>>PRODUCT REVIEWS MOTIONBUILDER 6 * IMAGEMODELER 4.0 FOR MAC
MARCH 2005
THE LEADING GAME INDUSTRY MAGAZINE
>>DEVELOPERS UNITE >>DOUBLE INTERVIEW ISSUE >>MOMENT OF IMPACT ORGANIZED LABOR: BUENA VISTA GAMES & SUCCESSFUL TIPS FOR CURSE OR BLESSING? INTROVERSION SOFTWARE AN EFFECTS SYSTEM
POSTMORTEM: WHAT’S INSIDE THE ROOM? THE HORROR OF SILENT HILL 4 INVESTIGATED
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\©2005 Akamai Technologies, Inc. All Rights Reserved. Akamai and the Akamai logo are registered trademarks. []CONTENTS MARCH 2005 VOLUME 12, NUMBER 3
FEATURES
14 UNIONIZE NOW? Truckers, janitors, nurses, and teachers did it. Then Microsoft contract employees did it. And most of the film industry did it quite some time ago. Game developers, faced in their places of business with major quality of life issues, have realized that forming a union is an option. But would it be the best solution? By Paul Hyman 14 21 MOMENT OF IMPACT: DESIGNING AN IN-GAME EFFECTS SYSTEM Irrational Games, creator of TRIBES: VENGEANCE and SWAT 4, describes a flexible approach to managing effects within a framework, showing how developers from all disciplines can trigger complex effect events without needing to constantly rely on programmers for support. By Terrance Cohen
31 INTERVIEW: BUENA VISTA’S GOOD VIEW In the last 10 years, movie production houses that were once making games fled the interactive side of entertainment. But Graham Hopper has helped Buena Vista Games chart a new course. Hopper talks about 31 Disney’s role in allowing Buena Vista to focus on a 34 core gamer audience. By Brandon Sheffield POSTMORTEM 43 INTERVIEW: FROM UPLINK TO DARWINIA Chris Delay and Andrew Bainbridge are self- 34 WHAT’S INSIDE THE ROOM? proclaimed bedroom programmers who say they are THE HORROR OF SILENT HILL 4 INVESTIGATED the last of a dying breed. Working as part of They say it’s more Psycho, less Nightmare on Elm Street. More Introversion Software, they completed a cult PC PLINK disturbing, less shocking. What makes SILENT HILL 4so scary is its hacking simulation called U for their debut, and deep focus on psychological terror. In THE ROOM, textures, camera are now finishing their second title, DARWINIA—a name angles, lighting, characters, a mysterious story line, and alternate that aptly describes their own search for survival in realities all push the player further down that dark tunnel of fear. an evolving business. 43 Yes, what is inside the room? And how do I get out? By Kieron Gillen By Akihiro Imamura and Akira Yamaoka
DEPARTMENTS COLUMNS
4 GAME PLAN 49 INNER PRODUCT By Sean Barrett [PROGRAMMING] Enjoy the Silence Optimizing Pathfinding III: Inadmissible Heuristics
6 HEADS UP DISPLAY 55 PIXEL PUSHER By Steve Theodore [ART] EA bites Take-Two, Xbox sales figures, Stardock’s software, and more. Let There Be Light: Colored Light
8 SKUNK WORKS By James Alguire and Tom Carroll 61 NECESSARY EVIL By Hal Halpin [BUSINESS] ImageModeler 4.0 for Mac and MotionBuilder 6 Ratings Matter
62 [SOUND] 96 A THOUSAND WORDS AURAL FIXATION By Alexander Brandon The Behemoth’s ALIEN HOMINID The Line of Quality Part II: Licensing 64 GAME SHUI By Noah Falstein [DESIGN] In the Beginning
COVER ART: COURTESY OF KONAMI WWW.GDMAG.COM 3 GAME PLAN www.gdmag.com
[] CMP Media, 600 Harrison St., 6th Fl., San Francisco, CA 94107 t: 415.947.6000 f: 415.947.6090
YOU CAN REACH US AT [email protected] EDITORIAL EDITOR Simon Carless [email protected] MANAGING EDITOR Jill Duffy [email protected] ASSISTANT EDITOR Brandon Sheffield [email protected] ENJOY THE ART DIRECTOR Cliff Scorso [email protected] CONTRIBUTING EDITORS Sean Barrett [email protected] SILENCE Alexander Brandon [email protected] Noah Falstein [email protected] Steve Theodore [email protected] ADVISORY BOARD Hal Barwood Designer-at-Large Ellen Guon Beeman Monolith Andy Gavin Naughty Dog IT'S ONE THING TO WREST A CONFESSIONAL “bedroom programmers” from the U.K., but Joby Otero Luxoflux postmortem from the callused hands of a local creators of two fascinating PC titles, UPLINK and Dave Pottinger Ensemble Studios George Sanger Big Fat Inc. Western developer, as we often do, but another the forthcoming DARWINIA. Although operating on Harvey Smith Midway thing altogether to get one from a Japanese a micro-budget, largely from the proceeds of Paul Steed Microsoft creator who explains both the triumphs and their last game, Delay and Bainbridge have been ADVERTISING SALES NATIONAL SALES MANAGER mistakes of creating a particular game. We using organic experimentation to brainstorm Afton Thatcher e: [email protected] t: 415.947.6217 ARWINIA SENIOR ACCOUNT MANAGER, EASTERN REGION & EUROPE managed it for our postmortem on Namco’s D ’s game design, a process frowned upon Ayrien Machiran e: [email protected] t: 415.947.6224 KATAMARI DAMACY, and luckily, we've now conspired at most larger companies, but offering some ACCOUNT MANAGER, NORTHERN CALIFORNIA & MIDWEST to get another of the biggest Japanese developers, unique opportunities. Susan Kirby e: [email protected] t: 415.947.6226 ACCOUNT MANAGER, WESTERN REGION & ASIA Konami, to contribute to this issue. The in-depth Nick Geist e: [email protected] t: 415.947.6223 postmortem of Konami’s latest, deeply unnerving ACCOUNT MANAGER, GLOBAL EDUCATION/ BIGGER, BETTER, FASTER RECRUITMENT & TEXAS psychological horror title, SILENT HILL 4: THE ROOM, Luckily, that's not all the pleasantries we have to Aaron Murawski e: [email protected] t: 415.947.6227 begins on page 34. SILENT HILL 4 is both unsettling exchange this month. Check out the feature on ADVERTISING PRODUCTION ADVERTISING PRODUCTION COORDINATOR Kevin Chanel and daring, and the creators and article authors designing effects systems (page 21) by Irrational REPRINTS Julie Rapp e: [email protected] t: 510.834.4752 Akihiro Imamura and Akira Yamaoka explain the Games, creators of TRIBES: VENGEANCE and SWAT 4. We GAME GROUP MARKETING reasoning behind this paradigm shift from previous also have a news section particularly focused on DIRECTOR OF BUSINESS STRATEGY Michele Maguire games in the franchise, now that the genre and EA and Take-Two's battle for the sports licensing DIRECTOR OF MARKETING Tara C. Gibb MARKETING COORDINATOR Yukiko Grové mood are established with obstacles like dueling market; a special business column from Hal Halpin CMP GAME GROUP realities, unkillable ghosts, and a new third- of the Interactive Entertainment Merchants VP, GROUP PUBLISHER APPLIED TECHNOLOGIES Philip Chapnick person/first-person shifting perspective. Association, discussing the issues that retailers CONFERENCE DIRECTOR, GDC Jamil Moledina face in defending the voluntary ratings system for ASSOCIATE CONFERENCE DIRECTOR, GDC Susan Marshall EDITOR, GAMASUTRA.COM Simon Carless GRAND UNION FAILSAFE games; and the conventional columns from our CIRCULATION Ever since the current controversy over “quality of standing columnists. CIRCULATION DIRECTOR Kevin Regan e: [email protected] life” in the game industry barreled into view, CIRCULATION MANAGER Peter Birmingham e: [email protected] there's been a call to do something, anything. As INDIE, SCHMINDIE? CIRCULATION COORDINATOR Jessica Ward e: [email protected] SUBSCRIPTION SERVICES a result, the concept of organized labor for game The other day, we received a particularly FOR INFORMATION, ORDER QUESTIONS, AND ADDRESS CHANGES professionals has been raised, perhaps “refreshing” letter to the editor, the subject line of t: 800.250.2429 f: 847.763.9606 e: [email protected] sometimes without full understanding what that which was “Dear CORPORATE Game Developer INTERNATIONAL LICENSING INFORMATION really means. Fortunately, Paul Hyman has helped magazine.” Once the red mist had cleared and we Mario Salinas us out. As the game industry journalist for the read the rest, we realized that the correspondent e: [email protected] t: 650.513.4234 f: 650.513.4482 EDITORIAL FEEDBACK Hollywood Reporter, Hyman neatly straddles the had underlined a good point. Although sister web [email protected] line between our industry (where unionization is site Gamasutra.com has been covering CMP MEDIA MANAGEMENT currently just a concept) and the movie business, independent games in greater depth and PRESIDENT & CEO Gary Marshall (where it's a long-time reality). In his feature frequency lately (take a look at the postmortems EXECUTIVE VICE PRESIDENT & CFO John Day EXECUTIVE VICE PRESIDENT & COO Steve Weitzner article on unionization (page 14), he draws some of selected Independent Games Festival entries), EXECUTIVE VICE PRESIDENT, CORPORATE SALES & MARKETING Jeff