks” we’ve narrative and gameplay, it’s up to t: 516-562-5134 to save up in-game money to unlock been building in games for decades. us to make the F2P model work on REPRINTS that character. There’s nothing But the player never had to pay, and our terms. Customers want to play WRIGHT'S MEDIA inherently bad about this! But just they never pirated the software. this way. If we want to preserve Ryan Pratt e: [email protected] t: 877.652.5295 thinking about it makes me feel like In most cases, paying enhances traditional design, we are going to it’s “wrong.” My gut tells me that all the experience for players by have to meet them halfway. AUDIENCE DEVELOPMENT characters should be available from making it more convenient, and Not all games have to be TYSON ASSOCIATES Elaine Tyson the get-go, and players should have that’s another troublesome point. free-to-play, but likewise, not all e: [email protected] LIST RENTAL Merit Direct LLC a choice of who to use. It makes me If the designers know how to make free-to-play games have to make us t: 914.368.1000 even more uncomfortable to know a game more accessible, more fun, uncomfortable. If we want to help that you can buy an item with real and more convenient for players, shape this industry, we've got to do money that helps you gain in-game why should that be behind the pay more than just complain about it! money faster. But you know what? wall? The answer is that if you don’t, —Brandon Sheffield I’m sort of wrong to feel this way. nobody will pay. But there’s no way twitter: @necrosofty

WWW.UBM.COM 2 GAME DEVELOPER | MAY 2011

HEADS-UP DISPLAY

The Video Game Crowdfunding Cheat Sheet

\\\ Crowdfunding is a natural fit for an independent game developer who needs to connect with an audience and secure funding at the same time. Rather than having to “prove” your game to a publisher, you're “proving” it directly to your customers, and you don't have to go out on a limb funding it yourself with no idea of whether you'll sell enough copies to recoup your investment. But not all crowdfunding is the same. An important distinction is the funding model, which divides these services into two different camps. “All or nothing” funding means that you get the money raised only if you've met your funding goal by the funding deadline;

otherwise, no money changes hands. This is a ALLUM-CORNFORTH ROBIN good fit for projects where you have to raise a specific amount of money to pay for an engine or assets, and you'd rather get no funding at

all than get half the funding you need and try BY ILLUSTRATION to cobble together your game with that. “Keep needed right away to feed yourself and pay rent money that the project has raised in previous it all” funding means that you immediately while you work on the project. “rounds” of funding. The chart that accompanies get any money your project raises as soon as Both funding models encourage projects to this article shows the major crowdfunding it's contributed (minus fees), regardless of re-apply if they don't reach their funding goal. A services, as well as their relevant details. A larger whether you've reach your funding goal. It's a failed “all or nothing” project can often succeed version of this report, including comments from good fit for projects where you're committed by scaling down and re-applying with a smaller the organizations themselves, will be available on and able to make the game regardless of how funding goal, and a failed “keep it all” project can Gamasutra.com in April. much money is raised, especially if cash is re-apply with the same funding goal minus any —R. HUNTER GOUGH

NAME KICKSTARTER INDIEGOGO ROCKETHUB ULULE 8-BIT FUNDING http://kickstarter.com http://indiegogo.com http://rockethub.com http://ulule.com http://8bitfunding.com LAUNCHED April 2009 January 2008** January 2010 October 2010 January 2011

SUCCESSES 6,500+ 400 (22,000 total) 94 80 1

VG SUCCESSES 67 1 1 3 Same

FUNDING MODEL All or Nothing Keep It All All & More (Keep it All) All or Nothing Keep It All

SERVICE FEE 5% 4% (9%*) 4%(8%*) 0% 5%

PAYMENT FEE 3-5% 3% 4% 3% 3%

TOTAL FEE 8-10% 7%(12%*) 8%(12%*) 3% 8%

PAYMENT Amazon PayPal/credit card Credit Card PayPal PayPal METHOD

Popularity and Badges and Oppor- Low Fee and Message PERKS Partners Video Games Only Curated Packages tunities Board

INTERNATIONAL No Yes Yes Yes Yes

* HIGHER FEE FOR UNSUCCESSFUL PROJECTS **FILM PROJECTS ONLY UNTIL JANUARY 2010

4 GAME DEVELOPER | MAY 2011 Game Developer magazine Game Developer donates to wins a Silver Eddie Strong National Museum of Play

\\\ The editors of Game Developer the contributors and authors that \\\ The National Museum of Play Frank Cifaldi of 1up.com. are pleased to reveal that the made the award possible. is an exhibition devoted to all To aide the museum’s efforts, magazine has won a Silver Eddie —STAFF types of play, from toys and Game Developer magazine has Award for our March 2010 issue dolls to board games and video donated a near-complete archive which featured an 2 games. The museum is hosted at of its back catalog, along with a postmortem, as well as the second the Strong in Rochester, NY, and subscription going forward into edition of the "Dirty Coding Tricks" already boasts a large archive of the future, so that the sharing of article series. The Eddies are put video and computer games, design game development knowledge on yearly by Folio, which bills itself documents, magazines, and more. from throughout the ages can be as "the magazine for magazine The video game division is preserved for future generations. management," and celebrate the known as the International Center Developers interested in best in editorial and design for the for the History of Electronic donating historical artifacts magazine publishing industry. Games, which is already home to or collections can contact the In the B-to-B space, over 25,000 video and electronic International Center for the History Game Developer was a silver games, including over 1,000 PC of Electronic Games and its director winner in the category Media/ games, and almost the entire run of Jon-Paul Dyson through its website Entertainment/Publishing Full Computer Gaming World magazine, at www.icheg.org. Issue. The editors wish to thank which was recently donated by —STAFF

Gamestorm celebrates paper prototyping

\\\ A lot of developers sketch out their ideas, whether that sketch is a arrows, and doodles even mean. Brainstorming notes are amazing pieces bullet-point list of plot points or an entire level drawn out in meticulous of art to me, especially where game developers are concerned, because detail. Although prototyping in code is a great way to prove a concept, they deal with problems and designs of such fun and eclectic types.” many developers still choose to germinate their ideas with paper and pen The genesis of the blog came from a Global he participated (or tablet and stylus, as the case may be). It’s this stage of development in this year, where brainstorming pages were in steady supply. It’s those that has aroused the interest of FlashPunk creator Chevy Ray Johnston, pages that were first featured, but the project soon grew. “I launched the who created the Gamestorm blog to gather and showcase the thoughtful site initially planning to just keep uploading new doodles and sketches,” sketches of game developers around the world. he said. “I have a lot of developer friends, and also help teach students of “While developing games, almost all my ideas (whether they be art, game development programs, so I was in no shortage of material, programming, math, or layouts) find their way onto paper before they but I added a submissions page anyway.” ever hit the computer screen,” Johnston told us. “I love looking back at It turns out he’s not the only one with interest in both viewing and older pages, whether it be traveling back in time to the state of mind I sharing this information. “The idea really struck a chord, and just under 24 was in, or simply trying to decipher what each mess of scribbles, notes, hours, I already had over 100 submissions from developers all over the world,” Johnson said. While the site has only been up for a month and a half as of this writing, well over 100 documents have been shared, from amateur and professional game developers alike, with no signs of slowing down. Why has this captured the interest of so many? Johnston says it best: “Nowhere else can you see complex math equations next to an astronaut riding a dinosaur, or grocery lists on world maps.” Visit and submit entries to Gamestorm at http://gamestorm.tumblr.com. —BRANDON SHEFFIELD

corrections \\\ In the April 2011 issue, we misspelled Autodesk in our Tool Box section. Additionally, we neglected to mention that a version of Joshua Tippetts' article, "Creator of Worlds", originally ran on GameDev.net. The editors regret the errors.

WWW.GDMAG.COM 5 Perforce_SpaceS_GameDev_HI

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One of the most remarkable changes in the game industry the past few years has been the massive growth of casual, mobile, and social games. A few years ago I gave a presentation at ENGINES FEATURED CoFesta in Tokyo lamenting how difficult it was for small independent developers to distribute and sell their games—that’s certainly not the case anymore! Now, it’s more difficult to decide Blitz Games' BlitzTech which of the many, many platforms and marketplaces to create your game for, because www.blitzgamesstudios.com/blitztech there is so much opportunity for independent developers, especially on iOS and Facebook. 's CryEngine www.crytek.com/cryengine With such huge changes in the mobile, and social titles the FIGURE 1 industry, it seemed like the casual developers. Digital Extremes' Evolution Engine perfect time to revisit the game PLATFORMS There’s quite a large number www.digitalextremes.com/evolution engine survey. I was curious to /Traditional platforms/ of game engines available for PS3 ·························75.7% Gamebase's see how the change in the game developers to use, from licensed www.gamebryo.com/en development ecosystem would ················73.9% high end to free open source, be reflected in the distribution ···························20.0% so the engines covered in this ' of survey responders, and PC ···························66.1% survey are those most well www.unrealengine.com the information they shared Mac ·························14.8% known or used. They are all also GarageGames' about their use of game engine ·························3.5% multi-platform across PC/Mac www.garagegames.com . NGP ··························· 7.0% and consoles, all licensable (not When the survey was PSP ···························6.1% completely free for commercial Stonetrip's ShiVa3D complete, the change in the 3DS ·························10.4% use), and are all available for www.stonetrip.com make-up of responders was NDS ····························7.0% license without an agreement quite telling. Compared to 2009, with a platform manufacturer. Terminal Reality's Infernal Engine www.infernalengine.com a roughly equivalent number of The full list is in the sidebar to developers who responded were different than that of traditional the right. Trinigy's Game Engine working on big-budget titles, game developers, due to the www.trinigy.net but about three times that smaller size of games, shorter Survey Responders number reported to be working production length, or need /// The developers I’ll Technologies' Unity on smaller titles! I’ve split the for frequent updates. For the concentrate on for most of this http://unity3d.com survey responders into two purposes of this survey we will survey make traditional big- Valve's Source Engine groups, as in some cases their refer to developers working on budget games. These games http://source.valvesoftware.com survey answers differ in very larger-budget titles, those on largely target the PC and high- interesting ways. The needs of consoles and handhelds, as the end consoles (see Figure 1) Vicious Cycle Software's Vicious Engine a developer working on a social traditional developers, and we’ll as most large-budget titles are www.viciousengine.com or mobile title are somewhat call those working on casual, produced for the PC, PS3, and

WWW.GDMAG.COM 7 FIGURE 2 Unreal. ARE YOU USING A LICENSED ENGINE ON YOUR CURRENT PROJECT? WHICH? TRADITIONAL Yes 58.7% No 41.3% Unreal ···························· 27.8% Trinigy ····························19.6% Unity ······························11.4% CryEngine ························8.2% BlitzTech. Gamebryo ························6.5% CASUAL Xbox 360. These machines have Rough development costs for choice. (See Figure 2.) Yes 83.7% roughly the same technology games produced by the traditional Which engine they’re using No 16.3% level, so the amount of art and group have a broad range. Average now doesn’t reflect all the engines Unity ······························26.0% technology retargeting between development costs for a title in they’ve ever worked with. We Trinigy ·····························17.8% the platforms is minimized, this group are between $15 and asked about that as well (See ShiVa ································8.8% and the potential audience is $20 million, with 25.6% claiming Figure 3.), and among both Torque/Unreal ··················3.0% maximized. Most games at this costs over $20 million, and 7.2% traditional and casual developers, level ship on all three platforms, over $40 million. the engine most used is Unity: though some go for just the 61.8% of traditional developers

FIGURE 3 consoles, and generally first-party Use and Usefulness have used it, and 68.4% of casual platform-owned studios are the /// What are the most popular GAME ENGINES USED developers. This is a big shift only ones who can really afford to engines in use today? We asked from two years ago, when Unreal TRADITIONAL specifically target just one of the both the traditional and casual was the clear winner. Now Unreal Unity ······························61.8% high-end platforms. developers what engines they’re runs a close second for traditional Unreal ····························60.7% Development for the Mac using on their current projects. Of developers at 60.7%, and third Gamebryo ······················29.2% is slowly picking up, whether traditional developers, 58.7% are place is quite a distance away. CryEngine ······················20.2% that’s done through cooperation using a licensed game engine, up Unity’s business model, ease-of- Torque ····························18.0% with companies like Aspyr and from 55% in 2009, with the largest use, and multi-platform nature CASUAL TransGaming or as part of an number of those using an engine are paying dividends here with Unity ······························68.4% in-house pipeline parallel to the PC (27.8%) using Unreal. Among all developers, not just casual Unreal ····························43.7% version’s development. In 2009, only casual developers, a substantially developers, enabling people to try Torque ····························38.9% 2% of these developers reported larger number use a licensed game out the engine for fun or for side ShiVa ······························24.3% working on a Mac version, versus engine (83.7%) with 26% of those projects. It’s a smart strategy that Trinigy ····························23.2% nearly 15% in this year’s survey. using Unity, the most popular has resulted in a big boost to the

FIGURE 4 ENGINE AWARENESS /Ordered/ TRADITIONAL 1 / Unreal 2 / Unity 3 / CryEngine 4 / Source 5 / Gamebryo CASUAL 1 / Unity 2 / Unreal 3 / Torque 4 / CryEngine 5 / ShiVa

Evolution.

| 8 GAME DEVELOPER MAY 2011 gamEbryo. FigurE 6 prEFErrEd way To build gamE TEchnology TradiTional use our own engine framework and purchase a suite of middleware ····························································· 38.0% create all tech ourselves ························································ 34.0% purchase a complete game engine ········································ 22.0% purchase a game engine that uses other middleware libraries ··································································6.0% casual purchase a complete game engine ········································ 60.3% purchase a game engine that uses other middleware libraries ································································17.2% number of both traditional and mindshare among developers. create all tech ourselves ·························································12.9% casual developers actively using (See Figure 5.) use our own engine framework and purchase Unity on projects. I have to note that a surprising a suite of middleware ································································9.5% Unity and Unreal are the most number of users wrote used engines, but I was also into the survey comment fields curious to know which licensed this year about how much they unclear whether this is due to a $500K to $1 million. Only a small engines developers have heard like using that game engine. The lack of awareness of the price of fraction of survey responders, of, and which they think might be C4 Engine is created by Terathon a licensed engine, or the growing 9.7%, expected they’d need to valuable for their current projects. Software and founder Eric Lengyel, disparity between the price of spend greater than $1 million for In the traditional space, Unreal, creator of the Game Engine Gems casual engines versus high-end the engine they’re using for their Unity, and CryEngine are believed book series. C4 Engine wasn’t engines. That said, 41.2% of the game. However, for the high-end to be most valuable for current covered by this survey since it developers who responded to game engines, a three-platform projects, with Unity, Unreal, and is exclusive to PCs and Macs. our survey hoped to pay less game (PC, PS3, and Xbox 360) Torque making up the top three However, if you need an engine for than $100K for a game engine, does typically cost more than $1 among casual developers. (See just these platforms, you should for all platforms that their game million. With a growing number Figure 4.) In terms of perceived know that we received a lot of is shipping on. Certainly this is of strong and less-expensive usefulness, Trinigy emerged feedback from happy users. limiting them to a very small licensable game engines these among both groups of developers, subset of available engines, as days, perhaps we’re all just hoping showing up third among traditional Engine Financials there are just a few in that price to save a little money. developers and first among /// In 2009, our survey asked bracket—and even fewer that Of course, a flat-rate purchase casual developers. In 2009, developers what they typically target the high-end consoles. price up front isn’t the only way CryEngine had a similarly strong expected to pay for a game engine, Significantly fewer respondents to license a game engine. While showing in the survey results, and the responses varied widely. (21.9%) were looking to pay from it is the most traditional way, and we wondered why more The same is true this year. It’s $100K to $500K, and 9.6% from other possibilities have been games weren’t being made with it. Perhaps Trinigy’s embrace of component middleware libraries and their recent launch of WebVision are helping them gain

FigurE 5 pErciEvEd usEFulnEss scale of 1 to 5 TradiTional unreal ·····························3.35 cryEngine ························3.15 Trinigy ······························3.12 Evolution ························ 2.56 unity ·······························2.45 c asual Trinigy ····························· 3.46 unity ·······························3.43 unreal ·····························3.22 ·······························3.02 cryEngine ······················· 2.61

vicious.

www.gdmag.com 9 but why are traditional developers still wary? Developers using game engines see some clear benefits (see Figure 7), yet there are undoubtedly things to watch out for (as seen in Figure 8). Worries over code quality and architecture, a lack of support or documentation, and dependencies on other technologies that are difficult to identify during the vetting process are some common concerns. The most important thing when looking for a game engine is to do a thorough job examining all of the potential candidates. Each engine has its own plusses and minuses, and they’re different for different platforms and genres. Unity. But developers in our survey were clear about the most important created as the number of small What other costs are technology? Would you rather practices for all engine providers. and independent developers has developers looking at with licensed buy an all-in-one engine, build all Out of a scale of one to five, with grown. These developers are more game engines? Responders your technology yourself, or do five being the highest, these price-sensitive at the beginning reported that the biggest hidden something in between?” Back in were the highest voted practices: of a project, yet still need great cost is in adapting engine features 2009, we saw that just over 9% provide source code (4.35), offer technology at a great price. Paying to suit the particular game they’re of survey responders wanted to live preview on target platforms back-end royalties is one way creating (86.8%), so flexibility use a full game engine; the most (3.98), and provide ongoing to achieve this. Paying royalties and ease of modification are popular choice among developers access to builds in development allows for a smaller cash outlay at key qualities. Employee training was to create all the technology (3.77). The need to integrate easily the initiation of a project, and then costs were also called out as themselves (46.5%). This year it’s with other middleware libraries, as a percentage of revenue from sales quite substantial (67.9%), in still true that licensing a full game mentioned previously, is also quite of the game. However, royalties terms of both time and money. engine is not ideally what most important to developers (3.67). are not an option many publishers This definitely encourages people want to do. (See Figure 6). As far as systems and tools appreciate. Overall, 80.7% of developers to go with the more While a much larger percentage of within an engine, multi-processor traditional developers prefer the popular engines on the market, traditional developers now want / multi-threading capability flat-rate model, compared to 74.5% so that hiring staff with previous to purchase a complete game popped up this year as the most of casual developers. Survey experience becomes easier. engine (22%), what most are important (4.43), just as it did in responders who commented on still interested in is building the 2009. The current generation of this question encouraged game Capabilities engine framework themselves, consoles brought this technology engine manufacturers to move /// Let’s step back a bit from and plugging specific middleware to the foreground, since to gain toward a hybrid model: a free trial, specific engines. Since game libraries into it based on the maximum performance from those then a small flat-rate fee up front, technology has evolved over the particular needs of their game machines it has been incredibly with either an adjustable royalty as past two years, perhaps what (38%). Casual developers had a important to master the art of game sales pass certain revenue people expect of game engines has quite different reaction: over 60% multi-threaded programming. targets or, if the game is picked also evolved. To start uncovering wanted to purchase a complete Other important systems for up by a publisher, an upgradable some answers, the survey posed game engine. engines include physics (4.15), license fee based on the game’s the question: “How would you Game engines are definitely streaming (4), profiling (3.92), budget. optimally like to build your game continuing to grow in acceptance, and camera control (3.69). These are all very sensible demands.