Patterson piquant views from a multitude of parties, we sometimes find it difficult to talk about the CHIEF INFORMATION OFFICER Mike Mikos including EA_Spouse, high-tech union chiefs, the less well-funded but altogether more free indie SENIOR VICE PRESIDENT, OPERATIONS Bill Amstutz SENIOR VICE PRESIDENT, HUMAN RESOURCES Leah Landro IGDA, and Electronic Arts itself. market, due to the space constraints of the VP/GROUP DIRECTOR INTERNET BUSINESS Mike Azzara magazine format. But, after featuring the IGF in VP & GENERAL COUNSEL Sandra Grayson our Game Developers Conference preview last VP, COMMUNICATIONS Alexandra Raine DISNEYVERTED PRESIDENT, CHANNEL GROUP Robert Faletra The expanded size of this issue of Game Developer month and Introversion Software and ALIEN HOMINID PRESIDENT, CMP HEALTHCARE MEDIA Vicki Masseria has allowed us to slip in not one, but two in this issue, we've already been making a VP, GROUP PUBLISHER INFORMATIONWEEK MEDIA NETWORK Michael Friedenberg interviews. On the one hand, we have Buena Vista conscious effort to cover the more innovative end VP, GROUP PUBLISHER ELECTRONICS Paul Miller VP, GROUP PUBLISHER NETWORK COMPUTING ENTERPRISE ARCHITECTURE GROUP Fritz Nelson Interactive, the core gaming division of Disney. The of gaming, no matter how high or low on the food VP, GROUP PUBLISHER SOFTWARE DEVELOPMENT MEDIA Peter Westerman company is expanding from its partner role in chain it stands. VP, DIRECTOR OF CUSTOM INTEGRATED MARKETING SOLUTIONS Joseph Braue CORPORATE DIRECTOR, AUDIENCE DEVELOPMENT Shannon Aronson games, such as Square Enix’s KINGDOM HEARTS, to CORPORATE DIRECTOR, AUDIENCE DEVELOPMENT Michael Zane more tightly control its game properties and move CORPORATE DIRECTOR, PUBLISHING SERVICES Marie Myers into the console gaming space. We spoke with Graham Hopper (page 31) to find out how the Mouse’s strategy is being accomplished. On the other, we have Chris Delay and Andrew Simon Carless Game Developer Bainbridge of Introversion Software, effectively Editor is BPA approved
4 MARCH 2005 | G AME DEVELOPER WWW.CMPGAME.COM
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GOT NEWS? SEND US THE BIG SCOOP AT [email protected] THE BATTLE -VS- FOR SPORTS
IN THE LATEST ROUND OF CONFLICT IN THE analysts stunned. Take-Two, which recently Major League Baseball Advanced Media. Beginning sports video game market, publisher Electronic acquired Visual Concepts from Sega, made major in spring 2006, Take-Two’s deal will grant the Arts has secured an exclusive license to use the gains in sales last year by retailing its football and company exclusive rights to create baseball video NFL brand as well as player’s names and their other sports games at $20 apiece, boosting its games with official players, teams, and stats, stats. EA, whose recent expansionary moves market share significantly; this move in particular shutting out EA’s licensed baseball titles. include taking a controlling interest in BATTLEFIELD tipped EA’s hand. It could be argued that Take-Two has the short end 1942 developer Digital Illusions CE and purchasing The ESPN deal takes effect in 2006, but of the stick here, with football games traditionally a large quantity of Ubisoft stock, has also acquired interestingly, Take-Two has already announced performing much better than baseball games in a license for the smaller Arena Football League. that it will drop the ESPN branding from its 2005 retail, although it’s unclear exactly how much each EA capped off its round of sports-related license football game, as any success the title would have company paid for the licenses—estimates are into purchases by acquiring exclusive gaming rights to under the ESPN license would only serve to the hundreds of millions of dollars. But with EA and the ESPN name, which previously appeared in strengthen EA’s future ventures with the brand. Take-Two currently the only developers able to titles by EA’s only major competitor in the football In apparent retaliation, Take-Two has tightened its operate in the licensed football and baseball video simulation field—publisher Take-Two and grip on the Major League Baseball license, and game arenas, the short end, at least in terms of developer Visual Concepts. affiliated groups: Major League Baseball Properties, choice, may well be held by the consumer. This combination of deals has left many Major League Baseball Players Association, and Brandon Sheffield
IGF WINNERS SAVE SEALAB 2021
AT THE 2004 INDEPENDENT GAMES FESTIVAL 2021: SWEET MAYHEM. The game based on the cult (part of the CMP Game Group, as is Game Adult Swim cartoon, has just been released in Developer), Cartoon Network and AOL launched downloadable form, available for $9.95 through the Project Goldmaster competition, a kind of the official Adult Swim web site. Through a deal gaming industry variation on Project Greenlight. with Trymedia, interested parties can experiment Flashbang Studios, makers of BEESLY'S BUZZWORDS, with the game for 20 minutes before buying it. took home the trophy. Flashbang Studios, the winning developer, The real prize? The lucky developer was granted recently spoke to Game Developer on its the opportunity to make a Cartoon Network- experience creating the game, illuminating the sponsored PC game. The title in question? SEALAB CONTINUED ON PG 95
MICROSOFT DISCUSSES XBOX SALES AS PART OF ITS bought, 5 million in The company claims ground on its regular financial Europe, and 1.7 million that Xbox was the competitors. In terms results, Microsoft has in the Japan and Asia only platform to see of installed base, released further Pacific region. year-to-year growth however, the information on In addition, Microsoft's during the fourth PlayStation 2 worldwide sales of the European division has quarter of 2004, as continues to Xbox. The new figures released statistics well as the full dominate the current reveal that the indicating that the calendar year. generation console company has sold 19.9 European Xbox In concert with hardware—worldwide million copies of the market share for recently bullish news shipments of Sony’s console worldwide 2004 was 29.5 on the Xbox Live console reached the since its 2001 launch. percent, a 7 percent service, Microsoft is 80 million mark in In North America, 13.2 increase from the portraying its December 2004. million consoles were 2003 calendar year. machine as gaining —Simon Carless
6 MARCH 2005 | G AME DEVELOPER 2004 NPD GAME SALES STATISTICS SALES BY PORTABLE SOFTWARE SALES: PLATFORM $1 BILLION (42.3 MILLION UNITS) ACCORDING TO THE NPD GROUP, VIDEO GAME and 30 percent were rated T for teen. and computer software sales set a new PC and console gamers continued to record for 2004: $7.3 billion. There were a exhibit different tastes, as the latter COMPUTER GAME SALES: record 12 games to sell over one million purchased more action and sports $1.1 BILLION (45 MILLION UNITS) units, 50 which sold over 500,000 units, and games, whereas computer gamers 197 over 250,000 units. This compares bought more strategy games, family- favorably to last year’s stats—10, 57, and 163 oriented titles, and shooter games. With a games in each respective category. total of 248 million computer and video GAME CONSOLE SOFTWARE SALES: In contrast to recent criticisms of games sold in 2004, up from 239.3 $5.2 BILLION (160.7 MILLION UNITS) widespread M-rated titles, only 16 percent of million in 2003, that long-feared industry games sold last year were rated mature. slump may be a bit of a way off. Fifty-three percent were rated E for everyone —Brandon Sheffield
WIDGET TOOLS IN SECONDS FLAT IN THE GAME DEVELOPMENT WORLD, On the software side, its newest Stardock might be best known for product is DesktopX 3 Pro. It’s a tool making the PC tycoon/simulator THE that quickly lets you build widgets— POLITICAL MACHINE, although that’s a term Stardock uses for objects hardly what keeps the company exported as programs that run afloat. As an indie gamemaker standalone as .EXEs. So you can (GALACTIC CIVILIZATIONS is in its portfolio customize your Windows desktop by as well), Stardock maintains a level- building sleek tickers and calendars, headed business model by devoting and also swiftly design and tweak a good deal of its time to software game UI screens. development, which is more likely to "DesktopX allows us to go from turn a steady profit than selling prototype to production level UI DesktopX lets you make custom widgets and gadgets quickly, like this personalized niche games alone. CONTINUED ON PG 95 Gamasutra.com RSS feeder, which was created in less than five minutes.
ALIAS RELEASES MAYA 6.5 heads up display KRI CONFERENCE (RUSSIAN GAME INCREASING ITS PERFORMANCE POWER AND DEVELOPERS CONFERENCE) speed—as any respectable point release Kosmos Hotel should—Alias focused on these areas in releasing version 6.5 of its 3D graphics Moscow, Russia application: modeling, UV manipulation, April 1–3, 2005 deformations, and 3D painting. Cost: 2,250–3,000 rubles Maya 6.5 also has added a new CAD import www.rgdconf.com feature, called a STEP translator, which creates images and animations out of the large data sets modeling, animation, visual effects, brush-based created in most CAD packages. Another new technologies, rendering, Maya API/SDK and MEL IEEE SYMPOSIUM ON COMPUTATIONAL attribute is a set of scene segmentation tools, such (scripting language), and tutorials. The Unlimited INTELLIGENCE AND GAMES as reference locking, reference editing, and proxies version adds to this all the new toys you’ve heard Essex University to give artists more control over managing Alias tout as of late: Maya’s Fluid Effects, Maya Colchester, Essex, U.K. enormous data sets, scene load times, workflows, Cloth, Fur, and Hair, and Maya Live. April 4–6, 2005 and overall scene performance. Maya 6.5 costs about $2,000 for Complete, Alias is offering Maya 6.5 in two packages, $7,000 for Unlimited, $900 to upgrade to Cost: £140–£315 Complete and Unlimited. The former includes all Complete, and $1,250 for an Unlimited upgrade. http://cscourse.essex.ac.uk/cig the basic upgrades in the tool’s interface, —Jill Duffy
WWW.GDMAG.COM 7 []SKUNK WORKS
IMAGEMODELER 4.0 FOR MAC J AMES ALGUIRE
CREATING PHOTOREALISTIC 3D MODELS of real-world objects and scenes normally SAY, “CHEESE!” involves teams of artists who are masters Each step of the modeling IMAGEMODELER of tools like Maya, 3DS Max, LightWave workflow (load images, 4.0 FOR MAC 3D, and Photoshop. The process is time- calibration, measuring, consuming and often relies on photographs modeling, texturing, and export) of objects or scenes as references for is represented by a tab in the creating the models and their textures. Workflow Toolbar containing STATS REALVIZ Corp. But what if 3D models and textures could tools specific to that step: be created directly from those same Load Images. Import images of 350 Townsend St., Suite 409 reference photos instead? the objects or scenes to be San Francisco, CA 94107 ImageModeler 4.0 for Mac from converted to 3D models. You 415-615-9800 Realviz is a terrific tool for quickly need at least two images, but www.realviz.com creating photorealistic 3D models from having more improves the Regular geometric structures, like buildings, can be 2D photographs. The tool was quality of the modeling process modeled and textured quickly in ImageModeler 4.0. PRICE introduced in 2000 and was released and texture extraction. All $1,380 full version for for Macintosh in 2002. This review images should be taken using new users; $520 specifically evaluates the Macintosh the same focal length, shot from several include defining the WorldSpace and upgrade; $690 for trade-up from version version of ImageModeler 4.0. different angles for perspective, and setting a real world reference distance 3.5 or earlier. Creating, editing, and texturing 3D showing the complete object or scene. measurement: You can actually measure models in ImageModeler is a simple six- Some images work better for the some part of the object or scene when SYSTEM REQUIREMENTS step process: calibration step while others are better shooting the photos and then plug that Macintosh OS X, version 1. Load the digital images. suited for texture extraction. You’ll get number into ImageModeler. 10.2 or later; or Power 2. Calibrate the images to define the 3D best results for texture by using the Measuring. The reference measurement PC G4. (Note: This space. highest quality images you can. applied in the Calibration step sets the review evaluates the ImageModeler for 3. Establish a real world reference ImageModeler lets you import photos scale for the calculated 3D space. Once Macintosh only.) measurement. from a digital camera or the Mac’s hard set, ImageModeler can generate accurate 1024x768 24-bit 4. Create the actual 3D geometry. drive. The software’s documentation measurements of any distance and angle minimum display 5. Extract and apply textures. provides excellent tips for capturing in the project—a great tool for architects resolution; openGL 6. Export the resulting model. images that will yield the best results. or set designers. Game developers will compatible; 256MB RAM Realviz should consider integrating with also find this handy for maintaining the (512MB recommended); 50MB free disk space. KEEPING IT CLEAN Apple’s iPhoto to improve management scale between 3D objects. ImageModeler’s Mac OS X interface is and importing of images. Modeling. Realviz put several tools in PROS clean and uncluttered (when compared Calibration. For ImageModeler to ImageModeler (many that should be 1. Step-by-step to other 3D tools), consisting of an perform its magic, you’ve got to help it familiar to experienced 3D artists) for processes are simple. integrated tabbed Workflow Toolbar and find features that appear in each photo, creating polygon-based, 3D mesh 2. Automatic texture 3D Workspace window, a Scene Browser such as identifying identical windows in a geometry, including Primitives (cubes, mapping. palette for managing scene elements and photo of a room. You use the Place Marker spheres, and other geometric shapes), 3. Can calculate changing their properties, a View Toolbar tool to identify the common features by Faces, and Point Cloud Mesh. There are accurate measurement of any for adjusting the display of objects in the clicking within those features wherever also tools to modify the mesh (Scale, distance or angle 3D Workspace, a Tool Properties palette they appear, so the more pictures used, Rotate, Translate, Split Face, and Extrude from a single for modifying tool behavior, and a Tool the longer and more tedious the process. Face) to more accurately represent the reference Assistant palette providing information A mini zoom feature facilitates accurate object or scene. The Primitive and Face measurement. on active tools, mouse operations, and placement of markers (called “locators” tools are suited to regular geometric tool tips. The palettes can be toggled on in the Scene Browser). Once at least eight shapes while the Point Cloud Mesh works CONS or off from the Window Menu and can be different features are identified in each best for organic shapes. 1. Out of price range for some developers. docked to each other and to the 3D image, ImageModeler will automatically Texturing. ImageModeler can 2. Tutorials don’t feel Workspace window to be moved as a calibrate characteristics of the camera automatically extract textures from complete. single unit. What’s missing is a way to used to create the images—focal length, photographs and apply them to the 3. Window arrangement create and manage window layouts that distortion, position, and orientation—and model’s polygon faces, creating a options could be lets users jump to their customized from that extrapolate the 3D information photorealistic appearance. Careful improved. layouts for different tasks. This would be needed to create the models. Adding selection of the images used for the more efficient than constantly moving additional locators or constraints texture extraction will yield the best and resizing palettes. enhances calibration. The final steps results. Textures created in other CONTINUED ON PG 11
8 MARCH 2005 | G AME DEVELOPER
OUR RATING SYSTEM :
DA BOMB PRETTY SLICK SLICK SO-SO LAME
CONTINUED FROM PG 8 applications can be loaded from the hard TALE OF THE TAPE drive and applied to the model, too. And Complementing existing 3D programs, A WYMIWYG WORLD ImageModeler allows for editing textures: ImageModeler 4.0 for the Mac is a great Fans of MotionBuilder know that what You can change the UV mappings from tool for architects, industrial designers, you move is what you get. It’s the tool for directly within ImageModeler or more and game developers who need to create rigging and animating characters in real precisely tweak them in another program, photorealistic 3D models quickly without time, working with motion capture such as Photoshop. 3D texture artists may having to spend a year learning new (mocap) data and animation libraries, find textures extracted by ImageModeler software. The $1,380 price tag puts it out and creating previsualizations (or previs) unsuited for final rendering of objects for of reach for many people who might and game-style animation—but that’s games. Be prepared to create your own. otherwise take advantage of it. Upgrades about it. Modeling? Not on your life. Soft- Exporting. Once a model is generated, you from recent, previous versions are $520. and/or hard-body dynamics? Forget can export it to another 3D program for You can always download the trial about it! But 3D character animators, further editing or for integrating into games, version, which has limited save and especially ones that resist embracing all animations, or videos. ImageModeler export capabilities, from Realviz’s web the technical underpinnings of what they supports most common 3D file formats and site to see how it fits in your workflow. are called to do, are perfect for also generates QuickTime VR movies. 