FIGURE 7 A newer technique that survey ENGINE BENEFITS responders found important to /Scale of 1 to 5/ include is deferred rendering (3.34), as opposed to forward Our artists/designers can begin working right away without waiting for tech ··················4.20 rendering. Developers commented Allows us to focus on game-specific code ··········································································3.98 that “...all these systems should State-of-the-art tech from engine specialists ·····································································3.72 be easily replaceable with custom We can develop our game more quickly with less tech to develop ·····································3.71 [technology] / middleware.” Time to first working version of game is significantly reduced ··········································3.71 What if your game engine’s physics system doesn’t have the

10 GAME DEVELOPER | MAY 2011 feature set I need for the game for engines to provide a run-time opposed to using their DCC tool scripting is to enable rapid I’m making, but everything else script debugger (3.6), for world editing. This year that iteration, yet many game engines is perfect? It’d be sad to have to editor (3.56), and cinematics tool number has increased to 84.8% don’t offer real-time script preview choose a different engine or do (3.53). New to the list of priorities, of traditional developers, so it’s or run-time debugging. Over 50% a lot of heavy lifting to replace but still important, are an understandable that this would of developers rated “live preview of the physics. Ideally, the engine animation blend tree editor (3.51) be rated the most important tool scripting” a 5, or “most important.” developer should provide simple and solver for a game engine to provide. In As one developer commented, “It’s integration with , PhysX, or (3.06). Clearly some of these the casual space though, using a shame that almost no engine in Bullet. tools can be purchased separately a DCC tool is more common, and the industry fully supports this The tools our survey and integrated by the developer, only 64.2% are using a standalone yet. Fast iteration time is the most responders found important are but the stronger engines should application. Leveraging your important factor for any kind of also all fairly logical: a standalone provide most of them. DCC tool for world building is an tool development we do in-house.” world editing tool (4.21) and a Back in 2009, 73.2% of survey inexpensive way to go, for sure, editor (4.02) got responders noted that they use a but as game level sizes or team Tool and Language Use top votes. Developers also look standalone world editing tool, as sizes increase, using the DCC tool /// As part of the survey, I like in this way can quickly become to find out what other tools,

FigU re 8 unwieldy. languages, and processes game Another hot button issue developers are using in their eNgiNe coNcerNs in this year’s survey was the engine development. Through /scale of 1 to 5/ importance of having a runtime this anonymous sharing we can Availability of engine source code ············································4.16 script debugger. The use of all learn about some of the more code quality and architecture ···················································4.09 scripting languages in games has esoteric tools available, and we Lack of support or documentation ············································3.67 continued to increase, and Lua can showcase some solutions engine has dependencies on other assumed tech (44.7%) and visual scripting tools that most developers might not be so it is difficult to extend ··························································3.62 (31.9%) are the popular leaders aware of. incomplete feature set across multiple platforms ···················3.62 in this regard. One of the most Respondents made clear important reasons to implement that they like being able to

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Infernal. select middleware libraries to close second (69.6%), with Python, ensure clean fresh builds are engine is not for everyone, as incorporate into their preferred Lua, and PHP filling out the top five available each morning are many would rather build either game engine. For traditional favorites. systems which ease development the technology framework or the developers, Scaleform and How about in the early stages with complex codebases. Among entire game engine themselves. Bink are the kings of runtime of a project for prototyping? At traditional developers that What’s important is to be aware middleware, both of which solve the beginning of a project the last responded to our survey, 69.6% of the benefits and limitations of particular problems extremely thing you want to do is spend use automated build systems using engine middleware, and to well (user interface design and all your time knocking out tools. and 67.4% now use continuous thoroughly vet the engines you’re video playback, respectively). You need a language or tool you integration systems, like Jenkins considering. Ultimately, we’re For casual developers, the most are very familiar with, that you or CruiseControl. Casual developers all trying to create better games popular middleware libraries can use to quickly put together use these types of systems much less expensively and with higher are both good and inexpensive, demos to prove out your design. less frequently, with only 12.4% fidelity. Licensed game engines or they are free: FMOD, Bullet, Pencil and paper will always reporting use of automated build are an increasingly popular tool and PhysX are the most popular rule for prototyping of course systems. for developers working hard to in this category. In general, far (73.9%), although C++ apps follow Automated testing is realize their vision. fewer casual developers (48.6%) a close second (71.7%). Other another way to make large- use middleware libraries, versus popular systems for prototyping scale development more MARK DELOURA is VP of technology at 91.5% of traditional developers. include previously used game straightforward. Tests which run THQ, creator of the Game Programming (See Figure 9.) engines, Lua, C#, and Flash. For automatically on each build, such Gems series of books, and was formerly What about DCC tools? The casual developers, Unity is also as unit tests, gameplay tests, editor-in-chief of Game Developer popular conception is that 3ds Max a noticeably strong choice for visual comparisons, and stress magazine. Follow his tweets at @ and Maya are the most popular prototyping. tests, can quickly pinpoint the markdeloura. 3D tools out there, but there are introduction of a bug or other other options as well. Maya turns Automation undesired change in the codebase. FIGURE 9 out to clearly be the most widely /// One of the clearest differences Automated tests are less popular TOP 5 MIDDLEWARE used DCC tool for traditional that showed up between than automated builds among LIBRARIES USED developers (71.7% versus 3ds traditional developers and traditional developers, but still /Ordered/ Max’s 45.7%), yet for casual casual developers in the survey used fairly frequently (58.4%). TRADITIONAL developers 3ds Max (46.7%) is just is the degree of automation Casual developers, on the other slightly more popular than in their production process. hand, use automated testing 1 / Scaleform (42.9%). A large variety of tools Among traditional developers more frequently than automated 2 / Bink exist in this space, with some of that responded to our survey, builds (23.1%), but it is still fairly the other frequently used tools 67.4% now use continuous uncommon. 3 / FMOD being ZBrush, Mudbox, SketchUp, integration systems like Jenkins 4 / PhysX LightWave, Nevercenter Silo, and or CruiseControl, with 69.6% using Engines on the Rise Modo. automated build systems of any /// Licensed game engines 5 / Wwise When developers make their kind. These are less important continue to increase in popularity, CASUAL own tools, what languages do techniques for casual developer especially among casual 1 / FMOD they find themselves drawn to? I teams, but are still valuable developers. The increase in was curious this year whether C# practices. popular of Unity over the past two 2 / Bullet was still the most popular. Sure Continuous integration years has been remarkable, and 3 / PhysX enough, 71.7% of our responders systems that kick off new builds Trinigy is making strong gains in attested to C# as being the on a build farm each time someone mindshare among both traditional 4 / SpeedTree language they are most productive checks in code, and automated and casual developers. Still, it’s 5 / RakNet in for tool development. C++ runs a overnight build systems that clear that using a licensed game

12 GAME DEVELOPER | MAY 2011 changing THE GAME

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BY Mark Rein Epic Games, Inc.

developers to adjust geometry tessellation on both the Full scene anti-aliasing: UE3 supports full scene anti- LEVERAGE THE edges and the insides of triangles. Tessellation amounts aliasing in DirectX 11 through multisample anti-aliasing. POWER OF can be controlled by distance from a camera or setup to MSAA is a hardware feature that shades pixels only once DIRECTX 11 WITH place more triangles along silhouettes. but evaluates the depth test multiple times per pixel. A popular re nement algorithm, PN-Triangles, softens In UE3, deferred passes like lighting and shadowing work UNREAL ENGINE 3 the look of coarse models. PN-Triangle tessellation correctly with MSAA by detecting geometry edges and Epic recently presented what we would like to see in the mode smoothes hard edges, converting low-resolution per-sample along those edges. next generation of games with our Samaritan real-time models to curved surfaces, which are redrawn as a mesh UE3 materials have a feature that multisamples the edges Unreal Engine 3 demonstration at the Game Developers of  nely tessellated triangles. UE3 also has support for of masked materials. This is especially useful for creating Conference in San Francisco. crack-free tessellation and displacement. realistic hair and foliage. To take Unreal Engine 3 to the next level, we Image-based re ections: Image-based re ections are a Screen-space subsurface scattering: Subsurface implemented DirectX 11 support along with ’s part of UE3’s DirectX 11 rendering pipeline. This technique scattering refers to light that penetrates the surface APEX physics technology, and these features were is used to render real-time whole scene HDR re ections of an object, scatters through its interior and exits at made widely available in the March 2011 release of as seen in Samaritan. The technique works by re ecting a di erent location. This is why subsurface scattering the Unreal Development Kit (UDK). an image which is an approximate version of a scene at makes skin appear more luminous. each pixel, which makes it more e cient than previous Commercial UE3 licensees have source-level access to re ection techniques, such as planar re ections. UE3’s subsurface scattering is a screen-space e ect that these additions. Here’s a round-up of the DirectX 11 blurs the light incident on the object’s surface to other features accessible to anyone who downloads the latest UE3 enables re ections on any surface with varying nearby points on the surface. The blur attenuates the UDK build from www.udk.com. glossiness and blurriness. This is useful for visuals such lighting based on the world-space distance between the as wet roads where puddles mirror re ections, while incident and exitant points to model absorption of light Bokeh depth of eld (DOF): Real world images other parts of the road appear glossy. captured with a camera lens often depict scenes with by the interior of the object. some parts more in focus than others. The out of focus UE3 also supports anisotropic glossiness, where For help getting started with these features, visit http:// objects form shapes, such as circles or pentagons, called re ections are streaked more in one direction, and udn.epicgames.com/Three/DirectX11Rendering.html. Bokeh. Artists can control Bokeh shapes and textures in dynamic components enable all parts of the re ection the UE3 post-processing chain. except for static shadowing to be changed at runtime. Mark Rein UE3 supports dynamic object shadowing as well. Doing DOF as a post process works quite well for opaque Epic Games, Inc. objects, as each pixel has a depth associated with it. : Deferred shading allows dynamic Translucent rendering, however, cannot work well with lights to be rendered much more e ciently. Traditional a post-processing method. Ignoring the problem can UE3 lighting is called forward shading because the dynamic Canadian-born Mark Rein result in translucent objects that are either too much in lighting is calculated while rendering a scene’s meshes. is vice president and co- founder of Epic Games based focus or too blurry, depending on their background. With deferred shading, material properties such in Cary, North Carolina. as di use color are stored in render targets, called We solved the problem by giving control over which Epic’s Unreal Engine 3 translucent objects are a ected by DOF within UE3’s G-Bu ers, while rendering the meshes in the absence has won Game Developer material settings. Additionally, we’ve implemented a of lighting. Later, in a deferred pass, each light looks up magazine’s Best Engine new material node that allows artists to adjust shading the material properties from the G-Bu ers for a given Front Line Award ve times by fading objects out or blending them to a blurry state. pixel and calculates lighting based on that. along with entry into the Lights rendered with deferred shading are about 10 Hall of Fame. UE3 has won three consecutive Develop Tessellation: Because the DirectX 11 tessellation pipeline Industry Excellence Awards. is programmable, it can be used to solve a large number times faster than lights rendered with forward lighting. of graphics problems. In Samaritan, the opening scene had 123 dynamic Epic is the creator of the mega-hit “Unreal” series of lights, and all lighting was done using deferred shading games and the blockbuster “” franchise. Tessellation works especially well for natural objects with except on character skin and hair. Follow @MarkRein on Twitter. medium-scale details, and UE3’s material input enables

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© 2011, 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 and elsewhere. All other trademarks are the property of their respective owners. All rights reserved. BRANDON SHEFFIELD

////////// WE’VE ALL HAD GAME DEVELOPMENT PROJECTS WHERE SUDDENLY EVERYTHING SEEMED TO GO WRONG— NPCS ARE FALLING THROUGH THE FLOOR, BULLETS BOUNCE OFF INVISIBLE BARRIERS, THE SKYBOX COLORS HAVE INVERTED—AND NOBODY CAN FIGURE OUT WHY. THEN, SUDDENLY, SOMEONE STEPS IN WITH THAT “A-HA!” MOMENT, THE PROBLEMS ARE SOLVED, AND THE GAME GOES ON TO MAKE ITS SHIP DATE. OR PERHAPS THE GAME WASN’T EMBATTLED BUT SIMPLY BLAND, AND THEN A CLEVER DESIGNER REALIZED THAT ADDING A TIME LIMIT UPPED THE TENSION TWO-FOLD. OR PERHAPS THERE’S SOMEONE WHO’S JUST DAMN GOOD AT HIS OR HER JOB! IN THE FOLLOWING PAGES, WE CELEBRATE HEROIC MOMENTS OF GAME DEVELOPMENT, WHEN A PROJECT WAS SAVED, MINDS WERE ENLIGHTENED, OR PROCESS WAS STREAMLINED.

SPLATTERED HOUSES √ As they labored on , the development team had been working for months in a custom character-scripting tool that sat on top of Visio as a plug-in. While the interface looked slick, the team was plagued with

WWW.GDMAG.COM 15 general production woes whenever they worked in further progress. The level was completely linear, the tool. Clicking on a graphical node would bring save for the standard “key and door” chicanery up a scrollable list of parameters that could be that games sometimes use to trick people into tuned, but the interface was extremely slow to the thinking they actually have a meaningful choice point of absolute frustration. The tool would take about where to go. five seconds per mouse click to update. Scrolling Besides these design problems, the entire the parameter window would force the tool to level was wrapped around a “giant robot” narrative re-query the parameter list and force a full redraw. where the player was moving through different Once you entered a value and pressed the Enter sections of the robot’s innards to activate it and key, you needed to wait three to five seconds for save a fictional planet from an evil alien invasion. the whole program to finish updating. For a game This fundamental dependence on narrative was that was meant to induce nightmares, none were exceptionally risky on two big counts: it meant as frightening as attempting to work within the that we still had to create a large volume of character scripter. non-interactive content in the first place, and it Enter Justin Pease, an engineer who had been cornered us in terms of development flexibility. recently assigned to the gameplay programming It meant certain parts had to come before others team from the studio’s central tech group. After Warhammer: age of reckoning. in order to keep the narrative coherent, and if getting up to speed in about a week, Justin worked something didn’t work, well, we would have had a couple of extra nights, unbeknownst to the HAMMER OF THE GODS to just re-do it or keep changing it around until production team, focusing his efforts on improving √ I once had the pleasure of working with it did. On top of this, all the different mechanics the scripting tool. Why, you ask? Probably because a man named David Scott. David worked at were sufficiently underdeveloped that none of he was going to have to use the tool to help me on the WArHAmmer reckoning project them were really fun to play, and we didn’t have an improve the main character, Rick! as an engineer (Software Engineer II to be adequate contingency plan in the event that any Regardless, one evening Justin sends out specific). During my time he discovered or all these mechanics proved to be garbage. an email detailing that he has “improved” the a small flaw in the code that had existed As if that weren’t enough, our art style and character scripter. The results were staggering... for years. It was buried deep within, and visual grammar for interactions was not yet suddenly the tool functioned as intended! No had been passed over so many times that well defined. The original principal designer, more waiting for updates and refreshes. Not all of us just assumed it was an inherent technical director, and senior producer each had only was the tool usable, but it actually allowed fluke of the engine we could not overcome. independently left the company by that time. for production gains in terms of overall velocity. By correcting it, he had solved a mystery We were also working exclusively with tablet In trying to quantify the efficiency gains Justin that spanned years, eliminating the single emulators and had no idea about how the final made in the tool the numbers were ridiculous ... cause of client-to-server latency in the tablet product would ultimately affect playability. something like 3,000 percent or one man-year. game. WArHAmmer is a PvP (RvR)-oriented Oh yeah, and we also had six months to finish the On the tight production schedule faced game, so this bug was one of the single game. Things were not looking good. after taking the project internal, Justin Pease’s most frustrating things about the player It was around this time that my lead designer, tools improvements are truly the stuff of coding experience. –Haley Chivers Devin Knudsen, came up with a simple and brilliant heroism. idea that ultimately proved to be the singular –Michael Boccieri project-saving decision. We called it a “refocus,” In January of 2009, we began work on what and it was a fundamental structural change to the would eventually become DooD’s Big ADventure game that allowed us to minimize all the big scary DOOD, WHERE’S MY DESIGN for the uDraw tablet (which we were also risks by modularizing as many components of the √ DooD’s Big ADventure is a game we developed simultaneously designing). Seven months later, game as possible. In this way, if any part of the at THQ Digital Studios Phoenix (formerly Rainbow about halfway through the development cycle, design proved not to work, we could just scrap it Studios) and was released in November 2010 as we were not quite out of pre-production, and and the rest of the game would be unaffected. The one of the games for use with the Wii uDraw tablet. the extent of our accomplishments thus far was details went like this: But the published game that you see today on contained within one side-scrolling “vertical slice”- store shelves is drastically different from the type style demo level. At this point, the plan was to 1. We cut out most of the non- of product we originally began developing. build a story-based game with a linear progression interactive narrative elements. This Game development is typically much more structure, lots of narrative, and some collection way, we could focus all our remaining about execution than singular ideas. In other of mechanics that utilized the tablet in hopefully development efforts on the actual words, it’s the process of developing and refining essential, interesting, and usable ways. interactive game, which was more an initial idea over time that results in something The demo level we had built thus far looked important. This also guaranteed that meaningful. Normally, the original idea itself is just great, but was completely unsatisfying on no portion of the game would have to a kernel of a starting point, and often those ideas numerous levels. Because the various control depend on a specific narrative element are transformed enough during the development mechanics we were developing were so different to justify its existence. process that the majority of weight and credit from each other, the only way the player could should and does go to the process, as opposed to switch between them was to pass between 2. We changed the level-structure the idea. However, during this particular project we specific choke points in the level. In one section plan from nine long, linear and heavily enjoyed one of those moments where a single of rooms the avatar was walking and jumping, in interdependent gameplay sequences compact idea completely saved a game that was another section he was contained in a bubble and to (ultimately 60) short and totally in crisis by all accounts—resource-wise, morale- could float in any direction, in yet another section independent “challenge” style levels. wise, and direction-wise. you would connect points on the screen with the Each level would just use a single pen to produce a physical object that would allow input-control mechanic from start to

16 game developer | may 2011 end, and the game would score the GAME JAMMED of us have done, and Dan still doesn’t have the player in terms of how skillfully and √ In May 2010 Wild Pockets hosted a 24-hour sponsor screen in, which means the game will be quickly they could navigate each level. game jam. We entered as a team of three with disqualified from competition. Things get heated The time constraint was essential to hopes of taking home the $3,000 grand prize. Our and talking turns to shouting. making otherwise boring interactions team had two designer-scripters (Daniel Bryner, I submit my game with three minutes left, interesting and replayable, and the new Brad Johnson), and one artist (Chris Webb). Chris but what do we do for Dan? There’s absolutely no structure allowed for a single designer had the pleasure of doing all the art for two games way we can get his script working in time! and artist to concentrate on one level at since both Dan and I wanted to work on separate Chris pops his head up off the desk, renames a time without affecting anyone else’s games. One of the requirements of the winning the sponsor screen texture so it overwrites work. game was to have an end screen listing the game the level complete screen and hits upload with jam sponsors. about one minute left to spare. Our games end Eventually, we decided to stick with four Chris actually finished all the art for both up going on to tie for first place so we take home particular gameplay mechanics that proved games (including the sponsor screen textures) not only the grand prize of $3,000, but the $600 themselves to be worthwhile. Our new modular with half an hour to spare, so he put his head down for second place as well. Chris Webb saved the structure meant that we didn’t have to make on the table and started sleeping. This whole time day. It was definitely an Indiana Jones-saving- these systems work with each other, which was Dan and I were scrambling to put the finishing his-hat-from-under-the-crushing-wall moment. a much simpler problem to solve. We ended up touches on our games, such as making sure the –Bradley Johnson with 60 total levels, across 4 different mechanics sponsor screen is displayed at the end. I had made (15 levels for each mechanic). The wide variety a UI script that would do various things, one of of play modes, combined with the “short and them being the display of the sponsor screen. Dan SPORED numerous” level structure made the game much had already put a level complete screen in and was √ Game Developer’s original “call for heroes” more accessible and lively than it would have waiting for me to help him implement the UI script, asked for people who saved the day during a been otherwise. On top of that, it allowed us to but I kept telling him I didn’t have enough time to game’s development with a heroic effort, or who finish the game in a way that was satisfying to all finish my game and help him, so he was on his had an “a-ha!” moment that turned the tides. of us with the little resources we had left. own. Long story short, we had about five minutes My personal game development hero did plenty —Ara Shirinian (special thanks left, and Dan and I both start to panic because of day-saving and a-ha-ing when I worked with to Scott Blinn and Trapper McFerron) we still have to finish our games and then post him on Spore, but those aren’t the reasons he’s a link to finalize our submission, which neither my hero. Tom Bui (now at Valve Software) is my