3D MotionBuilder, and version 6 is simply artists may need to rework ImageModeler JAMES ALGUIRE is a Mac the most intuitive release yet. geometry for it to function properly in their professional and Apple Certified Trainer Take the animation interface: It’s very projects when importing it into their 3D tool clean and easy to work with. In other of choice, especially Point Cloud Mesh. with more than 20 years experience in words, keyframing your own animation is New in ImageModeler 4.0 is the ability the computer industry. You can email a snap using the basic rig within your to incorporate 3D objects created in other him at [email protected]. character. However, if you need to extend programs within its projects, making it the capabilities of that basic rig, great for matching 3D elements to an MOTIONBUILDER 6 MotionBuilder 6 lets you add auxiliary existing photo. By Tom Carroll pivot points (also known as auxiliary effectors) and Handles. The easiest way GETTING UP TO SPEED RALPH WALDO EMERSON ONCE SAID, to understand auxiliary pivot points is to It’s important to learn to use a new program “What lies behind us and what lies before think of the foot. The basic rig lets you as quickly as possible, especially in today’s us are tiny matters compared to what rotate the foot at the ankle, but not from fast-paced production environments. lies within us.” the heel. By creating a new pivot point at ImageModeler’s help system is more How does this lofty quote relate to the heel, you create new controls that can than adequate, explaining the various MotionBuilder 6? Until last summer, amplify the ankle motion. You can quickly concepts, features, and tools. Tutorials MotionBuilder was the flagship product of add multiple pivot points for each toe, too. are also provided with the installation, Kaydara, which was acquired by Alias. So, Handles extend what you can do with and more can be downloaded from the the Kaydara days are behind us. What the rig you create. Handles take several Realviz web site. Tutorial materials start lies before us is whether MotionBuilder selected control points and group them off well, but lack continuity. They just someday becomes part of Maya, Alias’s don’t feel complete. A few steps are flagship 3D modeling package. Only time confusing—particularly the section on will tell. Right now, what Alias hopes will using the Define WorldSpace Tool—and lie within us (and motivate us to dish out the videos don’t have any audio. While roughly $1,000 for MotionBuilder the videos are instructive, an audio Standard) is the latest version of the narrative would have added significantly premiere, standalone animation package more to the experience. The additional on the market. online support materials delve into more In a nutshell, MotionBuilder 6 brings a complex modeling projects, but there’s more intuitive environment with a high- little in the way of explanation for the level animation editor, an updated examples; the approach is “look at the properties viewer, and the ability to make files and figure it out,” which is probably the hotkeys match your 3D flavor of choice. tolerable for experienced 3D artists but More important, the transform manipulator can be frustrating for novices. has been redesigned (for the better), and a Realviz offers limited free technical new tool (Handles) provides more support through the company’s web site, complete control over the selection and and you can purchase an annual technical manipulation of objects in a scene. The new CREATED BY CURTIS GARTON COPYRIGHT 2005 ALIAS SYSTEMS CORP. support contract for $150 per year. version’s camera controls are also much simpler, especially when working with Auxiliary pivots let animators quickly define and animate multiple rotation repetitive creation and navigation tasks. pivot points.
WWW.GDMAG.COM 11 CREATED BY CURTIS GARTON COPYRIGHT 2005 ALIAS SYSTEMS CORP.
MotionBuilder 6 includes previs capabilities.
so that they can be manipulated more commitment it takes, however, is MOTIONBUILDER 6 easily. They can also keep various parts simply the price you pay for of a character in contact with other individuality. objects in the scene, as in a sea lion Nearly any other modeling balancing atop a rolling ball. package, such as Maya, 3DS Max, Alias MotionBuilder 6 also includes various and Softimage XSI, have much 210 King St. East Toronto, Ontario, Canada “floor contact systems,” which prevent a better tools for painting skin M5A 1J7 character’s feet from passing through a weights, which is why Alias 800-447-2542 ground plane, or its fingers and palms recommends that it be done elsewhere. analyze each scene of a movie prior to www.alias.com from interpenetrating a surface. After Again, can you do it in MotionBuilder? filming even one frame. This saves time taking on an acceptably low learning Sure. In fact, animators getting their and huge amounts of money when PRICE curve (if you’ve used MotionBuilder models from commercial libraries will filming on location. Video games are also MotionBuilder Standard $995; MotionBuilder Pro previously, that is), you can produce fluid probably be overjoyed with Motion- adopting the technique for cut scenes $4,195 animations much faster than you could Builder’s tools, but it’s an area that Alias that are as complex as scenes from have even a year or two ago. will hopefully improve as time goes by. feature films. It’s important to be able to SYSTEM REQUIREMENTS Last, but certainly not least, Motion- create and use multiple cameras within Software. Microsoft Builder 6 contains “pose controls” and MO CAP, LESS TIME each animation. MotionBuilder does this Windows XP Professional or Apple Mac OS X 10.3 “move keys” commands. Pose controls Where MotionBuilder (and version 6 in and has an interface that make creating or higher; Microsoft let animators quickly build complex particular) really shines is in reusing or and using the cameras quite intuitive. Internet Explorer, animations (such as a walk cycle) by repurposing animation data from a Netscape, or Safari. combining simple poses. Parts of each widely divergent number of sources. For THE WRAP UP pose can be assigned as IK or FK (inverse example, most animations from modeling Add it up: easy animation tool sets, rapid Hardware. Intel Pentium III or higher, or forward kinematic) to help them work packages are made once and used re-use of existing animation, and previs AMD Athlon processor, best together. Move keys allow you to once—case closed. MotionBuilder, techniques utilizing multiple cameras Macintosh G4 or G5; copy the new animation, in this case a however, thinks of each animation as a and non-linear editing techniques. The 256MB RAM; CD-ROM walk cycle, in its entirety and then separate motion that can be reused, positive aspects of MotionBuilder 6 would drive; OpenGL graphics card with 16MB RAM; “move” it forward in space so it extends modified, or applied to any other seem on the surface to justify the price, 300MB hard disk space. the animation. character. For example, outside of making it the universal choice for In truth, MotionBuilder 6 contains so MotionBuilder, it would be nigh everyone. But this isn’t so. For instance, PROS many new features for creation and control impossible to apply the mocap data from take film animators who are interested in 1. Absolutely the tool for of animation, it’s simply silly. To see for a mining gnome to a seven-foot alien, creating ultra-realistic scenes. They’re repurposing existing animations. yourself, access the nine demo movies though various walk and jump going to use it only as a stepping stone to 2. Non-linear cameras Alias provides on the MotionBuilder site. If animations would find common ground other packages that allow for lattice, and edits make a picture says a thousand words, these going from one to the other. With spline, and wrap deformations, as well as previsualization movies will leave you speechless. MotionBuilder, it’s a snap. Within hair and cloth simulations. Also, users snappy. minutes, it’s possible to add the motions who see that MotionBuilder 6 allows for 3. A 30-day non- commercial trial-only LESS THAN SKIN DEEP? from small characters to large ones and fading out a scene may also demand version of Motion- It’s been said that whatever good things then, because of MotionBuilder’s system more sophisticated wipes, white-out Builder 6 is free to we build, end up building us. Despite of animation layers, selectively change fades, or even—gasp!—an iris. While download. whether this is true, MotionBuilder the mocap animations to better fit the incorporating such capabilities into CONS doesn’t demand that you build a rig taller, slimmer alien figure. MotionBuilder would certainly make it 1. Weighting tools could inside the package. While Alias Additionally, you can translate motion much more robust, it would also become be friendlier. recommends setting up the skeleton and data on the fly to effectively mimic what’s much less affordable for Alias’s 2. Game developers skin weights in your individual 3D happening in real life. For instance, what if mainstream clientele. moonlighting in film modeling package, MotionBuilder lets your mining gnome has to leap from a cliff And for the vast majority of game pine for higher-end spline and cloth you rig any character from scratch. onto a passing mine cart? The cart’s motion developers, such capabilities are very animation tools. Anyone using one of several standard vector can be added to the gnome’s position much part of what Emerson referred to 3. The nervousness felt naming conventions can stand back and data as he intersects the cart’s position, as “what lies ahead.” * by non-Maya users watch MotionBuilder generate a complete making it seem as though he’s carried off as they ponder IK/FK rig while adding in extra in-scene by the cart. “Seamless,” as they say. Alias’s ability to TOM CARROLL is a 3D environment assimilate their effectors that can help the operation of artist with Rockstar San Diego. He also favorite standalone joints, specifically. Non-standard rigs PREVIS WIZ tool into its own 3D become standard through manual For feature film directors, previsualization reviews anime and other DVDs for modeling package. assignment of bones to the software’s is rapidly becoming one of the most www.gamevortex.com. Contact him at standard rigging outputs; the time valuable tools because they can use it to [email protected].
12 MARCH 2005 | G AME DEVELOPER Time to move on?
Java 3D. A new dimension in mobile gaming
Java 3D doesn’t just have the power to move the mobile gaming experience up a level. It also has the power to move your business up one too. Because once a consumer has had a taste of what it’s all about, there’s no turning back. With the exception of an occasional visit to the nostalgic games of yesteryear. No matter, Java 3D promises to be one of the fastest growing business opportunities in mobile gaming. And no one is more committed than Sony Ericsson Developer World to get you moving on the fast track from mind to market. And that’s not just because we’ve got an unparalleled line of Java 3D phones on the market, but because we’ve got everything you need to get into the development of mobile Java 3D games. From great tools and responsive tech support to exciting go-to-market opportunities. You’ll fi nd us at booth number 130 at the Game Developers Confer- ence (GDC) 2005 in San Francisco where Sony Ericsson is Platinum Sponsor of GDC Mobile. You can also learn more about mobile game development with Java 3D at a sponsored seminar session on March 11th. Go to www.SonyEricsson.com/developer or visit us at GDC 2005 to move into a new dimension in mobile gaming.
www.SonyEricsson.com/developer >> paul hyman
UNIONIZE NOW?
Hollywood does it—but should game developers organize, too?
>> WHEN EA_SPOUSE POSTED HER NOW-FAMOUS OPEN old-fashioned,” he told Game Developer, “but I think it’s letter regarding working conditions at Electronic Arts, it wasn’t cathartic when people have a chance to get something off as if no one had ever complained before about the quality-of- their chest. And obviously, in our industry, how we work is life issues plaguing the game development community. something that people need to talk about.” But she brought the discussions into the open, notes Indeed, EA_Spouse says her goal was to break the ice, to Rusty Rueff, EA’s executive vice president of human get developers talking. They are, however, talking about resources, and that, he says, is a good thing. “Maybe I’m
P AUL HYMAN writes a weekly column on the game industry for The Hollywood Reporter. He’s covered gaming for more than a dozen years. You can reach him at [email protected].
14 MARCH 2005 | G AME DEVELOPER WWW.GDMAG.COM 15 UNIONIZE NOW?
Tara McPherson, chair of the more than just convincing management that conditions need to University of Southern improve. There’s now a buzz in the industry about unionizing—and California Cinema School, it’s getting louder. Critical Studies division Many industry observers see close parallels between the gripes of today’s game developers and those of workers in the movie industry in the 1930s and ’40s, particularly in the animation segment. The difference is that Hollywood unionized, and the game industry is still only talking about it.
WHO CONTROLS HOLLYWOOD? will make small changes, but not much else, if the threat of “What you saw in Hollywood’s studio era was a lot of unionization seems real.” independent producers who slowly consolidated into a few key players—we call them the Five Majors—who gained a AND MICROSOFT BEGAT WASHTECH … monopolistic control over distribution,” describes Tara Unions are, in fact, eyeing the game development community, McPherson, chair of the University of Southern California Cinema and the Seattle-based Washington Alliance of Technology School, Critical Studies division. Workers makes no bones about it. WashTech, as it is known, is a “They pretty much set the policy within the industry, local of the Communications Workers of America, having been decided what kind of product would be made, the rates that formed seven years ago by contract workers hired by Microsoft would be paid, and whether you’d have the opportunity to get through temp agencies, who at the time comprised more than your movie distributed to theaters,” she says. “I see that 50 percent of the software giant’s local workforce. being replayed pretty dramatically in the game industry. In One of those workers was Marcus Courtney, a contract test just the last few years, the number of small, independent engineer, now president of WashTech. game production companies in Los Angeles alone has “You could work for years without being converted to full-time plummeted. The possibility of distributing an independently- employee status,” says Courtney, “which meant you’d never have produced game without connection to some bigger player is any job security or decent benefits. And, in the mid-’90s, Microsoft almost nil.” was pretty much the only game in town for tech workers.” As time went on, Hollywood workers found themselves When Microsoft lobbied for changes in overtime standards— powerless to bargain with managers on the amount of pay they employees who made at least $27.63 per hour were ineligible for received and the hours they worked, and turned to unions like time-and-a-half—it sparked a spontaneous email protest to the the Screen Actors Guild and the Writers Guild of America to state government and, ultimately, the launch of WashTech. represent them in negotiations. But it was a slow transition, Now, seven years later, Courtney claims that the big game says McPherson, because white-collar workers, like screen companies are trying to limit their employees’ conversations writers and editors—and game programmers and artists—see about wages and working conditions. He’s reaching out to them themselves as different from factory workers and are often via online forums and job boards “to tell them the advantages of reluctant to consider unionization. joining a union and what we have to offer because not a lot of “Oddly enough, the Hollywood managers and studio white-collar workers understand the union process.” He claims executives made very much the same arguments as the that while his is the first union dedicated to representing high- Electronic Arts executives are making right now: that unions are tech employees, he wouldn’t be surprised if other unions, like the for people who do dirty work and that they result in a kind of Screen Actors Guild, the American Federation of Television and group-think that destroys individual creativity and the ability to Radio Artists, and the International Federation of Professional negotiate your own wages,” McPherson says. “But I would argue and Technical Engineers, started making similar efforts. that the Hollywood unions were absolutely essential to the workers having decent jobs.” COMPLICATIONS AND CONSEQUENCES McPherson believes the same is true of the game industry— But there are those who argue that unions may not achieve that the big game publishers aren’t going to “benevolently the goals of game developers, and one of those people is change today’s abysmal work conditions without pressure. They Adam Levin, an attorney who practices labor law at the Los Angeles-based firm of Mitchell, Silberberg, and Knupp. He most often represents employers ‘what do we want?’ in the movie industry. “While there are perceived benefits to unionization, it’s very important for REMEMBER THOSE OLD NEWSREELS In my conversations, I hear Everyone in Hollywood works hard. employees to recognize the tangible from the 1930s? Ford Motor developers yearning for three things: Typically, craftsmen on a movie set consequences of bringing in a labor union,” he Company goons with baseball bats • strict limits on time worked sign up for 12-hour days. The warns. “They may include the rejection of chasing down auto workers in old •pay for time worked difference is they get paid overtime union proposals by employers, the possibility Detroit? Most of the violence in our •production organized well enough for four of those hours and we don't. of strikes, increased production costs that business takes place in our to eliminate "crunch time." Some of us believe that superior may lead to runaway production work—which imaginations, but overturning the Unions may help, but they hardly organization will contain the extra could mean layoffs—plus the expense of current work practices of studios guarantee a life of ease. A business costs of fair compensation. Are we union dues and initiation fees.” and publishers will jolt us all, so that vaguely resembles our own— right? Unless employees are willing Levin calls EA_Spouse’s open letter to the get ready for reality—struggle making movies—is heavily unionized, to duke it out, we'll never know. industry a wakeup call to employers to re- and strife. but that doesn't mean cushy jobs. —Hal Barwood, Finite Arts examine working conditions, particularly crunch times, “which used to be sporadic and
16 MARCH 2005 | G AME DEVELOPER PAID ADVERTISEMENT
TAMING THE COMPLEXITY OF GAME DEVELOPMENT by Allan McNaugton
While ad hoc asset management type game, for example, solutions have been used by game you could create distinct developers and artists for many repositories for assets years, runaway complexity has of similar types such created a strong need for better as levels, characters, tools. The stakes are high. Quality and weapons, or buildings. productivity are seriously impacted Another option would be to by recurring problems, such as files create a single repository getting mysteriously dropped from the with a sub-repository for game image, or even more damaging, each level which contains mismatched versions of assets the assets for that level. appearing in the image. CHANGE TRACKING As with most things in software The code developers write development, good tools can make the depends on the assets difference between success and failure. artists create and vice The challenge is finding the right tool for versa. The challenge is the job. This paper discusses what you making sure everyone has Figure 1 Surround SCM in thumbnail mode should look for in an asset management the right version of the system and one solution that may meet assets they need. Surround helps solve not common), they still serve to clearly your needs. this problem by versioning every asset it denote a related set of assets. Snapshot ASSET CONTROL manages. Versioning ensures no change branches are used for this purpose and correspond to important milestones An unmanaged asset is an accident can occur without everyone knowing such as the first testable version, a beta waiting to happen. The most effective about it (or at least there being a history release, or gold master of the game. way to mitigate risk is to store each and of the change). Specific versions of assets every asset in a central repository. While can be grouped together so you only need Surround also offers far more it is quite possible to use a shared folder to retrieve the contents of the branch to sophisticated features than just on a network drive for this purpose, this obtain a working image of the game. snapshot branches. Developers can set approach is likely to cause more harm While branches are used less in game up private workspaces that allow work to than good. development than they are in more continue in isolation. This is useful during major infrastructure changes, such A better solution is to use an asset traditional development environments as reworking the game engine. When management system such as (maintenance releases of games are work is completed it can be pushed Surround SCMTM from Seapine forward (promoted) to the main Software. Surround intelligently branch for integration with ongoing implements asset management, with changes. full version control, for all of a game’s digital assets including source code, Because many fixes involve 3D models, textures, images, sounds, changing more than one asset, it music, and more (see Figure 1). is often useful to check them in as a single unit. This helps minimize Assets under Surround’s inconsistencies as it is easier to add control are safely stored in one or the assets to a changelist rather more server-based repositories. than checking each file in individually. Repositories can conveniently be Assets in a Surround changelist arranged in most any hierarchy are kept pending until the group is desired. In a first person shooter- Figure 2 Changelist window committed (see Figure 2).