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18 game developer | may 2011 game development hero because he’s the most productive I’ve ever met, and I find that incredibly inspiring. It must be said: I struggle with pretty bad productivity problems. I realize this isn’t an issue everybody has to face, so this may not resonate with you personally. Some people can just sit down in the morning and start typing code, stop at lunchtime, and then do it again in the afternoon. I am not one of those people, unfortunately. But just being around Tom made me more productive and focused. Seeing the endless stream of his check-in notices go across the team mailing list, taking a break from a conversation with him to go to the bathroom, only to find he’s fixed a bug during the brief intermission while I was gone instead of checking email or Facebook or Twitter, finding he’s added a feature in an hour that people Trials HD. thought would take a week—the man is just a machine! Better yet, he’s incredibly kind and self-deprecating, so instead of this amazing TRIALS, TRIBULATIONS productivity being intimidating or humiliating, √ Although it’s not widely known, early in the development of Trials HD, the original design called it’s completely inspirational. You want to work for a “Crash Mode” that was to be just as important as the timed obstacle course driving we have harder and faster around Tom—not because all come to know and love ... or curse and throw our controllers because of, as the case may be. you have a prayer of working as hard and fast Crash Mode was originally meant to be a -style game. The goal was simply to gain points as he does, but because you feel like you can by making as spectacular a crash as possible. Many on the team were excited by it, our partners draft him a little bit, like cycling behind Lance were enthusiastic, and all around, we thought it was a great idea, as it was believed that its simpler Armstrong or something. —Chris Hecker mechanics would help bring the game to a much wider audience. The problem was it just wasn’t very much fun in large doses. With our core action designed for a 2D plane, there simply weren’t enough ways to make the crashes varied enough on any particular A CRY TOO FAR level. There were only so many routes we could create through any given warehouse. √ To provide some context, at the same time Realizing how this limited the game’s potential, but not wanting to abandon the idea altogether, that we were developing , the technology project manager Jorma Sainio, lead programmer Sebbi Aaltonen, 3D guru Sami Saarinen, and pipeline team was building the game’s engine, creative director Antti Ilvessuo, worked hard trying to find ways to somehow utilize the potential of which came to be called Dunia, in parallel. Crash Mode in small doses. The major technical challenge for the game After many iterations and discussions, the core team came to the conclusion that Crash Mode was to convincingly deliver a realistic shouldn’t be in the actual game. However, some parts of the Crash Mode prototypes were a lot across 50 sq km of typically African terrain types, of fun. So, they turned the question upside down: how could we take advantage of that small set including desert and savanna. In other words, the of fun, short gameplay moments and make Trials HD a better game overall? When Crash Mode engine was being asked to support large draw was abandoned, these small ideas didn’t have to be limited to fit Crash Mode anymore. After this distances in situations where natural features decision, the team came up with many small, fun ideas, that on their own would not have made a like mountains couldn't be used credibly to game mode, but could be turned into a small, fun collection of events comprising the Skill Games block sight lines. The old-gen solution of simply that many riders have come to love. —Jason Bates cranking up fog effects wasn’t compatible with the game’s next-gen environmental graphics. And in a few regions, from readily accessible vantage production. It was a potentially catastrophic do the trick, Gagnon put in additional code that points, we discovered that it was theoretically setback that could have easily derailed a title that raised and lowered any other visible non-terrain possible for players to see from one end of the had already been delayed by several months. entities in order to match the pseudo-curvature. world to the other. After listening to the level design and art For players viewing their surroundings from The problem lay in the way Dunia streamed technical teams debate the relative costs of inside the game (and in the absence of any in chunks of the world. Each sector that was various fixes with the producers, FC2’s technical powered aircraft, which FC2 didn’t feature), the rendered inflicted a performance burden on the architect, Philippe Gagnon, spoke up and effect was too subtle to be noticed. Our level game. At the time, Dunia lacked a per-sector asked for a few hours to investigate a possible designers still needed to restrict access to LOD system (although individual game assets solution. He came back with something that was some of the taller mountain vistas and obviously had multiple LODs), so in order to protect the astonishingly elegant: he curved the world. hang gliders needed to be placed where they framerate, the engine imposed caps on the Or at least he created the illusion of a curved weren’t going to suddenly give the player a number of sectors that could be simultaneously world. Specifically, the game’s renderer was disconcertingly sub-orbital view of the world. loaded, visible and active in the game. modified to apply a curve function at runtime, Philippe’s cognitive leap saved our collective We found ourselves confronted with the so that the sectors that were the furthest away asses. It was one of those moments that prospect of needing to make fundamental from the player’s POV fell below the game’s becomes immortalized in three and a half years’ changes to large—we’re talking multiple virtual horizon, causing them to be culled worth of production lore. —Patrick Redding kilometer—swaths of the game world, late in automatically. Once the solution was proven to

www.gdmag.com 19 very promising start for our CTHULHU new team. It also raised the question: what next? SAVES We had a few promising ideas for new games THE already, but all of them felt too ambitious for a second WORLD project. We decided to do something a bit simpler—a On April 22nd, 2010, Zeboyd spiritual sequel to our first Games released its first game. It wouldn't be a direct title, BREATH OF DEATH VII: THE sequel, since we wanted to EGINNING O B . B D was patterned gain a reputation for good CTHULHU SAVES THE WORLD. after the popular 8-bit RPGs of games and not be labeled old but also featured modern "the BREATH OF DEATH guys." ideas mixed, and the concept of Lovecraft and Cthulhu fans, getting elements, like branching Rather, it would build on the Cthulhu losing his powers and people excited about the game level-ups, a combo system, foundation we had created having to regain them through an was easier than it might have been and random encounter limits. with our first game. This RPG quest was born. otherwise. It was a big success for us. idea eventually turned into When you have a strong 2 /// Building on the past. If we The game skyrocketed up the CTHULHU SAVES THE WORLD. concept, it makes development so had decided to make CTHULHU SAVES top-rated list on the Xbox Live much easier. We had a wealth of THE WORLD as our first game, I don't Indie Games U.S. Dashboard WHAT WENT RIGHT? material from Lovecraft's fiction to think we would have ever finished (it ended up in the #2 spot 1 /// Concept. I had been playing work with, which gave us plenty of it. As our second game, however, for several months) and sold around with the idea of taking a great monsters and locations right we had an existing RPG engine and over 45,000 copies in its first classic piece of literature from the from the start. Writing amusing some experience with coding, art, year. Admittedly, the game public domain and transforming dialogue was relatively easy since design, and writing. Since we could only sells for $1, so it was not it into a comedy RPG. I also like the concept was so strong. And focus on making the game better, making us rich, but it was a the horror genre. One day, the two since the is filled with and not just on making it work, an

20 GAME DEVELOPER | MAY 2011 The Xbox Live Indie Games service was launched as part of the XNA Creators’ Club (as “Community Games”) back in May of 2008. It was viewed as a way for developers to release games directly on the Xbox 360 without having to get a publishing deal. Since then, the service has grown to include some 1,600 titles, with a number of standouts. We’ve compiled postmortems of five of the more interesting games on the service to give curious developers some idea of the XBLIG development environment.

otherwise insurmountable task some work with accessibility for GamesRadar among others) GAME DATA became much more manageable. our first game, but we went even compared to our first game. 3 /// Presentation. Our artist CTHULHU SAVES further with CTHULHU SAVES THE THE WORLD and musician really nailed the WORLD, adding a save-anywhere WHAT WENT WRONG? nostalgic feel of a classic 16-bit PUBLISHER feature, easy town-teleportation, 1 /// Underestimating the amount game while instilling their own Zeboyd Games 1-ups to retry battles, a new Easy of work. We'll just take BREATH OF personality into the presentation. DEVELOPER difficulty, and an unlockable DEATH VII and make everything Due to the small size of our team, Zeboyd Games Overkill mode (in which the player better—how much time could we had to cut some corners, so NUMBER OF DEVELOPERS levels up very quickly at the start). that take? A whole lot, as we soon we decided the game would have Robert Boyd (Design, Code, At the same time, we didn't want found out. Our initial goal of three very little animation in it. Still, Story), William Stiernberg to neglect the gamer in search of to four months of development we did a lot with what resources (Graphics, Level Design), and a challenge, so we added a new time kept getting pushed back, we had. Since we didn't have the Gordon McNeil (Music) game mode (Highlander) where and our estimated release dates budget for big FMV sequences, we LENGTH OF DEVELOPMENT you can only bring one character became a joke. In the end, we patterned our cutscenes after the 8 months into combat, in addition to the Hard just narrowly managed to get the non-animated comic book-style RELEASE DATE difficulty and Score Attack mode game released before the end of scenes used in PHANTASY STAR IV. December 29, 2010 (XBLIG), from our first game. the year, after eight months of This allowed us to have dozens Spring 2011 (PC) 5 /// Marketing. In addition to work. I even ended up spending of scenes in the game that were PLATFORM our regular marketing efforts, we a good chunk of Christmas day far more visually interesting than XBLIG, PC also helped to organize a special working on the game. How's that they would have been if done in multi-game promotion called for self-inflicted crunch? the game engine. To make combat Indie Games Winter Uprising. When you add an extra layer of more interesting, we gave each 4 /// Accessibility. I love really I believe this promotion was a sophistication to one aspect of a enemy a unique " mode" complex games, but I'm not big help to the game's visibility, game, your workload increases a sprite. And to draw attention everyone. As a developer, I want my and is probably responsible for bit. When you add an extra layer of away from the simplicity of our games to appeal to a wide variety the increase in reviews from sophistication to several aspects of animation frames, the animation of people. "Easy to learn, hard to bigger and more prestigious a game, your workload increases we did use was very quick. master" is our motto. We had done sites (Eurogamer, Joystiq, and exponentially. More work in one area

WWW.GDMAG.COM 21 we are pleased with the results. DUNGEON retained a lot of the feel of Despite the higher price tag ($3), its classic inspiration. If it had been the game sold about 9,000 copies planned as an action-RPG from the in its first 30 days (though daily beginning, it would have been a sales have dropped off noticeably very different, and, I suspect, less since then). Reviews have been successful game. overwhelmingly positive, and For example, even though perhaps most important of all, the character movement is smooth, game has unlocked future doors of it is still based on an underlying opportunity for us. system. Not only did this give it some retro flavor, but it also ROBERT BOYD was an English made it easy for players to quickly

CTHULHU SAVES THE WORLD. teacher before he decided to go into game see and understand all the action development, starting up Zeboyd Games quickly. would result in the need for more that we did soon after, Zeboyd with BREATH OF DEATH VII. He was the creator 2 /// Playtesting. Playtesting work in another. It was a mess. Games has enough funds for the of the Winter Indie Uprising in late 2010. really helped with the final level of If we had planned the game out time being. And hopefully, our PC polish. Beyond serving as a source better beforehand and limited our port of the game will help bring in of inspiration and motivation, it improvements to a few key areas, enough additional funds so that we helped with the most important development would have gone won't need to worry about running EPIC aspect of EPIC DUNGEON, which was much smoother. out of money while we work on our gameplay balance. Most notable 2 /// Lack of tools. With BREATH next game. DUNGEON was the amount of discussion OF DEATH VII, we did all the maps 4 /// Not different enough. Although and work that went into balancing directly in code. My artist would we felt that CTHULHU SAVES THE WORLD Originally, EPIC DUNGEON the economy. Acquiring better make them using a free map was a huge improvement over our started off as a self-imposed equipment is an important part of editing program, he'd convert them first game, we received complaints challenge to see if I could the game, but finding the perfect into arrays, and then I'd plug them that it wasn't different enough. Those create a classic point where players can buy a few directly into the game. This wasn't complaints weren't completely in two weeks. Those two things, but not everything, was a ideal, but it worked. without merit. Most of the changes weeks quickly turned into real challenge given the random With CTHULHU SAVES THE WORLD, that we made to gameplay were months (so I guess I failed nature of the game. we upped the size and complexity subtle, so that though everything the challenge). But the result 3 /// Accessibility. Nobody reads of our maps, and our old process was bigger and better, the core was a successful twist on instructions, and tutorials are boring. of making maps quickly proved gameplay and interface weren't that the roguelike that combined So my basic approach was to provide inadequate for the task. Rather far off from our first game. some of the genre's core information on screen as it was than stopping to make more For our next game, we will be mechanics, such as perma- needed. Tips occasionally fade in to efficient tools, we just plowed making much more drastic changes death and random level highlight specific gameplay features on. Creating maps was a time- to overall style and gameplay, as well generation, with more modern as the player moves deeper into the consuming process, and modifying as an overhaul of the interface. action-RPG elements—real- dungeon. Thought bubbles are used them was a pain. 5 /// Not enough iteration. We do time gameplay and the to communicate when a button can If we had just taken a month plenty of theoretical iteration at development of stats and be pressed to interact with an object. or two at the start of the project to Zeboyd Games. We spent weeks skills—as well as a dash of Icons for the face buttons (A/B/X/Y) make some efficient map-editing coming up with different insanity character. All of this was set are displayed on the HUD, and tools, we could have made higher systems before finally choosing within a text-based encounter behave contextually (e.g., if a skill is quality, better-tuned maps in the one that we used in the actual system, wrapped up in a retro on cooldown, the button will look like drastically less time than it ended game. However, we didn't do enough 8-bit package. a timer). up taking. iteration with actual playable As a one-man development Beyond that, I also tried to reduce 3 /// Lack of funds. This was prototypes. CTHULHU SAVES THE shop, having to switch useless, repetitive tasks. Giving a direct result of our failure to WORLD wasn't playable in any way between coding, writing, players the ability to “Sell Junk” with plan appropriately. We were that resembled an actual game artwork, music and sound a single click has been very popular. expecting a new source of income until about a month or two before effects, then on to marketing It basically just looks at all items and once CTHULHU SAVES THE WORLD completion. Had we worked faster on was difficult, but ultimately equipment in the inventory and does came out after four months getting out a playable prototype in rewarding. stat comparisons automatically, of development, but since the order to get feedback earlier, I think I am happy with the result, reducing the need to go through game's release date kept getting the overall quality of the game would and it has performed well for every item in the inventory manually. pushed back, the new revenue have been much improved. an Xbox indie title, selling over As a result of all this, players stream was delayed as well. I had 20,000 units in its first three get a pick-up-and-play experience to borrow money and find work ELDER GODS months. that still has depth. elsewhere during development CTHULHU SAVES THE WORLD was an 4 /// Level of difficulty. It seems just to keep things going. excellent learning experience for WHAT WENT RIGHT? like hard games are making a Thanks to the game's eventual us. Although it was much harder 1 /// Evolution. By starting out comeback, particularly among release and a kickstarter fundraiser work than we had anticipated, as a turn-based roguelike, EPIC indie titles. The fact that EPIC

22 GAME DEVELOPER | MAYMAY 20112011 DUNGEON embraced perma-death, GAME DATA mimicked the inventory screen it’s quite easy for me to debug rather than providing some kind to make the behaviors consistent or optimize should the need of “respawn” mechanism was met EPIC DUNGEON between the two. arise; however, research and with much wider approval than I PUBLISHER 2 /// Music. I have mixed emotions a better understanding of anticipated. It was something that Eyehook about the music in EPIC DUNGEON. existing technologies would have I originally did out of principle, and DEVELOPER I’m proud of what I created, but I significantly sped up the process I think that people have responded Evehook believe it could have been much and probably improved my code. to that adrenaline rush you get NUMBER OF DEVELOPERS stronger. All the music loops are 5 /// “Epic” Dungeon. Using “Epic” when you know you’ve invested 1 roughly a minute long and change in the title generated a bit of initial hours into a game only to see that LENGTH OF DEVELOPMENT every level. Unfortunately, I used backlash, which really surprised you're being swarmed by enemies, 9 months the same instruments for many of me. Using a superlative in the title your lantern is running out, and RELEASE DATE the loops, and they're all in the same seems to suggest bad quality to you are low on health potions. November 30, 2010 key, so they can sound repetitive gamers. I thought I was giving 5 /// Marketing. EPIC DUNGEON BUDGET after playing for a few hours. I will it a slightly ironic, but generally benefitted greatly from the Indie $0 definitely focus on having longer, descriptive title: it’s a dungeon, it’s Games Winter Uprising promotion, PLATFORM better, and more varied music in my going to be big, it’s going to be hard. a joint marketing effort by Xbox Xbox (Indie Games) future releases. Regardless, it literally is a player’s indie developers. Only a small LINES OF CODE 3 /// Not having a deadline. During first impression, so I wish I had percentage of the Xbox user base 30k its development, EPIC DUNGEON spent a little bit more time thinking visits the section with didn’t have a real schedule or plan about the title. any regularity, so getting the word for deliverables. This gave me the out played a significant role in EPIC have been much more effective to time to explore a lot of different ROGUE WAVE DUNGEON’s sales. have spent some time sketching ideas, but it ultimately just ended I’m proud of what I accomplished EPIC DUNGEON was the first out the screens with pencil and up putting the game into a state of with EPIC DUNGEON. It was a lot title released during Indie Games paper first. Originally, there were unending development. If I hadn’t more work than I had planned Winter Uprising and as a result got separate screens for a player’s participated in Indie Games Winter on, but I truly enjoyed creating early reviews and additional press, inventory and a player’s stats (DMG, Uprising, which finally gave me a it and still enjoy playing it. So, which, unfortunately, some of the DEX, DEF, LCK). Unfortunately, after solid deadline, there’s a good chance for me, it’s been a success. I’m other titles did not receive. getting everything pixel-perfect, I that EPIC DUNGEON would still be in looking forward to leveraging the Not only did it generate early realized that I had to combine both development. knowledge I gained and libraries sales, but it created a critical mass screens, since (obviously!) it’s 4 /// Building everything from I’ve written to make something of players referring EPIC DUNGEON important to see how equipment scratch. A lot of development time even bigger and better in the to their friends, giving the game affects stats. Similarly, it became was wasted reinventing the wheel— future. a much longer lifespan than I had clear that it would be necessary to most notably, the amount of time originally anticipated. toggle between the shop screen I spent creating custom font, text MIKE MUIR is the sole member of Eyehook and a player’s inventory. So, I layout, dialog box, storage, and Games, a small independent game WHAT WENT WRONG? basically had to throw away the screen management classes. development studio located in New York 1 /// Lack of planning . EPIC original shop screen and create a The upside of having written City. You can follow Eyehook Games on DUNGEON was developed in an new shop screen that more closely my own entire engine is that Twitter @eyehookgames. iterative fashion, starting with a quick prototype, and then quickly EPIC DUNGEON. moving into increasingly full- fledged implementations. Very little time was spent with a pencil and paper, and ultimately that caused problems. First, early assumptions resulted in unnecessary limitations later on in development. For example, there are fundamentally two types of tiles—walls and floors—and later on, when I wanted to implement water and cliffs, the cost in time of doing so was just too great. Unfortunately, the existing tile concepts were just too integrated in my AI and lighting to easily be modified. Secondly, I made a huge mistake developing the shop and inventory screens iteratively in code. It would