gamedev_final.indd 1 2/4/05 4:36:27 PM PAID ADVERTISEMENT
would typically need to run a script that updates the resource file with the new model. Not only is this time consuming, it is also error prone. If you are using Surround, and take advantage of triggers, the job is done for you. A trigger is an action that occurs when a certain asset management operation takes place (e.g., check in, promotion, deletion). You could create a trigger that fires when new textures are checked in. This trigger could call a script that updates the resource file with the modified asset. This way, if an artist updates a texture map, seconds later the game engine picks up the change.
Figure 3 Side-by-side Triggers are remarkably flexible and differencing format because they use the operating system to execute scripts. This means you can write your script in any language supported by your platform. Trigger specifics such as why and how the trigger was fired are communicated to the script through environment variables. An additional benefit of triggers is that they also form the basis of Surround’s IMAGE SUPPORT differences by showing the high contrast email notification system. Instead of calling result of pixel subtraction (see Figure 3). Artists and developers live in different an external script, a trigger can fire off worlds. They often use tools unfamiliar The value of previewing images within emails to interested parties when certain to one another. While there is little need the asset manager is even applicable actions occur. It is simple to customize for the artist to see exactly what the to tools that do not generate images messages because email templates can developer is up to, it is frequently useful such as a 3D modeler. In this case, the be edited directly within Surround. for the developer to see how the artist’s asset processing script can be modified Shadow folders offer another way to work is progressing—after all, the code to capture a snapshot of the model keep the game image current. A shadow has to support it. as it is displayed in the modeling tool. folder is a user-specified directory that This snapshot is then checked in along The developer is commonly stymied in always contains the latest read-only with the corresponding model. While this task by the binary objects an artist contents of a specified branch. It is easy the image may not fully illustrate all the produces. Unfortunately, many asset to configure Surround so that when changes made to the model, it is a useful management systems simply present a an asset is checked in, the content is way to quickly identify major differences lengthy list of file names, and it’s up to the automatically copied to the shadow folder, without using the modeling tool. developer to view the asset by retrieving which just so happens to be a directory it and opening the file with an appropriate ASSET PIPELINE INTEGRATION mapped to the game image folder. tool. Surround makes this task easier Although the versioning of assets is a key ACCESS FROM ANYWHERE because it displays image files directly part of an asset management system, it within the asset manager (more than 25 While much game development work is is not the only part. It is critical that the file formats are supported). done in-house, it is not unusual for parts tool can be easily integrated within the of the project to be farmed out to an Surround lets you compare different asset processing pipeline. especially talented freelance AI wizard, or versions of checked-in images in two Consider, for example, a game that even handled by the studio’s publishing ways: a convenient side-by-side format retrieves its entire set of models, partner. This requires an asset or a view showing the images combined textures, and bitmaps from a single management system to provide secure differences. This brings to light even the resource file. The resource file is typically access to assets from anywhere. smallest change by subtracting the pixels built by a script that glues a large array of one image from the other. In addition, Surround is based on true client/ of assets together. What happens when Surround can help identify subtle color server architecture so it is equally adept a new model is checked in? Well, you
gamedev_final.indd 2 2/4/05 4:36:29 PM PAID ADVERTISEMENT
at meeting the needs of both local and remote users. The Surround client communicates with its server through a TCP/IP connection with optional 512-bit encryption. Surround does not provide a Web interface, nor does it need one because it provides a highly capable rich client that supports Windows, Mac OS X, and Linux users. Since you may not want that freelance AI wizard to romp through the rest of your source code, Surround lets you limit access at the repository and branch levels. You can also modify the default role-based security model so that only certain groups of users have access to specific commands. QA FRIENDLY It takes a Herculean effort to test a game these days. Finding and eradicating bugs is extremely important to the success of the game. Testing is often done concurrently by the game developers and by the publishing partner. It can cause much confusion if the results of these efforts are not properly tracked by a capable tool. Although bug tracking tools are certainly commonplace, you should Figure 4 TestTrack Pro image thumbnail support consider looking at Seapine’s TestTrack Pro (see Figure 4). Aside from its Teams that implement proper asset complex business and development seamless integration with Surround, management will likely benefit from processes, so they can focus on TestTrack Pro has many features shorter release cycles and increased developing quality software in less that appeal to game developers. First productivity. Seapine Software’s time. All Seapine products seamlessly and foremost, it is so easy to use that Surround SCM and TestTrack Pro integrate with each other as well as people actually don’t mind using it. provide a solid foundation for managing most popular software development TestTrack Pro offers both a robust client all of a game’s digital assets and tracking tools. Seapine’s AALM solutions adapt to interface and an equally capable Web the continually changing environment the way development teams work, giving interface that external parties, such as they exist within. them the freedom to choose the tools and processes they like. Over 6,400 a publishing partner, can use without AUTHOR requiring a finicky virtual private network. companies worldwide use Seapine tools Allan McNaughton (allan@technical- to manage their development processes, You can even link changes to assets insight.com) is a patent-holding improve performance, and deliver higher with the bug request that initiated technologist and veteran writer. He is the quality solutions. the change. With this information it is principal at Technical Insight LLC, a firm possible to quickly assess the full impact specializing in the composition of high- of modifications required to implement technology white papers. a change. An additional benefit of using TestTrack Pro is that over time ABOUT SEAPINE a complete historical record of all Seapine Software, Inc., is a market- development activities is created. leading provider of adaptable application GET GOING lifecycle management (AALM) solutions for enterprise-level software The importance of having a sound asset development. Seapine’s products are management strategy will only increase designed to help customers streamline as games become more complex. www.seapine.com/gamedev
gamedev_final.indd 3 2/4/05 4:36:31 PM more recently have extended to a kind of crunching throughout the year.” “It’s always my advice to employers that they should have an open door with their employees to [let them air their] [development studio], there needs to be specifics—what that grievances and to always try to address those grievances,” he developer is going to do and how, and how [the developer] is recommends. “The wise manager will recognize that working going to meet a certain deadline because it has such-and-such out an amicable resolution with employees is the preferred resources. That’s not what happens now, and I know that route to either litigation or unionization.” because I’ve written proposals. Now, a developer just says it Levin cautions that unionization frequently means increased wants to make such-and-such a game, and the publisher labor costs, which does no one any good. “If a publisher’s labor basically plays Russian roulette with whether that team can costs go up in such a way that it can no longer make a profit, it meet its commitments.” will have great difficulties with its shareholders. If it needs to Since her letter was posted, EA_Spouse reports that there has pass those costs along to, say, Wal-Mart [as a retail channel] been a change of tone at EA. When someone suggests that a and, in turn, to the consumer, I suggest that neither one will design team needs to go to a six-day week, the idea is accept those increases. As a result, game makers may end up immediately dismissed with a comment like “No, we can’t do going out of business or moving work to Canada or Europe that, not with all the publicity that’s going on.” where unions are less of a factor, and then there will certainly “But I don’t think that will be very long-lived,” she says. “In my be layoffs. So everyone needs to be aware that, with increased opinion, the only thing that will get publishers to budge is labor costs, which are inevitable when you have a union, there unionization, which I believe to be the best solution.” are going to be consequences.” EA_Spouse’s immediate plans are to launch GameWatch.org, a web site where game developers can share information about ‘INEVITABLE’ PROPONENTS their companies. But Tom Buscaglia, who calls himself “The Game Attorney,” begs “There are some development houses, like BioWare and to differ. The only thing he believes is “inevitable” is the Cyberlore, that are the good guys, who work hard to do right by unionization of the games industry. their people and still create good products,” she notes. “I think “I’m just not sure there’s a way around it,” admits Buscaglia, other developers need to know