WWW.GDMAG.COM 23 normal. Fortunately, for a project technology to prove the fun of the GAME DATA SHOOT in which I was trying to out-crazy idea was a massive benefit, and Japan, or at least get close, this helped get the gameplay up and EPIC DUNGEON 1UP approach worked. I would simply running quickly without getting PUBLISHER brainstorm while running, in the bogged down in low-level coding Mommy’s Best There’s something extremely shower, driving, or wherever else, issues. Games, Inc satisfying about mowing and then write down any ideas 4 /// The price was right. SHOOT DEVELOPER down tons of alien spacecraft and accept or reject them based 1UP was priced at 1 dollar, which Mommy’s Best Games, Inc with your streamlined fighter on whether they were interesting, helped all the reviews and made NUMBER OF DEVELOPERS ship. I’ve always loved and if they fit the general feel of it easier for everyone to consider Hamdija Ajanovic (music), shoot’em ups, putting tons of the game. I was careful not to checking it out. It’s likely the Amy Fouts (business and hours into LIFE FORCE, R-TYPE, think them through too much, game enjoyed more buzz and a producer), and Nathan Fouts LIGHTENING FORCE (aka THUNDER which is what I think stifles some higher “critical mass,” leading (all the game stuff) FORCE IV) and SUPER ALESTE, of my designs. to more exposure than we could LENGTH OF DEVELOPMENT and dreamed that one day I’d 2 /// Supporting disabled gamers. have gotten at $3–5 price points. 4 months off and on make my own insane shoot I worked with accessibility 5 /// Great playtesting sessions. RELEASE DATE ’em up with a unique twist. organizations Able Gamers and Although we had an original idea, February 25, 2010 SHOOT 1UP is a forced- One Switch to hone the menus we weren’t shy about letting people SOFTWARE scrolling shoot’em up which and controls for the game to play early versions of the game and XNA, Photoshop 7, tiny Wacom bends the convention of 1UPs support as many options as integrating useful feedback. Lots of tablet, SD and HD televisions, possible for handicapped and and allows players to control aspects, such as an improved story tons of SNES/TG-16/Genesis all their ships simultaneously. non-handicapped gamers alike. introduction (which now includes shooters, lots of robotics and Any time they gain a new life, It was relatively easy to support animated pictures), more enemy bug photos, and some porn they get it as an active ship, button remapping, and it greatly variation, and better play controls which contributes to their increases the game's flexibility came out of playtesting, and heavily (for reference of course) firepower. Players can risk and audience. We also gave improved the final product. PLATFORM spreading out their ships, gamers the option to control the Xbox LIVE Indie Games and endangering them, for overall gameplay speed, which WHAT WENT WRONG? the ability to fire a super laser. made it much easier for frightened 1 /// Didn’t know what we had. wishing I had done a better job There’s also giant spiders newbs or old-timers chastened by SHOOT 1UP came together in on the art and animation, and had being milked. And dead brutal shooters of the past. a weird period in which I was just generally added more content whales. And a flying, naked 3 /// Critical prototype. I came “supposed” to be working on to the game. lady-bot. up with the core idea of “all your GRAPPLE BUGGY, but was also 2 /// No design and no timeline. ships at once” in response to a devoting time to a paying contract. While having limited initial WHAT WENT RIGHT? challenge for the “Experimental By the time the game shipped, I designs in place for development 1 /// Unknown, gut-reaction Gameplay Project” web site. I realized it was pretty cool, and ultimately worked creatively, it design. My designs are usually quickly made a prototype of the people might like it. Turned out it didn’t work well for the timeline. pretty freewheeling, but for SHOOT gameplay based on an existing got some really good reviews and We were trying to create the 1UP it was even more open than tutorial in XNA. Using existing a lot of attention, which left me game quickly in an effort to get back to our “real” project. With an SHOOT1UP. open-ended design, it’s very hard to call it done. That’s definitely a benefit of concrete game design documents and milestones. 3 /// The price was wrong. SHOOT 1UP is only a dollar, which undervalues the game and others like it. I have no crystal ball to see if we could have made the same money, but I often wonder if we should have priced it at the next point ($3) instead. But our success here does set us up to release a new, more expensive shooter of higher quality. 4 /// Poor underlying technology. While using a starter-kit-style codebase to get things going is very good for jumpstarting a project, at some point, it’s possible to diverge so far that you

24 GAME DEVELOPER | MAY 2011 ZP2KX. need to rewrite underlying code SHOT' EM UP online multiplayer over system and definable sprite to improve performance. I try not SHOOT 1UP was my first shoot Xbox LIVE, I made ZP2K9, sheets, which allow the designer to to over-engineer my projects in ’em up, created after playing which did pretty well, selling create far more organic, expressive an effort to keep development and loving the genre for years. 25,000 copies. A little over maps with stuff like sprite-based time down. This approach mostly At over 25k sales, we’ve had a year later, as part of my animated lighting, swaying grass, works, but here it started to hinder lots of gamers, even lots of non- XBLIG-for-fun development and flowing fog all on a bunch of performance as the original shooting game players, write to methodology and just in time parallax layers. starter kit was never meant to say they love the game, which for the Indie Winter Games 2 /// Distributed development. support so many moving objects encourages me going forward. The Uprising promotion I released ZP2KX is, to date, the most and interacting collisions. Taking design was loose, and my primary ZP2KX, which sported highly collaboration-oriented a few weeks to better optimize hope is that I can remain open an overhauled graphics game I’ve released. About a underlying systems, such as to more interesting ideas I may engine, new maps, character year ago, I brought on Dustin collision (for all the interactions have for new designs, rather than customization, new weapons, Burg as marketing coordinator, between bullets and enemies), analyzing them into vanilla. classes, levels, and more. basically to organize for PAX, could have replaced cuts I had to handle community, work with make to bullet and enemy counts. NATHAN FOUTS is president of WHAT WENT RIGHT press, and things like that. After 5 /// Forgot my homework. This was MBG and 8 Bit Horse. Read more about 1 /// Recycled tools. ZP2K9 a bit of THE DISHWASHER: VAMPIRE my first sprite animation game, as his love of 2D games on Twitter @ maps used a pretty old-school tile SMILE development, I got him set our first game, WEAPON OF CHOICE, MommysBestGames. system; tiles could be painted as up to use the map editor so he was skeletally animated. It was very either empty, sloping up, sloping could create some arcade levels. exciting to get to start playing around down, or full, and the game would Since ZP2KX now used the same with traditional animation, and in then figure out which of about map editor and format as THE my excitement, I forgot the basics, ZP2KX 16 tiles per palette (grass, wood, DISHWASHER: VS, I was able to draw such as onion skinning to better line metal, and so forth) to draw per tile up some map sprites and then up progression in an animation. Had Ever since broadband gave so that each would mesh with its let Dustin churn out some maps. I taken a week or two to brush up on us deathmatches without neighbors. ZP2K9 had just 4 maps while traditional animation methods, the LANs, I’ve dreamed of making For ZP2KX, I rigged in the map ZP2KX has 11, which is a far more final results would have been much my own online multiplayer editor from the XBLA game I’ve respectable amount of levels for a better. Fortunately, I made good shooter. I tried this in 2005 been working on for the past two multiplayer-only game. on the idea of studying traditional with ZP2K5, an ugly game years, THE DISHWASHER: VAMPIRE 3 /// Hobby mentality. Ever since animation when creating our next with terrible lag that basically SMILE. The new format kept the my earlier game THE DISHWASHER: game, EXPLOSIONADE, and the quality no one played. When XNA 2.0 tile-based collision map but used DEAD SAMURAI got the go-ahead obviously improved. nailed easily implementable a multiple layer drag-and-drop for XBLA, I’ve stuck with a system

WWW.GDMAG.COM 25 ZP2KX.

for dividing my time and energy games during the same window, so the awful execution issues I ran with strategy), I reasoned that over multiple outlets, all made that we could all benefit from the into, higher-level networking tasks, while killing real humans is the possible by Xbox, and it basically promotion. Microsoft jumped on like searching for active games and most satisfying way to play (odd goes like this: XBLA is my day the promo, giving us an awesome just maintaining a server without how that comes out), I shouldn’t job, XBLIG is my hobby. ZP2KX is chunk of dashboard space. futzing with router settings (forget punish gamers who want to the latest product of this system, 5 /// XNA Multiplayer is mostly about invites and friends lists!), practice on bots a bit. but it’s also yielded XBLIG games awesome. Before XNA, multiplayer were a total pipe dream for an What ended up happening was ZSX4: GUITARPOCALYPSE, ZP2K9, and seemed like a totally unattainable inexperienced hobbyist developer. that someone was able to max out I MAED A GAM3 W1TH Z0MB1ES dream. I’d dabbled in Winsock and XNA streamlined all of that to the his level within nine hours of the 1N IT!!!1, as well as XBLA games DirectX 8 (oof!), but even without extent that, given my previous game’s launch (I was only able to THE DISHWASHER: DEAD SAMURAI failures, it was actually exciting. get to 85 or so of 100 after about and the soon-to-be-launched THE GAME DATA two weeks of pretty heavy play). DISHWASHER: VAMPIRE SMILE. ZP2KX WHAT WENT WRONG By playing a certain gametype The aim of this system is to 1 /// Generosity isn’t always with bots only, players are able keep momentum high and burnout PUBLISHER the best policy. Because the to rack up obscene killstreaks by low. XBLA development during the Ska Studios driving philosophy behind spamming nuke grenades into end of a cycle tends to alternate DEVELOPER ZP2KX was more of a fun, hobby the center of the map for hours on between “hurry up and wait” and Ska Studios mentality, whenever there was a end. While this didn’t bother me “stare numbly at the bug tracking NUMBER OF DEVELOPERS choice between generosity and too much at first, in time I realized database that is taunting you,” so 2.5 stinginess, I erred on the side of that, no matter how small an online being able to pour some energy into LENGTH OF DEVELOPMENT generosity. However, generous universe seems, every little exploit another creative outlet helps ease 9 months game design is not always (or even that you leave in there goes a frustration that otherwise would go RELEASE DATE typically) good game design. huge way toward destroying the in the Nervous Breakdown Bank. December 23, 2010 Example: You kill enemies perceived integrity of the universe 4 /// XBLIG promotion FTW. ZP2KX SOFTWARE to earn XP, which goes toward for everyone. was part of Indie Winter Games XNA Framework, XACT, increasing your level, which 2 /// Time to rethink player Uprising, a somewhat experimental FLStudio, Paint Shop Pro, unlocks new clothes, skills (perks), interaction. ZP2KX was new and extremely good idea from Photoshop, Zka Editor jetpacks, and the like. XP earned ground for me in terms of giving Robert Boyd. The idea behind IGWU PLATFORM is multiplied by killstreaks. When humans the ability to interact with was that developers who had a XBLIG faced with the choice of letting other humans, and I erroneously track record of quality and valuing LINES OF CODE gamers earn XP by killing bots went about it with the philosophy creativity over profitability (i.e., no 80k (which, compared to human of “everyone will be cool.” It turns Avatar games) released Xbox Indie players, aren’t exactly brimming out that giving the host player the

26 GAME DEVELOPER | MAY 2011 opportunity to change game type someone leaves a game, there’s was mostly as a contract down to the few most important and mutator or quit whenever he or a 0.3% chance that the game will musician/sound designer things. While I had grand ideas she wants can be pretty obnoxious end. Sounds rare, but it seems for the handheld for features like a town, character for other players. Giving the host to happen just when things are systems, a job I’ve had since inventory, and a persistent world, full control is fine for private getting good. These issues have about 2002. I began work I knew these would take a lot of matches where everyone is friends, been fixed in XNA 4.0, but I’ve been on the first SOULCASTER in time to implement and test. I stuck but when your competitive edge a bit sidetracked... October 2009 when a project with the core concepts of dungeon is at the mercy of what could be a I was slated to work on was exploration and summoning, and fickle dabbler who is also a sore HOW'D WE DO? canceled, and I suddenly had just aimed to have a more high- loser, your experience certainly Overall, ZP2KX was a great some extra time. I had learned quality presentation of the same suffers. experience. Commercially, it C# programming to develop system. The final task list included 3 /// XBLIG jail is no fun. I put three did fairly well (at least on XBLIG my own audio processing an improved environment titles on XBLIG before Microsoft terms), selling over 19,000 copies tools, so I figured it was time graphics engine, better enemy AI, began implementing the “jail” in the two and a half months it’s to make a game of my own, and a few new enemy types and policy, where games that fail peer been out. As a project, it was a to be released on Xbox Live scripting features. I didn’t risk review have to sit out for a week. ton of fun to work on. After hours Indie Games. Both SOULCASTER any time tampering with the core The policy is well meaning because of mind-numbing bug fixes on THE games were built from scratch mechanics that made the original on a pre-jail peer review list, DISHWASHER: VAMPIRE SMILE, it was in XNA with no external game fun. developers had a tendency to use cathartic to just shut my brain libraries, and I did all design, 2 /// Tools. Twenty percent of peer review as a means of testing, off and draw ZP2KX costumes. code, art, and music. development time for the first spamming resubmissions until it And Dustin, who hails from SOULCASTER was successful SOULCASTER was devoted to making got through. With jail, developers journalism land, can now say he beyond what I had imagined, the level editor. In working on the get a week to iron out bugs, during has thousands of people playing selling a few thousand copies sequel, I spent another month which time they could put their ZP2KX levels that he designed in the first couple months, polishing it and making it as easy game in playtest. and built. At the end of the day, we and holding a nice position in and fun as possible to design levels The three titles I got on XBLIG made a lot of people happy. I think the “top 20 highest rated” list. with. This time investment paid off pre-jail passed peer review with that’s a pretty good deal. So even though my contract big time: I was able to build about no trouble. ZP2KX had to be pulled work started picking up, I set 60 levels, and then keep the best twice, and each time it was over JAMES SILVA has been making out to make a sequel. This 30. I remade the final stage itself bugs that were found several days games for years, but is best known for his postmortem reflects how five times from scratch. With an into review, so with jail time added, Dishwasher series on XBLA, and the XBLIG making a sequel may not be editor that was anything less than the game spent nearly a month in I MAED A GAM3 W1TH Z0MB1ES 1NIT!!!1. as easy as making the first total slickness, this would have review. This wouldn’t have been game, even if you use most of been arduous. nearly as frustrating if I weren’t SOULCASTER II the same technology. 3 /// Playtesting. I was afraid the trying to get the game up for a sequel was going to be a bit too meticulously planned promotion. SOULCASTER II is the follow-up WHAT WENT RIGHT easy when I first had friends test Fortunately, the game passed in to my March 2010 debut title 1 /// Scope. My first design it. Boy, was I mistaken. It’s easy to 2010. Barely. as an indie developer. Before move was to list the potential forget how good you get at your 4 /// XBLIG competition is no fun. that, my industry experience new features, then slash that list own game when you are playing it ZP2KX is an incredibly deep game, from a gigantic, dynamic weapon roster to competent character customization, gamers can formulate any number of unique, incredibly effective strategies to dominate online. Yet we are consistently outsold by AVATAR PAINTBALL WARS, a game where in the trial, every unused button brings up the upsell screen. 5 /// XNA multiplayer is mostly awesome... but not without its problems. I used XNA 3.1 for ZP2KX, and XNA 3.1 has a couple of multiplayer engine flaws that exist at a level where the best I can do is catch an exception thrown at NetworkGame.Update() when the game enters a “things have gone all wrong” state. What this means SOULCASTER 2. for the gamer is that every time

WWW.GDMAG.COM 27 constantly and know all its secrets. coverage we received. The extra original SOULCASTER I code base. GAME DATA Watching friends play levels for the traffic to my web site almost made (A couple weeks later I found the first time was eye-opening. up for my own lack of marketing problem, and it was one line in the SOULCASTER 2 For example, the game opens specific to the game, which I’ll get sound player initialization which PUBLISHER with the hero being ambushed in into in the “wrong” section. caused some sort of near-infinite MagicalTimeBean a swamp by the undead. In the loop.) So please, test on target DEVELOPER original version of the game, the WHAT WENT WRONG frequently. MagicalTimeBean skeletons waited menacingly on 1 /// Scheduling. I started working 3 /// Work habits. I do my best work NUMBER OF DEVELOPERS the other side of a river, unable on SOULCASTER II about one month when I put in three to five hours a 1 full time, 2 contractors to reach the player, but out of after the first game was released. I day consistently, and this practice LENGTH OF DEVELOPMENT range themselves. Players said didn’t create a solid release schedule served me well in making the first 7 months things like “How do I shoot them?” because, hey, how long could this game. I lost touch with this in making RELEASE DATE while they spent their precious really take? It’s just a sequel. I’ll just the sequel, and found myself stuck December 10, 2010 demo time wandering around. So, spruce up the graphics engine, beef in the cycle of crunch, recuperate, SOFTWARE I put the archer spirit in the first up the editor, and then crank out repeat. I wasn’t getting as much Visual Studio 2010, stage, and it made the goal a lot content. Let’s see, one level a day for done, and it wasn’t until later in the Subversion, GraphicsGale, more transparent. Fixes like this, 30 days, plus some time for graphics project that I found my footing again Paint.NET, , especially in the first few stages, and music... This should only take with this “energy conservation” Sound Forge, helped get the player right into the three months, tops. Whoops! If I had model of game development. PLATFORM action. broken the project into stages and 4 /// Promotion. Being part of the Xbox Live Indie Games 4 /// Music. My background is set time limits, I would have saved Winter Uprising promotion took care BUDGET in music composition, and the myself some time and focused on of a lot of my marketing needs with $600 + my time soundtrack to any game is always what was important. But not as free press coverage, but I probably LINES OF CODE the most important thing for me. relied on it too much. I could have much as I would have if I had done 20,561 I think I really delivered exactly more testing on the platform—which done more to rally the SOULCASTER fan PIZZA BETA PARTIES what the game needed, and many leads us to... base in anticipation of the game, put 2 critics have specifically mentioned 2 /// Testing on target. together a proper trailer, and so forth. the soundtrack as a highlight of reading this, brace yourself for a 1 /// Self-doubt. Maybe this can get SOULCASTER II. I also had the songs tale of terror. I spent one month me nominated for “Most Emo Bullet been saved for the playtesting phase. professionally mastered, which refactoring code (ironically, for Point.” As a lone wolf indie developer, Only when I reconnected with the fun evened out the levels from song to performance), testing on only the it’s easy for me to get derailed by of making a game that I wanted to song and added a lot of clarity. You Windows build, just assuming things anxiety over how my game is going to play, first and foremost, did I get back don’t want the player reaching for would work fine on the Xbox. When I be received. This wasn’t a paralyzing into full swing. the volume control mid-game. finally fired it up on the console, the force, thankfully, but in a subtle, 5 /// indie games winter uprising. was through the floor. pervasive way, I found myself judging GOT SOME RARE THINGS When it happened, IGWU was the To make a long story short, I spent my work against what I assumed ON SALE... largest-scale grassroots marketing a month trying to track down the others would say about it. While it I am very proud of how SOULCASTER coalition in the history of XBLIG. It problem, and ended up rolling back was helpful to make something fun II turned out. Fans of the first game paid off in the vast amount of press in source control all the way to the for other people, this should have liked it, critics gave it high marks, and it sold reasonably well. Although my original intention was to finish the second game in less time than it took to complete the first, this is not how things turned out. My story proves that a few pernicious things, left unattended, can cost months. My next project is an entirely new franchise which I hope to release in the first half of 2011. After that, I intend to break ground on SOULCASTER III.

IAN STOCKER is the creator of SOULCASTER I & II. He has worked as a musician and sound designer for Nintendo handheld systems such as Nintendo DS, , and , and racked up over 50 game credits in the past 8 years. The creation of an authentic 16-bit style console game is the realization of his SOULCASTER 2. lifelong dream.

28 GAME DEVELOPER | MAY 2011

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Review by DaR ius Kazemi Dominic SzablewSki impact Game engine

The Impact Game Engine the overall UI is every bit as good as templates based on each browser/ Dominic SzablewSki is one of the first professional you’d expect from a desktop map device, if you prefer to use that anwenDungSenTwicklung engines to run on the HTML5 editor. Levels are stored in JSON method. The website also provides a impacT game engine Canvas element for making 2D format and are very easy to parse fairly comprehensive guide, outlining Georgenstr. 14 a games in JavaScript. Games programmatically if you need to do the kinds of optimizations you will 64572 büttelborn created in Impact, like most on-the-fly level editing or procedural want to do to get an Impact game Germany HTML5 games, will run on “any level generation. running smoothly on as many kinds http://impactjs.com/ modern browser,” which is code Weltmeister is tightly coupled of iOS devices as possible. price for Firefox, Chrome, Safari, with Impact, so while it would not Starting with a test platforming › $99 Opera, and Internet Explorer 9. function well as a standalone editor, game I’d made in Impact, I was able SySTem reQuiremenTS Especially notable is that Impact it does a great job of fitting into the to use the provided templates and › internet connection also supports iOS devices out of Impact workflow—deploying levels guides to port the game to the iPad in proS the box. in your game is a matter of edit, save, only a few hours’ time. 1 very easy to make games that run on The engine is targeted toward and run. Impact does not provide official both desktop and iOs everyone from serious hobbyists to support for Android or other mobile 2 Great documentation and support professionals. mobile Device SupporT HTML5-ready devices, although 3 weltmeister level editor can greatly )))) One of the major benefits of many of its features do work on non- speed up workflow The welTmeiSTer level eDiTor developing games in HTML5 is that iOS devices. An important note is that conS )))) Impact’s most immediately in addition to running on modern audio support on iOS is limited to one 1 No official android support impressive feature is its level editor, browsers, your games will also run channel of sound, although that is a 2 No trial license available playfully dubbed Weltmeister. on many mobile devices. Impact limitation of the iOS platform and not 3 No online wiki or knowledge base; Weltmeister itself is implemented supports iOS devices including the Impact itself. useful information is sometimes in HTML5, so it runs in your web iPhone 3GS, iPhone 4, iPod Touch (3rd buried in a hard-to-search forum system browser. As a tilemap editor, it’s Generation), and the iPad. The engine moDule SySTem fairly simple but gets the job done. detects the device it is running on )))) JavaScript does not understand It supports an arbitrary number of and provides environment variables the concept of includes, so Impact So even though the game consists tile layers. Each layer is associated that make it easy to do any device- provides a module system that of multiple modules in multiple files, with one tileset, though at the specific configurations you want. allows you to organize your code. the HTML file for your game only moment, tilesets are strictly limited The Impact website provides Here’s an example of how a main needs to include main.js. Seasoned to square tiles. Although there is no an HTML template that will render game file includes the necessary programmers unfamiliar with built-in support for custom brushes, well on all iOS devices, as well as a sub-modules: JavaScript might take this kind of drawing maps feels natural, and PHP file that will redirect to different thing for granted, but if you’ve ever ig.module( programmed a game in JavaScript 'game.main' before, you’ll know that code ) organization can be a big pain in .requires( the neck. Impact’s module system 'impact.game', takes the focus off of housekeeping 'impact.font', and allows you to focus on actual 'game.entities. programming tasks. dynamicActor', 'game.entities. baking your coDe for player', performance anD 'game.entities. proTecTion enemy', )))) Impact comes with a script that 'game.levels.main' “bakes” your game into one big ) JS file and minifies (compresses) .defines(function(){ the code. This reduces loading time by decreasing the number // main game code of HTTP requests and packing things into smaller file sizes. In impact integrates well with external libraries, including }); addition to reducing load time, the many JavaScript flavors of . the baking process serves the

www.gdmag.com 31 TOOLBOX

the impact game engine's flagship demo, biolab disaster, is as impressive as any high-end Flash-based platformer. additional purpose of obfuscating your code. This and often incorporates customer feedback into great documentation puts Impact head and is especially important as many developers are new builds of the engine. shoulders above the competition. rightly concerned about anyone being able to There is also a fledgling community of Beyond all that is something a little more press Ctrl+U in their browser, which allows users Impact users providing plugins, most notably intangible: I’ve tried four other JavaScript game to view the source code of a game as they would multiplayer support via NodeJS. At the time of engines, and this is the first one I’ve used that the HTML of a website. this writing, the concept of Impact plugins is makes sense and feels like it was developed by Baking also happens to be required, in order only two weeks old, but early contributions look someone who understands game development, to comply with Impact’s license ; without it, you encouraging in both quantity and quality. as opposed to a web developer who is dabbling will end up distributing the source code to Impact in games. A programmer should be able to along with your game. pricing and licenSe quickly and easily transition to Impact from )))) An Impact license costs $99, and is granted something like or XNA. In particular, Support and documentation on a per-developer basis, although bulk rates indie game developers who currently use Flixel )))) The documentation for Impact is both do appear to be available if you wish to obtain to make games in Flash/AS3 will find Impact extensive and easy to use. On the Impact a license for a studio of more than a handful of extremely familiar. website, the developer provides a reference for people. The license grants you unlimited use I’m willing to go out on a limb and say that each of the main classes and their functions, of the engine, and a discounted upgrade to Impact is the first truly professional-grade and most functions are accompanied by helpful future major engine releases. With a purchase, JavaScript and HTML5 game engine to hit example code. There are also articles covering you receive access to the latest stable build as the market. It has set the bar high for future major topics such as collision, animation, well as the git repository of the development competitors, who will undoubtedly be releasing Box2D integration, and mobile porting, as well branch. There are no trial licenses available. their own engines. as a pair of helpful video tutorials that can get you started in a matter of minutes. the bottom line Support for the engine is also good. While )))) While there are many free JavaScript game d ariuS Kazemi is lead analyst at Blue Fang Games, Impact is created and maintained by the one- frameworks available online, the Impact Game located just outside of Boston. He serves on the board of person “team” of Dominik Szablewski, he is Engine is clearly worth its license fee. The directors of the International Game Developers Association quick to respond on the forums and fix bugs, combination of orderly code, iOS support, and and blogs at Tiny Subversions.

32 game deveLOper | may 2011 product news Morpheme 3, FMOD, Vision Engine, Wwise Add NGP Support Scoreloop, which lets developers add in-game purchases and implement www..com virtual currencies as well as social features, will now be usable with Windows NaturalMotion says its Morpheme animation middleware will include support 7 games so that players can "compete and compare" cross-platform in a for Sony's Next Generation Portable, as the company suggests it's a natural similar fashion, the company said. shift from supporting PlayStation 3 to supporting the high-fidelity handheld. –leigh alexander "We are excited by the possibilities that SCE is opening up with NGP," said NaturalMotion CEO Torsten Reil. OpenFeint Launching Cross-Platform Social Gaming API "With Morpheme already powering numerous PlayStation 3 titles, it is www.openfeint.com amazing to now have the performance to run our technology at the same Gamers on Apple's iDevices who want to compare scores can already do so fidelity on a handheld device." through the company's GameCenter. And cross-platform data is just starting NaturalMotion released version 3.0 of Morpheme in December of 2010 to take off. But what happens when their friends are playing the same game with support for Kinect and Move games. The middleware is designed on an Android phone, or on the PC, or on many more diverse platforms? to allow for real-time graphical authoring and animation previews, asset OpenFeint is hoping to build a bridge to address that issue. The company management, and other features for animators. has announced the private beta launch for OpenFeint Connect, an API It's currently licensed by , THQ, BioWare, and numerous others, solution that will allow developers to use OpenFeint's features on any app the company said. Because NaturalMotion had access to NGP prototype store, for any device, and incorporate its game data much more easily. hardware, it says that the NGP version of its middleware is available While the system, based on RESTful APIs, will not support cross-platform immediately. play, users will be able to compare scores on a centralized leaderboard and In addition to NaturalMotion, Eningen, Germany-based Trinigy said its find new friends regardless of the system they use. Developers, meanwhile, Vision Game Engine will support Sony's upcoming handheld. New features will be able to send a single widespread message to players of their games to for the NGP version of the Vision engine include an "optimized" character alert them to updates. skinning system, and full support for hardware features including touch "We believe games should connect people, regardless of what device or controls, improved multithreading, and an optimized renderer. mobile OS they own," said Jason Citron, founder and CEO of OpenFeint. "With Also confirming NGP support is Australian audio middleware firm the release of OpenFeint Connect, we give game developers the flexibility Firelight Technologies, which said its FMOD audio suite is authorized for NGP they need to take their games and game data to players everywhere." development. In late November, Vision and Firelight announced that FMOD Since the API is more universal, it will allow OpenFeint to support a will be bundled with Trinigy's Vision Engine 8. number of devices beyond iOS and Android, including Windows Phone 7, PCs, Separately, Montreal's Audiokinetic said the NGP is the first portable and the . Through OpenFeint Connect, developers can access console supported by the company's Wwise audio solution, which is already the platform's biggest features without having to use an OpenFeint-built available for NGP development. client, the company said. –leigh alexander, Kris graft – chris morris Latest EKI One A.I. Middleware Integrates With Unity3D Zong Expands Mobile Account Payment System To PC, http://unity3d.com Consoles, Android Tablets The Puchheim, Germany-based Artificial Technology announced that the www.zong.com latest version of its EKI One A.I. middleware will be integrated into Unity In-app mobile payment provider Zong has announced a massive expansion Technologies' widely used Unity3D game engine. of its system, allowing payments linked to mobile phone accounts to be EKI One 2.6 connects with Unity in the runtime environment as a natural included in "nearly any [application] environment," including game consoles part of game design workflow, Artificial Technology said. Developers can and PCs. make changes that are automatically applied when running the game and Previously available only on Android and through HTML pages, while designing in Unity, according to the middleware provider. Zong's new system boasts compatibility with games made in Unity and The company said it has also improved user-friendliness with the Flash, as well as titles for interactive TVs, Android tablets, and consoles. EKI One Configurator graphical interface, and now offers wide-ranging Zong's system streamlines payments on these platforms, the company extensions for online game behavior solution EKI One Server. says, by linking them to a text-message-confirmed phone number provided –Kris graft by the user. Rather than requiring the user to dig out a credit card or sign up for a separate payment account, Zong-enabled payments are billed directly Scoreloop Adds Windows Phone 7 Support to the player's mobile phone bill with minimum hassle. www.scoreloop.com It's unclear whether games on console services like Xbox Live Scoreloop, provider of social networking and in-game monetization tools Arcade and WiiWare will be allowed to accept such in-game payments, for mobile game developers, has launched a beta version of its SDK for rather than payments through those platforms' exclusive currencies. Windows Phone 7, adding Microsoft's new platform to a list of Scoreloop- Zong faces competition from digital account services like PayPal, as supported operating systems including Android, Bada, Airplay, and iOS. well as other mobile-account-based payment providers including Boku. "Windows Phone 7 is an important step in our goal to encourage Last December, Angry Birds maker Rovio announced plans for its own and support connected gaming across the entire mobile landscape," cross-platform payment solution run through mobile phone bills, dubbed explained Scoreloop CEO Mark Gumpinger. He said that the company Bad Piggy Bank. aims to support as many mobile platforms as possible to help –Kyle orland developers expand their reach and revenue opportunity.

www.gdmag.com 33 HEROES WANTED

Technical | Creative | Digital | Analysis | Project Management

Our website: www.us..com/jobs Visit us at our E3 booth in June 2011 THE INNER PRodUcT // VINcENT ScHEIb

The fuTure of BroWSerS a PRIMeR foR htMl5 and otheR ModeRn bRowseR gaMe technologIes

Step 1. See a link for a game. up on a whole range of technologies relevant for adoption. It’s really best to just treat each tech Step 2. Click it... click it with desire. games, all built right into browsers. Most of them independently. So, do let’s dive in. Step 3. ... are still being standardized and implemented, and a few are still in the R&D phase. It’s an The TeCh Well, let’s think about Step 3. What would you like interesting time, too, as the developers who push » I’ll be giving an overview of each, offering to have happen? My answer: I’d like to be playing them now will influence the next generation of code samples and images. the game. No marketing page, no overview page, browser game engines. no screenshots or videos, no download page, no Let’s get some things out of the way before Web GL installation, no plug-ins, nothing but the game. I diving into the tech. Excitement around WebGL has been growing came to play the game. Put anything between me I won’t be discussing plug-ins, or web tech over the last year. Chrome shipped with it in and the game and, well, I might not make it there. that’s been widely known for a while. Plug-ins are February, and the 1.0 Specification was ratified Step 3, you’re playing the game. The only out for a few reasons: they’re a known quantity, at the Game Developers Conference in March. way this happens is with browser tech. Browsers they can be a major security issue, and they lose Firefox 4, Safari, and Opera have also announced are ubiquitous—everyone uses them—and over potential game players by requiring installation. implementations. time having your game run right from a link will Sure, Flash has a great install base... except on WebGL is essentially Open GL ES 2.0 as a become increasingly essential as other services iPhone and iPad. JavaScript API, and is notable in the long history and games all work that way. Mobile and handheld devices will drive the of attempted 3D in the browser because it is Now, I’m an old school dev. My first code markets. Worldwide sales of mobile devices are not a plug-in; it is natively supported. The API shipped on PlayStation. We worried about skyrocketing, outpacing desktops. They’re where consists primarily of GLSL vertex and fragment sorting triangles since there was no Z buffer, a lot of the energy and innovation are going. And, , textures, frame buffers, and context and splitting them as there was no perspective- for significant parts of the world’s population, the states such as blending. correct texturing. Until a year ago, I shrugged off only computer a person will have will be mobile. There are many libraries available, ranging web tech with arrogant disdain. I’ve caught wind And finally, what is HTML5? What’s with from simple matrix and utility code up to 3D of this change, and now it’s only too clear how the “Other” in the title of this article? Well, in engines supporting data loading, animation, things will pan out. It won’t be sudden, mind you, the end, it’s not terribly important. I’m covering shadows, portals, and more. Here’s a starter list but it's coming. technology that is relevant for game developers. of libraries: GLGE, C3DL, Copperlicht, SpiderGL, This article is for me a year ago. It’s a heads- Much of it happens to be covered by industry SceneJS, three.js, O3D, Processing.js and XB specifications, some of PointStream, and WebGLU. which are part of the WebGL Inspector deserves a special call out. HTML5 specification. It’s your PIX/nvPerfHUD/gDEBugger equivalent, all Each specification implemented in JavaScript, and is easy to snap in is at varying levels place with only a few lines of code. It enables you to of finalization, replay a frame, get the history of a pixel, view data implementation, and buffers, textures, GL state, shaders, and constants.

WebGL Sample Google Body explores 3D layers of the body. Canvas 2D Sample of retro game Onslaught.

www.gdmag.com 35 THe INNer prodUCT // vINCeNT SCHeIb

WebGl Inspector offers debugging and analysis of your WebGl application.

availability. Many Flash-like games have been created with this immediate- Canvas 2D can also be used for 3D rendering, as in Tankworld. mode API, which handles images, vector shapes, and text. Sprite-based games are common. Performance ranges from dozens of sprites on low-end smart phones, to hundreds on software-rendering WebGL code looks similar to normal Open GL ES code. desktops, to thousands on GPU-accelerated desktop browsers. GPU acceleration is new in browsers, though. Expect particulars to change matrix.makeIdentity(); over time. Also, Canvas 2D is an immediate-mode API, meaning all data for matrix.rotate(currentAngle, 0,1,0); each draw call must be specified every time. There will be performance limits gl.uniformMatrix4fv(uniformLocation, false, matrix.array); that retained APIs would alleviate due to the difficulty of caching primitives. gl.drawElements(gl.TRIANGLES, numIndices, gl.UNSIGNED_BYTE, 0); The Canvas 2D API supports several operations, such as rectangles, circle arcs, lines, Bézier curves, text, and images; fills and strokes; effects such as Canvas 2D gradients, shadows, line styles, and pattern fills; and transformation stacks. The Canvas 2D saw a spike in popularity in 2010, due to its simplicity and broad features are an interesting mix, owing their heritage to Apple’s Mac OS APIs. While

Canvas 2D CoDe samples

a simple example of loading an image of a cat and rendering it to a canvas: an example of the vector apIs (adapted from an Internet explorer 9 sample): // Draw eyes ctx.moveTo(219, 298); // Start tongue ctx.bezierCurveTo(278, 351, 315, 315, 277, 258);

ctx.lineWidth = 20; ctx.stroke();

36 game developer | may 2011 WebGl Sample Nine point Five, showing rich 3D visualization nested in classic 2D htMl. it’s mostly immediate mode with state stored on the context, gradients and heavily manipulating objects frequently, and can be computationally patterns are objects. drawFocusRing() is for visual accessibility. isPointInPath() expensive too. Modifying SVG DOM elements also causes the browser to requires re-submitting a path, a structure that can only be defined in the context refresh page layout unless you use suspendRedraw/unsuspendRedraw. state. Compositing is specified globally with Porter-Duff operations (film full SVG is a larger and complicated specification compared to Canvas 2D, frame compositing), but most implementations only affect pixels modified and implementations have different levels of support for e.g. filter effects by a draw operation similar to GPU APIs using src-dst ops. That said, most of and other features (Gaussian blurs, color matrices, displacement maps, and this can be ignored and you can use the subset most useful to you. that sort of thing). Declarative code is fairly straightforward, as shown below. Scalable Vector GraphicS » SVG is a retained mode, declarative technology that has a longer history than Canvas 2D. While currently less popular, it has many good features. Being declarative, there is an asset format in XML that tools such as be faster in native code. There is also a bonus of mouse picking being Hello World implemented for you. However, the API can be more work when you’re

www.gdmag.com 37 THe INNer prodUCT // vINCeNT SCHeIb

Procedural code is similar to manipulating HTML DOM: CSS3 offers 3D transformations on any web content. This can be declarative via CSS files, or controlled procedurally from your JavaScript.

window.RequestAnimAtionFRAme » We’ve covered several drawing technologies, but let’s make sure you’re playing friendly. Users can open a lot of windows and tabs with plenty of That’s a simple example, but with each element able to receive an arbitrary content. If everyone is drawing as much and as fast as they can, things transform, more complicated effects are possible. won’t pan out well. The old method of drawing in a webpage is to set a timer The transformed content preserves its HTML behavior. Mouse clicks, text and blindly draw away. selections, buttons, and input fields all still work just as in 2D.