that. And so we’re creating a principal at Miami-based T.H. Buscaglia and Associates, who GameWatch.org, which will be like a movie review site, only once specialized in labor law but now represents independent instead of critiquing movies, we’ll critique game studios. Our game developers. “The problem is that the crunch scenario goal is to have it up by June.” has been built into the equation; in a real sense, the publishers’ backs are against the wall. If they currently need PURVEYOR OF CONTINUOUS IMPROVEMENT their people to work 60 or 80 or 100 hours a week in order to In Montreal, a man with the enviable title “VP of continuous build a game that sells for X number of dollars, there’s no way improvement” says he agrees with EA_Spouse when informed that they can now tell everybody, ‘It’s okay, we’re only going to she is in favor of fixing the game-building process. He’s Ubisoft’s have you work 40 hours a week,’ because then their Michel Allard, and he says that, without a doubt, the solution to the production costs will double. They can’t be magnanimous quality-of-life issues is changing the way games are made. because they ultimately have to answer to their shareholders. “We’ve formed an internal committee that’s going through And so, in a way, having a union come in might take the heat every type of documentation on project management in all off of them. It might be a win-win situation.” types of industries, trying to learn from them to see what can be It’s difficult to pinpoint exactly when crunch “got built into the done in our business,” he explains. equation.” Certainly, it hasn’t always been so. At one time, the game industry consisted of small groups of game enthusiasts working together feverishly and endlessly to build a title they >> first person believed in. They worked long hours because they were driven by passion. But over the last 10 years, that model has pretty EA’S INDUSTRY strengths and weakness much changed to a commercially-driven industry inhabited by leadership and the critical in our processes. big, publicly-traded companies. and commercial success That said, we recognize “What you’ve got now aren’t games emerging from the of our games is a there are legitimate passion of individual developers but repetitive products driven reflection on the high concerns about work-life by economic considerations,” notes Buscaglia. “We’ve got an assembly line of people working on the fifth iteration of a caliber of people we hire balance in this industry. football game that comes out every year like clockwork and the in every job. They are The game industry is to our people and building passion is gone. They may like what they’re doing, but it’s simply the best talent in going through some a model for the best culturally inappropriate to continue the same model.” the business, period. To significant growing pains, culture and work keep our people and as the industry leader, environment in the ONE SPOUSE HAS HER SAY motivated, we need to EA is in the forefront of That’s what EA_Spouse was referring to when she posted her entertainment industry, a constantly ensure that addressing these issues. open letter regarding her fiance’s working conditions. Speaking place where the best and to Game Developer (anonymously still, at her request), she their creativity, hard work We’ve got an most creative people can reiterated how game-building needs to be fixed from both and dedication is ambitious goal: to set build and sustain long- process and management standpoints so that deadlines can be supported and rewarded. new industry standards term careers making the met without extended crunch periods. To succeed at this, we for management and world’s best games. “We’ve followed a Hollywood model and it’s become a train are committed to working recognition. At EA, we’re Rusty Rueff, executive wreck,” she says. “When a publisher takes a proposal from a with teams and listening and vice president of human individuals to identify both communicating directly resources for EA
WWW.GDMAG.COM 17 UNIONIZE NOW?
As a result, Ubisoft has put into place a project management office that supplies project coordinators for every team and that “We’ve taken every studio person in every EA location around has developed methods to better schedule and estimate tasks. the world through the process these last few months, and I “We’ve gained ground, but that think everyone is convinced that we’re serious about it,” says doesn’t necessarily manage all Rueff. “In my mind, it’s like running a marathon. You want to the types of ambitions that are make sure that you have a kick left in you at the end, and you out there,” he says. “Sometimes don’t mind having to kick if you don’t have to start the kick too the impetus to work long hours early. So we’re being very open with everyone and discussing comes more from a certain when we think the crunch is going to come, how we’re bravado or peer pressure than minimizing the crunch, how we’re working together to from management. So this is a determine what that crunch will be. Everybody at EA has been multifaceted problem, and it’s our communicated to and now understands this.” biggest challenge—to protect creativity while gaining better I WANT TO MAKE GAMES WHEN I GROW UP control over our projects.” In a soon-to-be-published study by the University of Texas at Specifically, Allard says Ubisoft Austin’s Digital Media Collaboratory, 310 middle school is paying more attention to the students in Texas were asked what they wanted to be when concept and pre-production they grew up. Of the 124 male respondents, the favorite phases of the development occupation (out of 40 choices) was professional athlete; the process. There needs to be runner-up was video game designer. someone, he notes, who says Jason Della Rocca, executive director of the International that the game will be just as good Game Developers Association (IGDA), wonders whether those without an expensive feature or a students will change their minds when they catch wind of what time-consuming addition. a game designer’s work schedule and wages are like. “I think the marketing people “This is not just an EA thing,” he says. “As word slowly gets out Adam Levin of the law would say that, yes, we need all the that regardless where you work, the conditions are all firm Mitchell, Silberberg, extras,” he adds. “But whether we really need them is not an easy miserable, how easy do you think it’s going to be for our and Knupp answer to come by. I think we have a lot of good minds getting industry to attract new talent? When people start avoiding us together on this problem and, over time, we’ll gain control of it.” because they believe us to be a bunch of slave drivers, that’s Allard wants to believe that unionization won’t take place at got long-term, industry-wide implications. That’s why the IGDA Ubisoft, adding that unions are very capable of hurting creativity. sees this as a very serious issue.” “Whether they will come is difficult to say,” he concludes. “I Last year, the association did an informal survey of game don’t think any industry is totally protected from it.” designers which revealed that about 30 percent of the respondents didn’t intend to be in the industry within five years; SYMPTOMS OF AN INDUSTRY AT LARGE more than 50 percent said they will be gone in 10. At EA, there’s no doubt whatsoever that unions represent the “That is a huge number,” says Della Rocca. “Imagine if half dark side. the people in Hollywood left every 10 years. What kind of According to Rusty Rueff, the executive VP of human experience would remain? Where would the talent come from?” resources, “There will always be people who want to step in and In terms of solutions, Della Rocca believes the industry has take a piece of the pie or get in the middle of things without to enlighten the rank and file as well as management. contributing to the growth of the business. I personally don’t “Although they have the passion, developers need to put their believe that our people are the type who actually want to have a own brakes on, and they want to have a life outside of the third party representing them and determining their wages, game industry because that will make them better game hours, or working conditions. And so it’s my job and the job of developers. We need to educate the middle managers, the the leaders inside the company to ensure that we’re doing the project managers, and the producers—or bring in outside right things so that those kinds of things aren’t necessary.” management [to] deal with the chaos and the fires and the Rueff believes that the working conditions and challenges at pressures of managing large-scale, big-budget projects.” EA are symptomatic of the entire industry, not just his company. As for unionization, the IGDA is what Della Rocca calls “union “We’re all trying to squeeze that last 10 percent out of the neutral.” He says it isn’t the IGDA’s role to condemn or condone current technology, which is a little bit less exciting than it will the creation of a union. “It’s really the choice of the workers to be a year from now when we’re working on the PlayStation 3,” he decide whether they want to unionize,” he says. says. “But I do believe that getting better at project Indeed, it’s likely the discussions will continue, the unions management, scheduling, discipline, and pre-production—those will pursue educating about the benefits of organizing, and are all things we all need to become smarter at. Those are the management will try to convince game developers that things we aren’t doing as well as we want to.” conditions will get better without unions. And some of those To that end, EA says it has recommitted to what it calls its who are talking now credit EA_Spouse for accelerating the X Process, a production practice that has the team focus on the conversations. features of a game prior to going full-speed ahead on a project. “EA_Spouse just wants her man home at night,” Buscaglia says, The process also dictates that the team build one level of a game “and I think there are a lot of people who feel the same way.” * prior to the studio committing to the project entirely in order to make certain everyone understands what the game involves.