Trying to draw at 60 frames per second looked like this: Audio » Audio in HTML5 can be inserted with an HTML tag, or controlled with setInterval(drawFunction, 1000/60) ; JavaScript. Here’s a simple example of loading a sound effect, detecting when it's fully loaded, and playing it later. What if the GPU is bogged down from other workloads? What if you’re in a background tab? Who cares!? var audio = new Audio(); The user does, and a better way is being released by browsers as this audio.addEventListener("canplaythrough", function () { audio.loaded = article is written. Here’s how to let the browser call you as fast as it can true; }); render everything on the page. audio.src = “treasure.ogg”; // (later...) Hey, I found treasure!: function drawFunction() { if (audio.loaded) audio.play(); //... Do Drawing Work, then ask to be called again: window.requestAnimationFrame(drawFunction); There are still some rough edges across all the implementations, however. } Some browsers still have some latency issues, and some bugs remain. // kick off first frame: Additionally, on iOS devices version 4 and up only one sample can be played window.requestAnimationFrame(drawFunction); at a time. Also, no one codec is supported across all browsers. You must pick If you’re in a background tab, the browser can intelligently know not to call two formats to serve out of MP3, Vorbis, and WAV. Multiple sources can be you. If you’d prefer a lower frame rate (because users prefer consistent FPS specified, or you can detect compatibility with code like this: over unsteady but occasionally higher FPS) you can early out of your draw call by checking elapsed time. (new Audio()).canPlayType(“audio/ogg”)); Worried about some browsers not supporting this functionality yet? Make your app future compatible with this code from Paul Irish. Libraries such as SoundManager 2 help by detecting compatibility and implementing fallbacks. window.requestAnimFrame = (function(){ The future is definitely interesting, though. Mozilla has an experimental return window.requestAnimationFrame || Audio Data API which provides audio sample buffer read & write access. They window.webkitRequestAnimationFrame || have demonstrations of DSP effects and visualizations that process the window.mozRequestAnimationFrame || audio with Discreet and Fast Fourier transforms (DFT and FFT, respectively) window.oRequestAnimationFrame || (see image on page 39). window.msRequestAnimationFrame || function(callbackFunc, element){ There is also the proposed Web Audio API, a more holistic API focused on window.setTimeout(callbackFunc, 1000 / 60); high-performance implementation of features by the browsers, controllable };})(); via JavaScript. It provides for modular node graphs, allowing many applications to be described. Node capabilities include gain, delay, panning, CAsCAding style sheets 3d tRAnsFoRms convolution, FFT, 3D spatialization, and JavaScript processing. » There’s another method to get 3D in your web page: CSS3 3D Transforms. I bring this up because it might be useful for a game’s heads-up display Video (HUD) or other user interface (UI). » Video is now available as a first-class element in HTML—just add

38 game developer | may 2011 videoElement.play(); At the time of this writing, Firefox and Opera are putting their support videoElement.addEventListener("timeupdate", function () { behind development flags. The specification is still being stabilized, which gl.bindTexture(gl.TEXTURE_2D, texture); will potentially require servers to update for protocol adjustments. gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, There are also interesting topics still at the discussion level and not videoElement); yet part of a specification, such as peer to peer connections and unreliable gl.generateMipmap(gl.TEXTURE_2D); transport (vs. TCP). } WebSockets will be important, though, for bringing about much richer and more intimate multiplayer game experiences, as opposed to the fairly Unfortunately, there is no single codec supported by all browsers. There’s an asynchronous or laggy experience of previous multiplayer web games. evolving level of support in browsers for H.264, WebM, and Theora. Additional I have two library recommendations as well: Socket.IO is a higher-level installations offer support via plug-in or OS component for missing H.264 library, which includes transport fallbacks onto older techniques (Ajax, and WebM support on some browsers (Chrome, Firefox, IE9). But these Flash, and the like) and more utility. Then there’s web-socket-js, a shim suffer from plug-in install friction. How many users will be lost if you expect implementation using Flash. them to install more software? The solution for the foreseeable future is to host video in multiple formats, most likely H.264 and WebM. Node.jS » On the topic of networking, I should mention the server technology Node. WebSocketS js. It runs JavaScript via the V8 engine (the one used by Chrome), which » Networked communication isn’t new for web browsers, but it has always means that you can use the same language in your client and server code. been a pull model. Techniques exist to simulate a server push model, but they There are many modules available to add features or bridge to other have not had low latency or high-quality connections. They’ve been sufficient technologies, such as databases, authentication and crypto, server-side for instant-messaging-type communication, but not rich multiplayer games. graphics, routing, and so forth. WebSockets can be supported by several Node. WebSockets enable low latency, full duplex, persistent connections. They JS modules, including Socket.IO, which I mentioned for client-side as well. upgrade from an HTTP handshake. Today, implementations support UTF8 Visual debugging is also available, using the Eclipse V8 debugging tool, data (everything serialized to a string), but binary is coming. And it’s very or the node-inspector tool, for example. The latter uses the same WebKit Web simple, as below. Inspector user interface you’re likely to use client-side. var socket = new WebSocket(“ws://server.com”); GeoLocatioN socket.onopen = function(event) { socket.send(“Hello Server”); } » Player location has interesting applications for games. It’s easy to think socket.onmessage = function(event) { alert(“Server says: “ + event. of this when developing a mobile game, but it’s relevant for desktop games data); too. The browser API to query location is simple:

Mozilla demonstrates dSP effects and FFt visualizations in javaScript with its audio data aPi.

www.gdmag.com 39 THE INNER PRODUCT // VINCENT SCHEIb

navigator.geolocation.getCurrentPosition( Web stOrage function (location) { This is strikingly easy to use for small amounts of data: doSomething(location.coords.latitude, location.coords.longitude); }); localStorage["PlayerName"] = name;

To protect users’ privacy, browsers will only provide a location after You can store up to 5MB of string data via this simple key/value API. The Web prompting the user for permission. Storage specification includes Local Storage and Session Storage, which differ only in that session storage clears the data after a browsing session DeviceOrientatiOn & DeviceMOtiOnevent is closed. » Though not as widely supported as location, orientation and motion Being widely supported and simple, it’s hard to not use this API for any events are increasingly available on phones, tablets, and some laptops. simple small game. It’s advantageous over cookies, as those are sent to the The orientation event enables you to orient your UI based on how a device server on every request. is being held (landscape vs portrait). Using motion events, you can react to There are downsides, however. It is a blocking, serial API. Also, it is not the linear and rotational acceleration of the device, meaning you can detect transactional, which exposes race conditions if multiple tabs are open with whether the user is tilting or shaking the device. your game in them. That can likely be worked around by coordinating via a shared worker, but it’s ugly. There is also nothing but an exception when Web WOrkers you run out of your 5MB storage space. Support from all major desktop and » Workers offer multithreading for your JavaScript. Without them, all page mobile browsers is hard to overlook, though. structure updates and JavaScript executions are performed serially. They’re simple to use. inDexeD Database » Web Storage offers only the most basic key/value interface. The Indexed // File main.js (main thread): Database API has several notable features. Indexed records allow efficient var worker = new Worker('doWork.js'); search for records, and enable higher-level query languages to be built. worker.addEventListener('message', Asynchronous calls provide better responsiveness by not blocking, and function(e) { console.log('Worker said: ', e.data); }); enable transactions. Transactions remove issues of mixed writing and reading operations from multiple instances of a page. In-order traversal and worker.postMessage('Hello World'); // Send data to our worker. multiple values per key are also available. This is clearly an important API moving forward, but the implementations // File doWork.js (the worker): are only ready for developer R&D at this point. self.addEventListener('message', function(e) { self.postMessage(e.data + “? ” + e.data + “!”); }); file api: DirectOries & systeM » I expect many games to have significantly more content worth caching // Output “Worker said: Hello World? Hello World!” as compared with general web applications, especially WebGL games. An ideal scenario is to be able to prefetch assets needed for a game's later Communication between workers is handled with messages. There are no stages while running earlier content. shared objects, so all data passes through messages. This offers a simple The File API D&S provides for an application-managed file system. A programming model, but there is a fairly high cost to move data between server can provide archives of many data files, which the client code may workers. For high compute-to-data transfer ratios, workers can be a big win. then unpack and manage. Loading of models, textures, and other arbitrary They also offload the main thread, which is a bottleneck for page rendering. binary data can be made efficient, even as game asset patches are released. A shared worker is a special worker that will not be created more than The specification and implementations are at a point where developers can once, even if multiple instances of a web page are opened. With this, you can start R&D with them. coordinate between tabs and detect whether a user has accidentally opened On a related note, there is also the “File API,” which is different but tabs more than once. useful. It allows web apps to ask the user for a local file, and then read and manipulate it. For example, a game could allow custom logos to be selected. a series Of client-siDe stOrage OptiOns » There are several methods to save state and resources on the client. In Offline applicatiOns & applicatiOn cache the next few sections, I’ll go into some detail on the most relevant. Since » Games are some of the best applications to have when you’ve lost your these can be confusing, here’s a summary: internet connection. Thankfully, HTML5 gives you a way to make your game available offline via an Application Cache manifest file. In this simple • Web storage Widely available, easy to use key value pairs, but with example, some key resources are specified to be cached for offline use. limits. • WebsQl A database API which has stalled due to the intractability of CACHE MANIFEST capturing SQL in a specification. It’s supported in Chrome, Opera, Safari, index.html iOS and Android. But as it’s dying, I won’t discuss further. stylesheet.css • indexed Database The solution to the WebSQL problem, though few images/logo.png implementations available. scripts/main.js • file api Directories & System: Application-managed file system, which will cache your big resources. In script, the state of connectivity can be detected with an event, or by • application cache Enables your game to run offline by controlling how checking window.navigator.onLine. The state of the cache can also be the browser caches resources. queried and request an update from code.

40 gamE DEVElOPER | may 2011 More control is possible with the manifest file as well. Resources that require the user to be online can be listed, and fallbacks can be specified for server resources when the user is offline. That means instead of just caching Compiled a resource, an alternative resource can be Native Client provided when offline. Module

Native ClieNt » All right C/C++ programmers, how did you make it this far? Sure, you’re impressed that Binary fails JavaScript can run FFT music visualizers Native Client validation Do not run and Box2D scenes, but you want “real” code Decode & validate running the browser. Is all this blah blah blah module about JavaScript just not convincing you? Well, fine. You can have C or C++, compile it down to machine code, and run it on any Module passes validation web page without even mentioning it to the user. You can run it as securely as you run Module attempts JavaScript, and it’ll run nearly as efficiently as unsafe activity a stand-alone application. Run module Terminate The key ingredient is that Native Client (NaCl) performs a static validation of your compiled code as it is loaded into memory Module functions within bounds and set for execution. It can do this by defining a subset of instructions and call patterns that can be efficiently validated. You generate this particular flavor of assembly by using a modified compiler, which the NaCl Exit successfully SDK provides. Standard libraries aren’t available, for security reasons. Instead, a plug-in interface is provided Native Client sandboxes C++ code, allowing it to run as freely as Javascript on web pages, with the that has a very POSIX feel to it—not too same level of security. previous methods of running C++ code, that is to say plug-ins, are not secure, much work if you’ve already ported to and are the primary source of computer viruses and malware. systems such as the PlayStation 3. Low level 2D, OpenGL ES 2, audio, and HTML (like networking and storage APIs) are available as well. because most mobile browsers are based on WebKit, the foundation for Unity games are the highest profile demos running to date. The engine Chrome, Safari, and others. The benefit is that cross-device development is has been demonstrated as ported to NaCl, which includes running C# code that much easier, though not painless. on Mono under the hood. So, if you love Unity but have a hard time getting users to install the player plug-in, look forward to a future where you can Distribution and monetization are interesting topics, too. On mobile devices, run the game plug-in free. and the open source FPS have also users have engaged well with Apple’s App Store and Android Market. You been shown. That includes running C# code on Mono under the hood. Quake should know that Chrome launched the Chrome Web Store, with similar and the open source FPS Nexuiz have also been demonstrated. benefits. Check it out as another option for getting your game in front of Google Chrome is the only browser currently supporting NaCl, though people. it is an open source project, and available for other browsers to adopt. It is also still being stabilized—it’s suitable for R&D, but not quite ready for viNCeNt sCheib works on Chrome like it's a game engine. Earlier he worked on Gamebryo final games. and a few console games. Find him online with your favorite search engine, or the cheat code http://scheib.net. WrappiNg thiNgs Up » So, we just plowed through graphics, audio, video, networking, location, orientation, multithreading, storage, offline, and C/C++ code. That’s a lot of refereNCes tech coming online, all directly supported by the browser. a feW of the best sites available for iNforMatioN aboUt broWser teCh: Popular technologies will be supported well by the different browsers, www.html5rocks.com and the more you bang on them the more they’ll fix issues. In this space, http://caniuse.com standards and competing implementations are held accountable by early (This site in particular has a lot of useful compatibility charts, which are frequently updated.) R&D on your part, and public benchmarks. http://diveintohtml5.org Then there’s the span across desktop and mobile. Many HTML5 http://developer.mozilla.org technologies have appeared rapidly on mobile devices. Perhaps that’s http://gamedev.stackexchange.com

www.gdmag.com 41 Game Developers CConferenceonference™ EEuropeurope August 15–17, 2011 | Cologne Congress-Centrum Ost | Cologne, Germany Visit www.gdceurope.com for more information.

Supported by jesse harlin // aural fixation

Stacking OverflOw The musical magic of ’s laTesT few developers are as identified with unbridled creativity as 's Double fine Productions. Whether running through a summer camp for psychics or diving devil horns first into the world of an iron maiden album jacket, players have come to expect the unexpected from schafer and Double fine. in february, Double fine's art director lee Petty gave players the Psn/Xbla title Stacking, which put them into the wooden shoes of charlie, a micro matryoshka doll on a quest to rescue his family from a cabal of industrial Revolution robber barons. stacking is a smaller, download-only title, but is still jammed full of content. The game's audio balances its strengths between two pillars: a musical score that defines the game's setting, and a rich voice system that manages to express diverse characterization. all this is done without a single word of intelligible recorded dialogue. To see how Double fine's audio team tackled the task of crafting detailed sound in a world inspired by silent films, i spoke with lead sound designer brian min and sound designer camden stoddard.

MatrYOSHka MUrMUrS » As a pastiche of silent films, the world of Stacking sits at the confluence of Victorian Era luxury and Industrial Era grime, and is populated by a diverse cast of animated Russian stacking dolls. "When I first saw Lee's pitch," said Min, "it hit me that this world really needed a unique voice." Gameplay in Stacking is centered around solving puzzles by stacking Charlie inside of other dolls. Each doll has raUS its own special ability, and abilities run the gamut from floating to flirting to farting. One of Stacking's stand-out features is its use of audio icons in a system by which the unique doll abilities each have SeY k el immediately recognizable audio feedback. "If there is one thing we needed to get right, it was the dolls’ abilities," said Min. "In the BY k On advertisement world, they called it 'sound logos.'" These sound logos function as the game's main source of characterization, since Stacking has no recorded dialogue. Stoddard explained, "We felt that UStrati

the sound for these abilities had to be concise yet solidly illustrate each doll's ability. If a sound was ill grating or boring, [there was a greater] chance that the player would avoid using that ability." These sound logos, though, function within an interactive and reactive world. The diversity for the system is rooted in the notion that each sound logo "required a unique set of reaction effects,” said and EQ pass to make sure all the recordings Min. “The abilities don't work nearly as well without other dolls reacting to them. If you smoke a pipe, sounded like they were done in the same room." for example, all the other dolls around you start coughing. If you burp, the dolls run away in disgust. In order to help sell the time period while making We have every kind of permutation for male, female, kids, and so forth, for every type of doll ability. the music editing tasks easier, Min specifically We also have a dizzying array of custom doll chatter for every locale, and even various game states. focused on a number of solo piano pieces by Dolls will grumble during the workers' strike, but when the strike is over, they are nice and cheery." Chopin. The rest of the licensed score uses According to Stoddard, a dynamic walla system was the second piece of the voice characterization music by Brahms, Tchaikovsky, Mozart, and puzzle. "We knew there would be no dialogue,” he said, “but when we first started seeing the Train Vivaldi, meaning that the game's original music— Station mock-ups, we realized that train stations have a ton of background chatter—lots of people composed by both Min and Peter McConnell—was on their way somewhere, reading things, conversing—but you're never fully aware of what they are faced with the daunting task of creating original saying. Without that chatter, it just felt empty. We would have scripts with scenes, but no text, just cues that fit seamlessly amongst music by some themes: 'This is the train car full of really rich, evil industrialists. They are doing under-the-table, shady of history's greatest composers. deals, as well as commenting on the rather good buffet dinner.'" "Our soundtrack influenced the set pieces, MatrYOSHka MUSic abilities, and puzzles that would be in-game,” » "When you think about it," said Stoddard, "most silent films were not silent. When presented to Min concluded. “Even the dolls were inspired the public, there was piano accompaniment, and it was actually a very interactive audio experience. by our piano score. Stacking will always have a The pianist had to really convey story and emotion through the voice of the piano. The piano became special place in my heart as the project that saw a very illustrative and emotive character." For Stacking, it became very important for the team to the realization of true collaboration between art, include this same "invisible character" through the use of a mixture of licensed and original classical design, and audio." underscore. "I wanted Stacking to have all live acoustic instruments and players," explained Min. "Ninety jeSSe Harlin has been composing music for games since percent of Stacking's score was either licensed or re-edited versions that I constructed in Pro Tools. I 1999. He is currently the staff composer for LucasArts.You didn't have stems, alt takes, or different mic perspectives, so the first step was a convolution reverb can email him at [email protected].

www.gdmag.com 43 design of the times // soren Johnson

The end of Games? Or, Will Free-tO-Play SWallOW the induStry?

In a GdC speeCh from marCh 2010, nGmoCo’s grossing “free” game on iOS devices within a bring to the table from traditional single-purchase founder Neil Young described the advent of month of release. design. Indeed, this break is creating a great deal free-to-play gaming in the West as “the most Understanding that free-to-play games would of anxiety within the game design community, as significant shift and opportunity for [game be the only way to scale their business, ngmoco many developers feel that their original motive for developers] since the birth of this business.” cancelled single-purchase games, including the making games—to bring players as much fun as Since then, more and more game developers guaranteed moneymaker roLando 3, in favor of possible—is now in danger. Noted independent have been making this transition. games which fit the freemium model. In Young’s designer/programmer Chris Hecker recently voiced In June, Turbine announced that its words, “If we can’t make the game free-to-play, his own concerns in a post online: profitable, subscription-based MMO Lord of the we’re not going to release it.” The strategy "The problem I have with free-to-play rings onLine would adopt a free-to-play model, worked, as his young company was purchased is business types rarely talk about what based on the success of a similar change with by the Japanese social gaming giant DeNA in late you're giving up by going to that model. their MMO dungeon and dragons onLine, which 2010 for an impressive $400 million. Microtransactions warp game designs, not increased the game’s revenues fivefold. In necessarily for the better or for the worse, but November, EA announced , a new desIGn they certainly make the designs different. If a downloadable, free-to-play shooter built on the » Today’s game designers will increasingly hear the profitability of microtransactions makes it BattLefieLd 2 engine, meant to improve on the similar mandates from their own management so most companies go toward this model with success of the similar WW2-based BattLefieLd teams. However, shifting to free-to-play design is their big-budget titles, then that is a shame and heroes. In February of this year, Riot Games, not a straightforward process. Indeed, designers a loss, because there are lots of designs that developer of the popular free-to-play strategy of single-purchase games have a much easier are interesting and important to the art form arena-combat game League of Legends, was job, as they only have to focus on one thing: to explore, but that don't lend themselves to purchased by Chinese games behemoth Tencent making the player’s experience as much fun microtransactions and free-to-play. I hope single- for $400 million, signifying the massive revenue as possible. In contrast, designers of free-to- purchase, "complete experience" games don't go potential of the format. play games must make the game engaging away; not because I'm old and curmudgeonly— Indeed, few major franchises are not being enough to attract and retain players while also although I am—but because there is an entire considered as raw material for a transition to holding back enough of the experience to drive subspace of game design there that still needs to free-to-play; the revenue potential is simply microtransactions. be explored." too large to ignore. In March of this year, at the The energy model is a proven mechanic Bank of America Merrill Lynch 2011 Consumer that maintains this balance for many free-to- a new hope Conference, CFO Thomas Tippl stated play games, including my own Facebook-based » League of Legends, one of last year’s most that, shockingly, starCraft 2 was not worth the RPG . Under this model, successful strategy games, provides an effort from a financial perspective. Although the certain player actions, such as starting a battle interesting case study which ultimately shows game sold very well, grossing over $250 million in Legends, consume a set amount of energy. that Hecker’s primary concern—that the design dollars, the lack of any ongoing revenue streams Once a player uses up all of her available energy, space explored by single-purchase games could coupled with the high development costs meant these actions are unavailable until the energy be lost—is valid. The game is commonly held up that the final return on investment was simply regenerates, commonly at the rate of one point as the best example of free-to-play design done not high enough. Ultimately, publicly traded every five minutes. right. Not only has League of Legends been both companies, like Activision, must invest their Thus, with a full energy bar, the player can wildly popular and commercially successful (see money in projects with the highest potential typically fight four or five battles before getting the $400 million purchase earlier), the game profit margins and, increasingly, free-to-play stuck. At that point, they can decide to either let has also garnered critical acclaim, sweeping games are dwarfing single-purchase games in the energy recharge naturally, which might take the first-ever Game Developers Choice Online that regard. two hours for an empty bar, or purchase an instant Awards. Most importantly, the game’s business Neil Young’s own ngmoco provides an refill with real money. While they still have energy model has been accepted peacefully by the core interesting example of how this shift can remaining, free players have access to the full gamer community, one which typically views change a company’s priorities. The smartphone game experience —the battles in Legends do not microtransactions with suspicion. developer’s first major hit was roLando for the work differently for paying players—but they have Because Leagues of Legends is a highly iPhone, providing the young startup with its first to deal with some impatience after they hit the competitive, team-vs-team arena-combat game, major revenue stream. However, the company energy gate. microtransactions which could give one side soon discovered that, although they could In single-purchase games, designers rarely an advantage over another would be wholly make modest profits on single-purchase mobile build a game mechanic that intentionally tests unpalatable to a large portion of the Western games, their most profitable releases were free- the player’s patience; in fact, that is a hallmark audience. Instead, the game only hands out to-play games built with in-app purchases. Their of bad game design. Thus, free-to-play games bonuses to players who have invested large kingdom-builder We ruLe became the highest- upend many of the assumptions that designers amounts of time in battle.

44 game developer | may 2011 The meta-economy employs a dual-currency model common to many free-to-play games, with a time currency (Influence Points/IP ) which is earned through play, and a cash currency (Riot Points/RP) which is bought with real money. Items which can boost a player’s abilities (Runes) can only be purchased with the time currency (IP), providing players a strong incentive to keep playing to earn more IP. Cosmetic items, which only change the player’s appearance, can only be purchased with the cash currency (RP), which simply appeals to a player’s pride or vanity. The player can also buy a temporary boost with RP which increases the rate at which IP is earned. This microtransaction presents a time-vs- money question to the player: he can spend some money now to earn Runes faster, or he can simply League of Legends play some more games to earn the extra amount of IP required. immediately, not all single-purchase games could Indeed, the card and board game industry is Still, the most interesting microtransaction is just as easily make the transition to free-to-play. more diverse and innovative than ever before. the character unlocks. League of Legends descends For example, starcraft 2 is not so easy to In fact, two of the most successful card directly from the popular Warcraft 3 Defense imagine as a free-to-play game. The franchise is games of the last few years have taken a of the Ancients, in which the player gives up control the very model of a tight, elegant ruleset, with no mechanic directly from Magic, adapted it to of an army of units for control of a single hero. The extraneous parts or redundant options to muddy fit the format of a single-purchase game, and mod’s depth came from the different combination the design. Even with the new units added for the found commercial and critical success. Dominion of hero types—103 in the current version. sequel, Blizzard removed enough old elements turned the meta-game of a CCG into a traditional League of Legends has a similarly large stable of to keep the unit count down near the original card game by having players build and play a “champions”—72 as of March 2011. 12 per race. Indeed, few reviewers even felt the deck of cards during the game. 7 Wonders turned These 72 champions are not all available at all need to comment on the lack of a fourth race to drafting, a folk method for distributing CCG cards, times. Instead, a rotating selection of around 10 differentiate the two versions. into a game by conducting a single draft after are available each week, which means that players Could starcraft 2 follow the League of Legends each individual card play. have only limited control over which champion they model? Perhaps Blizzard could allow everyone to These examples of successful single- can use. This cycle can greatly upset a player who play the Terrans for free but only offer the Zerg and purchase games emerging from the shadow of has become quite good with a specific champion the Protoss to paying players? This model would Magic prove this format can still thrive in a world but who must now learn a new one. Some players probably fail both for business reasons (not enough with microtransactions. These designers brought enjoy the challenge of mastering a new set of skills opportunity for repeatable purchases) and for some of the gameplay of Magic to a new audience and attributes, but many others prefer to keep design reasons (having 90% of the players forced to simply because not everyone is ready to buy only winning with a champion that works for them. use Terrans would destroy the balance). Anything a small part of a card game, which will never be Accordingly, League of Legends gives players more aggressive—like actually selling extra siege complete. Many gamers will never be ready for the option to unlock champions permanently, tanks during battles —would violate the concept of CCGs, just as many gamers will never be ready to with either IP or RP. Like the energy mechanic a fair playing field, a core tenet for strategy games. spend money on a free-to-play game. common in social games, the character unlocks Thus, if every video game adopts are charging players for their impatience. Can An Old lessOn microtransactions, many players will be left they wait weeks until their favorite champion is » Thus, if Activision believes that making a game behind who are looking for a different type of again available for free or days until they earn of starcraft 2’s scope is not worth the effort, experience. Microtransactions do warp the game enough IP to buy the unlock, or will they just will this type of tight, intricate design simply design toward a model that supports recurring spend some real money right now to get back disappear? Although microtransactions are still purchases. But this shift leaves a great deal of into the action with their favorite character? relatively new in Western video games, they space behind as a vacuum ready to be filled This model works well for both gamers, who are are not new for physical games in the West. The by smaller publishers and developers who are getting an incredible experience for free, and for emergence of Magic and other collectible card looking for great opportunities. The profits from the developer, who can rely on player impatience games (CCGs) in the 1990s showed the power single-purchase games can easily justify the to generate revenue. of microtransactions by encouraging players to development costs for teams that take their Nonetheless, single-purchase games would make recurring purchases within the same game budgets seriously, and these profits can only go never be designed this way, with players limited system over many years. The makers of CCGs up as more and more big publishers abandon this to a small sub-set of possible characters each have been dealing with this new world, which still fertile design space. week. (Indeed, the single-purchase strategy necessarily mixes business and game design, at game command and conquer 4 was roundly least a decade before us. s O ren jO hnsO n is a designer/programmer at Ea2D, criticized for forcing players to “earn” the However, the wild success of CCGs—Magic working on web-based gaming with strategystation. right to build certain units over multiple play still regularly grosses over $200 million yearly, com and Dragon age LegenDs. He was the lead designer of sessions.) Although League of Legends could which dwarfs non-collectible card games— iv and the co-designer of CiviLization iii. Read make the transition to a single-purchase game did not send single-purchase, “complete more of this thoughts on game design at www.designer- by simply unlocking the majority of champions experience” physical games into extinction. notes.com

www.gdmag.com 45 www.gamasutra.com

the art and business of making games John graham // ThE BUSInESS build your own buzz Open DevelOpment, InDIe pR, anD yOu

The TradiTional game developmenT pr sTraTegy is To crafT your game original ninja-rabbit fighter, lugaru, and more recently the sales data for the two in a secret cave where no one can steal your ideas or get a premature glimpse Humble Indie Bundles, suggest that supporting Mac and Linux as an indie can of your work. Then, just before your masterpiece is complete, you scramble to actually double your revenue. make trailers and get some previews and reviews lined up, pray to your deity Early Preorders. If you’re serious about making your game, you should of choice, and launch the game. allow fans to offer you early support. Early preorders give you something This may sound somewhat reasonable, but for an indie developer, it’s tangible to direct your PR efforts toward, and having more financial actually pretty dangerous. You can't assume that the world will discover and resources early in development increases your runway and allows you to care about your game when it's ready. By putting PR off to the very end of stay indie. your development cycle, you are making the success of your game highly Preorders work best if you can offer your fans something in return. dependent on forces outside of your control. Wolfire’s approach has been to offer weekly alpha builds to anyone who has preordered. The philosophy of open developmenT Instead of making excuses to close yourself off from the outside world, you The mechanics of open developmenT should be doing whatever you can to reach out to it. At Wolfire Games, we Once you understand the appeal of open development, you still have to have been using what we call "open development" for our upcoming ninja- figure out how to implement it. Here are some tools we’ve found useful for rabbit , OvergrOwth. From day one, we have been publicly expanding outreach. showing off our development process, and this has allowed us to make Onsite Tools. The two must-haves are a blog and a forum. Your blog is one noise, make friends, and build a community around our game—even before of the best tools for sending out information to the world, and the forum is the we had any gameplay! easiest place for your community to grow. These may be ghost towns when Making Noise. Many developers assume that they don't have anything you first implement them, but don’t be discouraged—they all start out that interesting to share with the world before their game is finished. But how way. The sooner you have your blog and forum in place, the sooner you can many people out there have the courage to make a living by creating video begin accumulating visitors. When Wolfire first started work on OvergrOwth, games? By even attempting to make a game, you already have a lot of we were getting about 500 daily visitors to our blog. Two years later, our interesting things to talk about. You can share your thoughts about game smallest posts get 5–10K visits. design, creating art assets, building the tech for your engine, or even about Embedded live chat on your site can also be helpful. Olark is a great other games that have inspired you. solution for real-time customer support. Wolfire even maintains a public IRC It's hard to predict what will and won't be hot. So the sooner you start, channel where people can hang out to chat with our team. the more things you can try, and the more likely you are to discover Finally, don’t forget this all requires building a scalable, robust web something that the outside world is really interested in. site. Prepare for success so that the day your blog post goes viral and Making Friends. With a traditional mindset, you might view your peers you're getting thousands of page views, everyone can still access your as competitors. You might think that blogging about someone else's game content. Nothing hurts more than doing everything right and having your would dilute your brand and risk cannibalizing your sales. But that is not big moment, only to watch your site crash. Google App Engine and Amazon how the Internet works—it's not a -sum game. Cross-pollination is Cloud Front have been integral in allowing Wolfire to maintain a scalable site. mutually beneficial. One of the most successful Wolfire blog posts was Social Media. Social media is very useful for increasing the world’s David Rosen's "design tour" video of wOrld Of gOO, in which he explained in exposure to the fun activity on your site. As with your blog and forums, it’s a great detail why it was such a great game. Not only was it a fun way to reach good idea to stake a claim early so that you can grow your web presence over out to the awesome guys at 2DBoy, it also ended up bringing positive press time. Traditionally, the Wolfire Blog has been the center of our PR efforts, and to both of our studios. we’ve mainly used Facebook, YouTube, Twitter, and ModDB to echo our news. Building A Community. At the core of every community is communication, What we’ve seen recently is that there is something inherently viral which is a two-way street. It's nice to think that you can just beam out about videos. In general, people are more interested in watching videos information to the internet and everyone will care, but it's also important to about game development than they are in reading lengthy posts with static listen to feedback. If you share the progress of your game along the way and pictures. In the wake of David and Aubrey’s weekly development update continue to make people happy, chances are you’re on the right track. videos, Wolfire’s YouTube channel has taken the lead as the largest and fastest-growing method of communication for us. sTraTegies ThaT enhance open developmenT Mod Support. Even before we started putting the ninja-rabbit combat into The big picTure OvergrOwth, fans had fun making their own custom levels and cities in our If you think about it, what’s more interesting to look at: a static finished map editor. You’ll find yourself surprised with the creative things fans come piece of concept art or a time-lapse video showing the creation of the up with that you didn’t even think about, if you make your tools available. finished art from the first few strokes to the finishing lighting and shading? Supporting Mac and Linux. The space is the last If you can perceive the appeal of the time-lapse, I think it’s easy to see the place an independent developer can sell games directly to fans. So if you appeal of open development. Instead of putting PR off to the last minute, want to maximize your independence, you owe it to yourself to reach out to you can turn your development process itself into a form of PR. Mac and Linux users. We have found that these communities tend to be noisy and very happy john graham is a Grower of Beards, the co-founder of Humble-Bumble, and founding-member that we’ve made the effort to reach out to them. The sales data for Wolfire’s of Wolfire Games

www.gdmag.com 47 pixel pusher // steve theodore legal age PhotoshoP turns 21. It's tIme to grow uP. figure 1: the evolution of the photoshop toolbar, from 1.07 to 5.5 to cs5. that hand tool is still around. We like to think We're a cutting-edge business that defines neW glue that holds our pipelines technological frontiers, which makes it kind of jarring to realize that one of together. Scripts aren't just for our key tools is now old enough to drink. reducing button-clicks anymore; Photoshop may not literally be the mother of all bitmap editors, but it's we use them to do everything definitely older than many of the people reading this article. Released in from checking files out of source 1990, Photoshop turned 21 in February, a pretty remarkable milestone for a control, to submitting jobs to piece of software in a business where almost everything is obsolete in less render farms, to formatting data time than it takes to ship an installment of Gran Turismo. for export to the game. Scripts Remarkably, the core of the Photoshop UI is still recognizable 21 years after are a vital way to cut down on the the product first shipped. (In the interest of full disclosure: as a pre-1.0 beta tester drudgery and clerical work that in 1989, I complained that a valuable icon slot was given up to the "Hand" tool for gets in the way of making art. a job that could be done with a hotkey or scrollbars ... Apparently I was wrong, Strangely, though, few teams since it's still there. See Figure 1.) Of course, there have been some very important devote even a fraction of their improvements since then, particularly the introduction of layers in Photoshop 4 scripting efforts to supporting (1996), vector tools in version 6 (2000), and Smart Objects in CS2. On the whole, texture artists and Photoshop though, a Photoshop artist from the mid-1990s could be productive with the users. Part of this, of course, modern version of Photoshop in a day, and a modern artist would find a 10- or even is that the technical side of 15-year-old version somewhat spartan, but still usable (see Figure 2). texturing is comparatively So, take a moment to thank the Knoll brothers, Thomas and John, who simple. We have to maintain built an impressively solid foundation for the product all those years ago. squads of tech artists to support (You might also want to check out the two articles mentioned in Resources our 3D artists because the whole for a little more history of how the bitmap behemoth was born.) Having given business is still embarrassingly some respect where it's due, let's return to a more natural, game-artist- clunky. In the texturing friendly posture. In other words, it's back to the usual kvetching. business, by contrast, things are rarely quite bad enough to off the script stimulate a serious investment in tools. A Photoshop does a great job pumping out pixels. The constant churn of game bitmap is just a bitmap, the thinking goes, so development, though, is continually imposing new needs and demands on it's not worth any energy from the tools team. us, and the steady, majestic pace of Photoshop's evolution doesn't always keep up with our problems. slackers Pretty much every studio supports Max, Mel, or Python scripts to smooth This is a common idea, but it's also a mistake. Without scripting, artists' workflows and clean up their data to suit the needs of a game. Although the texturing side of art inevitably involves a ton of slow, boring, scripting was created mostly to simplify workflows, it has evolved into the error-prone manual steps. If you ask a texture artist what hoops they have to jump through to get their pixels into the right places, they'll typically say something like "Oh, I just ..." and integrating photoshop With Max and Maya then launch into a three-minute verbal odyssey describing the If having to write batch files just to do simple commands seems too myriad little operations they have to do to make sure that their limiting, JavaScript does allow you to write extension DLLs that can working file produces the correct set of textures in the right do more complex tasks using C or C++. Unfortunately, that's hardly formats, with the right names, using the right data. “scripting” at that point. Individually, these steps are all trivial—hide a layer here, A slightly less daunting form of rocket science is to get into Photoshop's automation system using COM. COM is a standard save with a special name there—but collectively, this kind of automation technology that older Windows applications use to talk song and dance slows down iteration enormously. It's also to each other, and you can use Python, C#, or even MaxScript to an easy way to create bugs when files are misnamed, the wrong layers are communicate with Photoshop from the outside. included, or some complex packing operation needed by a shader is botched. Not only does this give you all the features of those languages, it also means you can talk to Photoshop directly from inside Maya The fact that these steps are stupidly simple doesn't stop them from being with Python or inside Max using C# or Maxscript. 's Adam an unnecessary and dangerous annoyance. Pletcher has a good introduction to Python-based Photoshop This is a perfect example of the kind of thing that 3D artists expect to be scripting on his blog at http://techarttiki.blogspot.com/2008/08/ handled by scripts. We all know that 3D scenes are full of information that Photoshop-scripting-with-python.html, and there's a great Maxscript introduction at http://lonerobot.net/?p=374. Most of serves different purposes. Some of that information is for the game, but a the documentation for the standard JavaScript-based Photoshop lot of it is there for the convenience of the working artist, whether it's scale tools translates very naturally to any of these options. The only real reference, template objects, or variant copies that help us visualize different drawback is the difficulty of communicating from Photoshop back alternatives. We use scripts and exporters to make sure we can filter out to Max or Maya. In COM terminology, Photoshop acts as a “server” while Max and Maya are the “clients,” meaning the communications these private elements when sending data to the game while keeping them originate in the 3D tools rather than in Photoshop. handy for our workflow.

48 game developer | maY 2011 The typical Photoshop pipeline, on the other hand, offers no support Although Photoshop supports three different languages, the most for this kind of organization and filtering. Moreover, turning layers on common choice among scripters is JavaScript. As a bonus, it's also the and off is the least of our problems. As shaders get more sophisticated, language of Adobe's ExtendScript toolkit, allowing you to write scripts graphics engineers are constantly looking for ways to pack more data for Illustrator and other Adobe products as like Illustrator (something into bitmaps, which means they must do things like decree that artists that may come in especially handy for vector-art oriented developers). pack extra information into the top 4 bits of an alpha channel, or create JavaScript is both a blessing and a curse. There are more JavaScript a texture where the red channel is a per-pixel subsurface scattering tutorials and references available than you can ever use in a lifetime, coefficient, or employ other equally esoteric methods of stuffing more and but they're usually focused on web-specific problems, or bogged down in more data into the same limited amount of GPU memory. It's hard enough HTML parsing. for artists to understand many of these requirements at all. Making them JavaScript looks like a cross between MaxScript and Mel; it has Mel's pack the textures by hand (or worse, re-pack them when the shader C-style syntax (with curly braces and semicolons galore) but behaves changes) is like adding insult to injury. more like MaxScript. It's a typeless language, meaning you can stick any kind of value into any variable. It's also object oriented, so you can Time To graduaTe write clean code with nested properties and functions — a huge boon for For all these reasons, then, it's high time that studios start looking into readability, as you can see in this snippet: extending the same kind of tech-art support to Photoshop users that Max and Maya artists have enjoyed for the last decade. Fortunately, // set the current document to 256 x 256 pixels Photoshop does support scripting. Since Photoshop CS debuted in // where 'app' is the Photoshop application 2003, Photoshop has supported scripting using JavaScript, AppleScript, app.preferences.rulerUnits = Units.PIXELS; and VBScript. Although the Photoshop scripting environment will feel app.activeDocument.resizeImage (256, 256); constraining to a TA who is used to the power of Python or MaxScript, //create and assign variables for document settings there's still a lot of power there to streamline artists’ workflows and make for cleaner, more reliable data.

Figure 2: Photoshop turns 21 this year. it's still remarkably familiar, as this 1990 screenshot shows (photo credit: www.flickr.com/photos/jcapaldi)

www.gdmag.com 49 pixel pusher // steve theodore

rEsumE BuiLding Once you've got some scripts running, you might start wanting to put together some UI for your users. A neat new tool that even a lot of experienced Photoshoppers don't know about debuted in CS4. The "Configurator" utility (available for free download at http://labs.adobe. com/downloads/configurator.html) allows you to create custom toolbars and dialogs, known as "Panels" (see Figure 3). Panels can host buttons for standard Photoshop tools, actions (as you'd usually see in the Actions palette), and most importantly, scripts. This allows you to create custom toolboxes or "shelves" in the familiar Max / Maya mode. While the panels have to be installed directly into your Photoshop plugins directory, which is a hassle for maintenance and versioning, this is a powerful tool for helping streamline Photoshop operations in a user-friendly way. You can even go beyond that, if you've got a lot of Flash experience. Under the hood, panels are actually Flash SWF files, so they can theoretically contain animations, video, and all sorts of other interactive effects. However, getting beyond the basic button-and- field level of UI requires some serious Flash chops, both for creating the panels and also for communicating Figure 3: Adobe Configurator allows you to create custom palettes and dialogs for between Flash's ActionScript and Photoshop's photoshop, including scripts and even Flash content. JavaScript. If you've got experienced Flash developers in-house, this could be a very powerful tool. On the other Another nice feature, shared by both MaxScript and Python, is that hand, it may be a bit much for TAs with a background in MaxScript or Python JavaScript allows you to put functions themselves (and not just their results) rather than web development. right into variables. This is an elegant mechanism for handling program flow. The biggest weakness of Photoshop scripting is the fact that JavaScript, as a web-oriented language, has few of the tools that Python or MaxScript Entry LEvEL offer for interacting with the world outside of the application. JavaScript is On the whole, Photoshop scripting is not too intimidating. Unfortunately designed to be a safe client-side web tool that can't, for example, wipe your for the novice scripter, the JavaScript language comes with a few quirks. hard drive at the behest of a malicious web page. This means that vanilla The most noticeable one is that it’s too easy to make your variables JavaScript can't create or delete folders on your hard drive either, even if you into globals, which can lead to you shooting yourself in the foot by want it to. Likewise, calling external programs (for example, to check a file innocently reusing a variable name. There are a number of lesser out of source control or update a game database) is hard to achieve without gotchas as well: Much like MaxScript, JavaScript supports multiple some clunky workarounds, like saving DOS commands to disk and executing alternative ways of specifying things like the beginning and ending them as a batch file. So, if you do have heavy-duty pipeline needs that of a code block, which can lead to code that's hard to read if you don't can't be met without more horsepower, you should check out the sidebar develop a style and stick with it aggressively. on integrating Photoshop with Max and Maya. In any case, JavaScripts do It's a bit tricky to find good guidance on the web, since the provide a lightweight way to take control of your Photoshop workflows and overwhelming majority of JavaScript info on the internet addresses web automate boring, repetitive tasks. developers rather than general-purpose scripting. Douglas Crockford's book JavaScript: The Good Parts is a fast way for experienced scripters thErE is nothing impossiBLE to him who wiLL try to spot and avoid the worst pitfalls. Novices, however, will probably find History relates that Alexander the Great, having smashed the Persian it a bit intimidating. A newbie might want to start with something like Empire and united the known world before his 33rd birthday, wept David McFarland's JavaScript: The Missing Manual, which assumes less because he had no more worlds to conquer. If you're a technically-inclined programming knowledge. artist and you've been wondering where your next adventure lies, perhaps However you get your scripting chops on, you'll quickly find that you'll find it in that most familiar of all art tools—the one that probably Photoshop scripting is a mixed bag. It's possible to do very complex pre-dates your career in games. operations—if you really want to, you can paint individual pixels by scripting—but the overall experience is a bit like Maxscript was 10 years ago. You can feel the fact that you're basically automating a lot of s t E v E t h E odorE has been pushing pixels for more than a dozen years. His credits UI actions, rather than “programming” Photoshop directly, a fact that's include Mech coMMander, half-life, TeaM forTress, counTer-sTrike, and 3. He's reinforced strongly by the way you can see the UI update for every been a modeler, animator, and technical artist, as well as a frequent speaker at industry command you send along. If you're familiar with Photoshop's "Actions" conferences. He’s currently the technical art director at Seattle's . macro system, then you know the feeling well. It should be stressed that, unlike actions, Photoshop scripts are capable of analyzing and reacting r EFEr E n CEs to complex data. Nevertheless, that's a small price to pay for a goodly history oF photoshop: amount of image processing power and workflow cleanup. www.storyphoto.com/multimedia_photoshop.html www.webdesignerdepot.com/2010/02/20-years-of-adobe-photoshop/

50 game developer | may 2011 HIRING NEWS AND INTERVIEWS Hired someone interesting? Let us know at [email protected]! GOOD JOB

dashing to social new studios EX-BLIZZARD ARTIST MICHAEL DASHOW ¤ German company Idea Fabrik JOINS KABAM quietly purchased the HeroEngine development platform and Michael Dashow worked for seven years at Blizzard, on technology from late DIABLO II and III. Several years ago he got an early start in in 2010, and now the company the social/casual industries, working with hi5 Networks, has founded a new game and meez.com. Now he’s taken a job as art director development studio in northern for Kabam, and we caught up with him to see how his Virginia called Second Star fantasy art background works in the social space. Interactive.

BRANDON SHEFFIELD: You have a painterly style, ¤ While but that sort of talent is not often showcased sibling ZeniMax Online Studios has in social games, though it seems like Kabam is this part of the industry is moving so quickly. yet to reveal any of its MMORPGs, finding ways. How do you reconcile ability versus In social games we get to keep adding content to it is already making preparations the often lower artistic demands of the medium? a game after it releases, so in that respect, they’re for future launches with its new MICHAEL DASHOW: Social games are in many much more like working on an MMO. customer support facility in ways a better place to showcase the abilities of Galway, Ireland. 2D artists than console or PC games: 2D artists BS: This is a large question, but what to you get to realize beautiful final art that will actually represents the “next generation” of social ¤ RATCHET & CLANK and RESISTANCE be seen by our users instead of having their games? developer has concept art recreated by 3D artists. While many MD: [For us this means] focusing on games with revealed that it is looking to enter console and PC games strive for a high degree more depth and more authentic gameplay than the web and mobile social gaming of realism, our medium lets us explore a wide a lot of what we’ve seen in the marketplace thus space with its newly formed range of visual styles, whether it’s painterly, far. We call our new games Massively Multiplayer division Insomniac Click. stylized, cartoony, or thoroughly realistic. Social Games (MMSG) because they are both Rather than make all Kabam games match a deeper and more social than the vast array of singular company aesthetic, I feel that it’s really “casual games.” important for each game team to find its own We started by focusing on a different whowentwhere voice. Art leads at Kabam have a lot of latitude audience—not the casual crowd but core to explore what they feel works best for a given gamers like ourselves—and are building our game. Producing so many titles as original IP games to really appeal to this audience. Kabam ¤ After 20 years with UK-based gives us a very open canvas to work on! MMSGs are more like “traditional” strategy WORMS and ALIEN BREED developer games and RPGs, but we’ve also added a , studio head and BS: I’ve heard your work will be visible in DIABLO whole social layer which adds connectivity and co-founder Martyn Brown is III. How do the art challenges differ from the interaction with friends and other users. This leaving the company to become an Blizzard team to the Kabam team? way, we’re building deeper, more immersive independent game consultant. MD: The tools and engines vary from game to games that feature synchronous play with and game—DIABLO III is being created with a 3D against other players in real time, greater social ¤ Nintendo of America announced engine while we are currently using 2D – but interaction via alliances, and more engaging, it has hired Cynthia Gordon, a public the approach to making art for Kabam games longer-lasting play sessions (as opposed to the relations veteran with over 20 is overall pretty similar. Many of our strategy brief gameplay of many casual games). years of experience in consumer games feature a pulled-back camera view These are still early days for the social gaming brands, as its new vice president of which lets you see the buildings and resource- industry, and there’s lots of room for innovation. corporate affairs. gathering structures you’re constructing, which Going forward, I think the next advancements will is pretty much the same view that we used be in the fidelity level of social games. Better art, ¤ Following his departure as CEO on DIABLO or in other Blizzard strategy games increasing use of 3D, and even more animation from 's Cryptic Studios, John like STARCRAFT. Any of these games require the and sound ... we’ve seen the same advancement Needham has taken the chief same sort of artistry and attention to form and in the games industry in the past on PCs and executive position at another silhouette to ensure clarity and attractiveness consoles, and now we’re seeing it happen again online gaming firm, Gazillion at that size. with online and mobile gaming. There’s every Entertainment. The biggest difference between PC titles and reason to believe that this trend toward better social games is the speed to market. You can looking, more in-depth, and more fun games will ¤ PC game designer Doug Church, spend years on a single title—to your point, I last play out in social gaming as well. As a long-time whose credits include titles in the worked at Blizzard five years ago and they’re still industry vet, it’s exciting to be starting over , THIEF, and SYSTEM SHOCK working on DIABLO III—but in social gaming you with this new segment of gaming, and it’s really series, has taken a position with have a much shorter time to get the initial game rewarding to be part of a studio that’s helping push Seattle-based HALF-LIFE and PORTAL out. We need short development times because growth in social gaming forward. developer Valve.

WWW.GDMAG.COM 51 NEWS AND INFORMATION ABOUT THE GAME DEVELOPERS CONFERENCE ® SERIES OF EVENTS WWW.GDCONF.COM

GDC 2011 CONFIRMS RECORD ATTENDANCE, GDC 2012 DATES ANNOUNCED HIGHLIGHTS AND 2012 DATES REVEALED \\\ Organizers of the Game Developers Conference announced that the 25th edition of the event hosted a record 19,000 game industry professionals at San Francisco's Moscone Convention Center. The weeklong anniversary event offered more than 450 lectures, panels, summits, tutorials, and roundtable discussions across a full five days of content, with GDC references trending on Twitter in San Francisco. It also saw unprecedented media coverage from outlets like the Los Angeles Times, the Associated Press, USA Today, and beyond, with GDC sister site Gamasutra including full coverage on its site. Lecture highlights from Monday and Tuesday's GDC: includes more than 15 tutorials and summits with Rovio's Peter Vesterbacka discussing the ANGRY BIRDS phenomenon, 's on going from FARMVILLE to CITYVILLE, game designer and author Jane McGonigal on GDC 2011 “gamefulness,” and SUPER MEAT BOY's creators on their rough route to success. Standout talks from STARCRAFT II's Dustin Browder, LucasArts' Clint Hocking, GDC 2011 also played host to the 13th Annual Independent Games and key lectures from GDC veterans Chris Crawford on “days of yore” and Festival and the 11th Annual Game Developers Choice Awards. Swedish Brian Moriarty on Roger Ebert and “sublime art” were also among the most independent developer Mojang's acclaimed 3D world-building sandbox buzzed-about talks at the show this year. title, , won the Seumas McNally Grand Prize and Audience Award Finally, a packed GDC Expo floor included multiple demo units for during the IGF, as well as three awards at the GDCAs, becoming the first Nintendo's 3DS handheld, major showcases for game tools companies, title ever to win awards in both ceremonies in the same year. spectacular 3D stereoscopic gaming showcases, busy Career Pavilion and Some other highlights from this year's GDC included an all-star line-up of Business Center areas, as well as the always popular IGF Pavilion. “classic postmortems,” discussing the making of some of the most seminal "The week of GDC truly embodied the passion and spirit of the video video games of all time. Eric Chahi's talk on OUT OF THIS WORLD/ANOTHER WORLD game community," said event director Meggan Scavio. "From seasoned received a standing ovation for its inspirational story. Other postmortems game veterans to aspiring game professionals in areas spanning social included Mark Cerny on , John Romero and Tom Hall and online games through major console titles and beyond, we are discussing , and Will Wright on RAID ON BUNGELING BAY, featuring bonus honored to continue to serve the industry—and hope to see you all “Russian Space Minute” diversions. next year." Other major talking points at the show were a keynote from Satoru Iwata, Following the success of the show, Game Developers Conference President of Nintendo, titled "Video Games Turn 25: A Historical Perspective organizers have announced that GDC 2012 will return to the Moscone and Vision for the Future," a social game-centric Rant, and the Game Design Convention Center in San Francisco from Monday, March 5 to Friday, March Challenge won by Jason Rohrer with an innovative MINECRAFT mod. 9, 2012, with a call for lecture submissions to open this summer. GDC EUROPE 2011 DEBUTS NEW SUMMITS TEAM PLANS TO FOCUS ON EMERGING MARKETS \\\ Organizers of GDC Europe Now in its third to be held concurrently collaboration and business providing the forum for 2011 have revealed a host iteration and taking place with the main conference. opportunity, as well innovation and networking of focused Summits for alongside the European- Reflective of the as a valuable learning for the European game this August's conference in leading Gamescom trade growing development experience featuring development community." Cologne, Germany. fair, GDC Europe will and activity within the leading industry tools and In 2011, in conjunction Taking place Monday continue to serve the continent, GDC Europe will techniques," said Frank with its new conference through Wednesday, European game industry introduce the Social Games Sliwka, event director of content lineup, GDC Europe August 15–17, 2011, at by gathering the world's Summit, Smartphone & GDC Europe. will offer even more the Cologne Congress- leading speakers in Tablet Games Summit, "This year, the addition business and networking Centrum Ost, GDC Europe areas specific to current Independent Games of Summits will provide opportunities for attendees, 2011 will again provide game development Summit, and Community strategic, dedicated content with a developer-focused the essential pan- across platforms and Management Summit to its focused on emerging and Expo Floor area, a host European perspective development disciplines. roster this year. innovation-driven topics of day and evening of game development GDC Europe 2011 "It is our goal to support in the industry. We are networking events, and the and business trends plans to expand the growth of the European pleased GDC Europe is return of the GDC Europe happening throughout the breadth of its conference games community by returning to Cologne, and Business Lounge within continent today. by offering four Summits providing a venue for are proud to continue Gamescom itself.

52 GAME DEVELOPER | MAY 2011 STUDENT gamE PROFILES EducatEd Play!

OCTODAD www.octodadgame.com IGF Student ShowcaSe FInalISt octodad putS playerS In control oF a clumSy Invertebrate maSqueradInG aS the Father oF an unaSSumInG Suburban FamIly. we Spoke wIth the Game'S larGe team From depaul unIverSIty to FInd out how thIS Surreal adventure tItle came toGether.

Tom Curtis: The most immediately control the player had over the striking aspect of OctOdad is its character by giving them the ridiculous premise. How did you ability to micromanage tentacles. settle on such a silly concept? Balancing the frustration and John murphy (Executive the accessibility became a task Producer): We spent a few weeks that we tweaked throughout pitching ideas and got to a point development. where we almost decided to go with one of a couple of “platformer TC: Any favorite features that with a physics-based twist” were left on the cutting room ideas. We did one more round of floor during development? brainstorming in small groups to Kevin Zuhn (Project Lead, Writer): either flesh out earlier pitches or We had some ideas for more to come up with something totally octopus-themed mechanics: For new. Nick, our sound designer instance, OctOdad's suspicion , and I were becoming gauge was not only how much frustrated with our inability to his family was suspecting him, and that was after coming up with only jam your tentacle around so make these platformer ideas but how much ink he had built up an exhaustive list of possible ways much in a kitchen before you want interesting enough. We started in his body due to nervousness. to represent his uncontrollable to move on. We kind of developed throwing around joke ideas. I said, When the bar was high, he could body. We tried out using WASD a rhythm of foot, hand, foot. As “How about a person driving a either subtly dispose of his ink and arrow keys to keep his body I said before, playtesting was person with horribly complicated to reduce the gauge, or go crazy from falling over as you walked. also very important. In some of controls?” Then Nick responded, and spray ink all over the room. Our very first tentacle prototype OctOdad's early iterations, we had “What if it were an OCTOPUS We also discussed having OctOdad was built for the 360 controller, him fall over if he stretched his driving a person?” We pulled up change his skin color to show his using the right trigger to lift and legs out too far. Needless to say, a YouTube video of ‘Jurassic Park: mood or to camouflage himself. the joystick to navigate. At one players became very annoyed Trespasser,’ which we thought Nick Esparza (Lead artist): One point we were considering more when OctOdad tumbled over, was unintentionally hilarious but early idea was for OctOdad to have than one mouse! We also recently making walking around even more also strangely compelling. So we a tape recorder under his suit, implemented Kinect controls that difficult. So that was nixed and brought this ridiculous idea of an so that part of fitting in was to track your arm movements. we brought in the banana peels, octopus driving a person back use a few pre-recorded phrases Ja: Even after developing the initial which were similar, but kept with to the team, and it eventually to converse with people. I think system, the control and input the game's humor and made more morphed into the player controlling having to communicate with mechanics were not finalized. sense to players. an octopus with a human family. people while only using phrases We were constantly trying to like "Hello," "Thank you" and "It's make improvements throughout TC: You have quite a big team for TC: How was the decision made four o'clock!" would have been production by adding features a student game. How did you all to emphasize unwieldy controls? hugely funny. such as the assisted grab, or end up working together? Did the gameplay arise from the Ja: Our early prototypes included setting the body on a pivot to allow Jm: A couple of DePaul professors appealing premise? banana peels and other "slippable for greater reach distance. interviewed about 50 students Jake anderson (Lead Designer): objects" which would send OctOdad to pick out a team of 20 to create The concept and the game controls flying and landing in a heap on the TC: How did you ensure that the a game to win the IGF Student really went hand-in-tentacle with ground. We included this in our game's loose and unpredictable Showcase. It was a six-month one another. Our goal was set for GDC Kinect demo, so I'm pretty controls didn't frustrate players? extracurricular project starting us when John gave his live demo excited to see these making their majdi Badri (Designer): A lot of in June. While we didn’t decide to during the pitch, flailing his arms way back into the game. playtesting and level design. We work together, Patrick Curry and and acting out how OctOdad might learned early that players did Scott Roberts, our advisers, did stumble around. The comedy in TC: How long did it take to settle not like to climb up stairs with an incredible job of picking a team the concept was what really drove in on the final control method? OctOdad's wobbly legs. This led us full of people with complementary the game forward. We started Did you look at input methods to put only one pair of stairs in personalities, so it pretty much felt development with that target, other than the mouse? the game, and save another for like we all had come together on and recognized that in order to KZ: We spent a few weeks our "unique" final boss. We didn't our own. create the slapstick destruction prototyping different control want to keep the player in one —Tom Curtis we wanted we could limit the schemes for OctOdad's movement, mode for too long, either. You can

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WWW.GDMAG.COM 55 ARRESTED DEVELOPMENT // MATTHEW WASTELAND Gamified! Gamification comes to arrested development dear readers, game mechanics will be tied to all Welcome to the new gamification important areas of life. We’ll shed column here in Game Developer pounds and tone our abs by playing magazine! Just by reading that last World of Warcraft! We’ll encourage sentence, you’ve already earned healthy debate on public policy a “Novice Reader” badge for your through angry Birds! Instead of profile and 100 Magic Beenz™! being asked to pay your insurance Congratulations! You can spend bill, you’ll be sent on a quest to pay your Magic Beenz™ inside the Magic your insurance bill! Beenz Store™ to unlock different Now you’re almost 50% through themes and fonts to customize the column! Just a little more and your experience with this column! you’ll get to the halfway point! Now that you’re already on When you do, you’ll earn the board, let’s begin this column about “Veteran Reader” badge on your the art and science of gamification! profile! You will also level up and While you’re reading, think about unlock the last half of this column! how many of your friends would ding! You did it! You can now enjoy reading this, too! Send them read the rest of the column! a note to check it out, and you’ll It’s crazy, but there are some earn 300 Magic Beenz™! Or, if they people who criticize “gamification.” don’t have a subscription to Game Now why would anybody want to do Developer magazine, sign them up that? There’s no Magic Beenz™ to be and you’ll earn 1,000 Magic Beenz™ earned by making a sad face about while they earn a bonus 500 Magic the exciting world of gamification! the beans! they tempt you!

Beenz™! Let’s take a look at their criticisms by jacek Woo illustration Notice how engrossed you anyway! We can do it just for fun! are in this reading experience! Fun is what gamification is all THOUSAND Magic Beenz™ in it for Or you could share it on your In today’s “attention economy,” about! you to hit that “dislike” button right Facebook page! Your friends are all where sources of distraction are up there? That makes the issue go going to want to know about your seemingly infinite, my ability to “Gamification is actually just a new away real fast, doesn’t it? Look at accomplishments! keep your attention focused on term for old sales techniques, such you go! this page and reading this article as loyalty programs.” [ Hey, we just noticed that all of is worth literally billions of dollars! [ Press here to “dislike” this “Gamification is not real game your friends liked this column so Gamification takes the principles criticism of gamification! ] design.” much that they’re already planning of game design and behavioral [ Press here to “dislike” this on reading next month’s column economics and combines them into WronG! Gamification is entirely criticism of gamification! ] when it comes out! You should concrete, actionable tactics that new! There was no conception probably join them and do the increase user engagement! You’re of the principles of gamification Oh, now what? Did the International same! Reserve your copy of next now 25% through the column! before Dr. Frédéric Gamific, the Congress of Game Design decide month’s Game Developer magazine Good work! You’ve earned the inventor of gamification, was struck what’s game design and what isn’t? right now and get an additional “Experienced Reader” badge for with a vision after collapsing on his Well excuse me, but I’m increasing 50,000 Magic Beenz™! ] your profile! hedonic treadmill one evening! We customer loyalty and boosting ROI all know this story! Don’t you? here! If that isn’t “game design,” I You’re now 100% through the [Hey, we just noticed your friends don’t know what is! Keep this up column! Excellent work! You’ve are also reading this column this “Gamification fundamentally and I’m going to ban you! earned the “Amazing Person,” very second, and they’re all ahead misinterprets why people do And there we go! I hope that “Genius Reader,” and “Gamification of you! Don’t let them beat you things.” answers some of the critics of Expert” badges for your profile! to finishing this column! Keep [ Press here to “dislike” this gamification! Honestly, though, Here’s 1,000,000 Magic Beenz™! reading!] criticism of gamification! ] I think those sad sacks are just jealous that they aren’t having a m attheW Wasteland writes The natural desire of all human I’ve read about this one! It’s got mega-fun gamified experience about games and game development beings is to be at play for 100% something to do with “intrinsic” like you are! Which reminds me, at his blog, Magical Wasteland (www. of the time. So why should we versus “extrinsic” motivation, enable auto-Tweeting about your magicalwasteland.com). Email him at relegate our time playing only to doesn’t it? Well, what if I were to badges and you’ll earn an additional [email protected]. specific periods? In the future, tell you that there were over TEN 4,500 Magic Beenz™ per tweet!

56 gAME DEVELOPER | MAy 2011