18 MARCH 2005 | G AME DEVELOPER
the evolution of 3D continues Selected for performance. Adapted for next generation productions.
Image by Kenneth A. Huff / www.itgoesboing.com © Copyright 2004-2005 Alias Systems Corp.
Maya® 6.5 software delivers the tools you need to work efficiently with massive datasets. Key optimizations in areas such as file transferring and interactivity – plus the addition of mental ray® for Maya network rendering (Satellite) and new scene segmentation tools – let you meet the demands of your next generation productions.
Don't miss the last stop on our P4Play Tour. Check out www.alias.com/p4play for details!
For more information: www.alias.com/maya Come visit Alias in Booth 230 at GDC 2005 © Copyright 2005 Alias Systems Corp. All rights reserved. Alias, the swirl logo, Maya and Can You Imagine are registered trademarks and the Maya logo is a trademark of Alias Systems Corp. in the United States and/or other countries. mental ray is a registered trademark of mental images GmbH in the United States and/or other countries. All other trademarks mentioned herein are the property of their respective owners. >> terrance cohen
MOMENTMOMENTMOMENTMOMENTMOMENT OFOFOFOFOFOF
IMPACTIMPACTIMPACTIMPACTIMPACTIMPACTIMPACT>> DESIGNINGDESIGNINGDESIGNINGDESIGNING ANANANAN IN-GAMEIN-GAMEIN-GAMEIN-GAME EFFECTSEFFECTSEFFECTSEFFECTSEFFECTS SYSTEMSYSTEMSYSTEMSYSTEMSYSTEM
TERRANCE COHEN is a senior software engineer at Irrational Games. >>A WEAPON FIRES A BULLET. THE MUZZLE FLASHES. A SHOT RINGS OUT. A HOLE APPEARS IN THE His game credits include MEDAL OF HONOR wall. Better yet: An M4A1 fires a jacketed hollow point bullet. The signature five-point star and SWAT 4. He enjoys spending time appears at the end of the barrel and momentarily illuminates all nearby objects. There’s a loud with his wife Rena and his daughter “crack.” Chunks of wood explode from the point of impact and leave a gash in the wall’s Rebecca. You can reach him at paneling. An empty shell ejects from a port on the rifle. [email protected]. This effect event and its specialization were created with a system that provides a flexible approach to managing effects within a framework that supports rapid prototyping, smooth workflow, and immediate feedback.
WWW.GDMAG.COM 21 MOMENT OF IMPACT
FIGURE 1 Typical effect events and responses during heavy combat: The door shows responses to the C2ChargeDetonated and DoorBreached effect events. Responses to BulletHit can be seen on the pipes, on the walls, and on the sand bag. The muzzle flash and dynamic light are the result of a WeaponFired event. And the utility light's corona is the result of LightAlive. Sound effects are associated with many of these events as well.
The effects system we use at Irrational Games is a component of the VENGEANCE game engine that receives notification of an event during gameplay. It determines which effects, if any, should be played in response to those events. We used this system to manage visual and sound effects, both at design time and at run time for TRIBES: VENGEANCE and SWAT 4. Using the system, game developers of all sorts— programmers, designers, animators, and others—can trigger effects by themselves and without any need to recompile the code, “effect events” from code, animations, or gameplay scripts. which makes for a simpler workflow compared to systems that These effect events represent opportunities to play effects, always require code modification to introduce new effects. which can be visual, audible, or something else entirely, such as LAYERING AND SPECIALIZATION OF EFFECTS. Because the effects tactile feedback or vibration, and they contain information about system is a component of the game engine, it’s aware of the the context of the event. (See Figure 1 for an example.) Game game’s class hierarchy. With this knowledge, the effects system developers specify what we call the “event responses,” the can select the most specific response to an effect event. To take responses to effect events that specify which effects to play. advantage of this capability, we set a generic detonated event Irrational’s effects system is shaped by three central aspects: response, which is applied when any object triggers it. Later, when 1. Unification of configuration for different kinds of effects, for a special sound is created for a gas grenade, a specialized example, visual and audio effects. GasGrenadeDetonated event response could be created, which 2. Data-driven configuration of effects at design-time and event- would apply only when a gas grenade triggers the Detonated effect driven effects during gameplay that allow non-programmers event. Whenever anything else detonates, such as a C2 charge, the to independently incorporate new effects into the game. effects system would continue to select the generic Detonated 3. Layering and specialization that supports rapid prototyping event response, because no more specific event response and gradual introduction of effects. matches the effect event that occurred. UNIFICATION OF CONFIGURATION. The advantage of a unified This ability to specialize—or layer— effects is a powerful effects system is that it provides a simple way to coordinate feature that supports rapid prototyping early in a project, and different kinds of effects. For example, every explosion is likely to allows game developers to gradually specialize effects as new cause a sound, provided that the listener is close enough to hear it. art and sound assets become available. Notice that specializing When the same system is used to coordinate effects, for example, the GasGrenadeDetonated event response from the generic a sound designer can see when a new explosion has been added to detonated event response did not require any code or script the system and can then create a sound effect to match it. changes. Rather, this change only requires the addition of the DATA-DRIVEN CONFIGURATION OF EVENT-DRIVEN EFFECTS. Effect GasGrenadeDetonated event response, which specifies that it is events provide a convenient layer of abstraction from playing a response to the detonated effect event when it is triggered by effects, divorcing the work of the game designer from the work of a GasGrenade class of object. This kind of change can be made the effects designer, meaning that both can work effectively to a configuration file, or even better, with a GUI tool (which will without spending too much time thinking about what the other be discussed later). Programmers will note that the detonated needs. Through this separation of responsibility, the tasks of effect event can be triggered in a base class of Grenade, so invoking effects and building them become independent. specializing detonation effects for different Grenade subclasses Programmers, naturally, may trigger events from code. But the does not imply any additional code. Again, keep in mind that a primary goal of using an effects system is to empower level unified effects system means that different event responses designers, artists, animators, and the like to be able to integrate may specify effects of different types. So the detonated effect new effects without the help of a programmer. The key to taking event triggered by a grenade is likely to have an event response advantage of this separation of programmer and effects-maker is to in both a sound and visual effects subsystem. give the effects-makers various means of triggering events. To this By taking advantage of these four central aspects of the end, we provide a “trigger effect event” action that level designers effects system, developers can become more expressive in can generate from scripted gameplay events. Our reactive world configuring effects and benefit from improved workflow objects can also be configured to trigger events, and we provide an compared to other common techniques. animation key-frame action to trigger an event that animators can EXAMPLE 1. Characters make sounds when their feet hit the apply to frames of animation. By triggering effect events and by ground. The FootFell effect event type is triggered from key- configuring responses to them, developers can incorporate new frames in animation, not from code. (In fact, the name FootFell is
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added to a dynamic string table from the key-frame action, and is on concrete—all achieved without any special-purpose code. not mentioned anywhere in code.) Because the animation EXAMPLE 2. When SWAT officers exhale in the cold, their keyframe action is able to include the material below a specified breath is visible. As a character moves from one zone of the bone of the skeletal mesh when triggering the effect event, world to another, we untrigger and then retrigger the InZone responses can be specialized for different materials. The result is effect event type in code. Any contexts associated with the zone that stepping in water sounds and looks different from stepping in which an object is located are considered part of that object’s on leaves. You could further specialize the event responses such context. Our level designers can add arbitrary contexts to zones, that they apply only to particular characters, so that bar-hoppers’ such as a Cold context to areas that are both outside and have shoes sound different from SWAT officers’ boots when stepping snow. Then, our visual effects designer is able to create a response to an InZone effect event specialized for the Cold context. This event response specifies an effect that LISTING 1 periodically (with a randomized interval) emits a visible puff of breath from the officer, attached to his mouth. EXAMPLE 3. A radio initially plays content from one radio void EffectsSubsystem::OnEffectEvent( EffectEvent& effect_event, station; a response to its Used effect event causes it to select a IEffectObserver* effect_observer) different sound to play. A reactive world object can change its { appearance in reaction to being damaged. When a radio is bool anything_matched = false; adequately damaged, it untriggers the Alive event, changes its for ( Class* current_class = effect_event.source.GetClass(); appearance, and then triggers an AppearanceChanged event. current_class; When Alive is untriggered, the station content is interrupted, current_class = current_class->GetSuperClass()) { since it was played in response to the Alive event. And Array
if (anything_matched) //give the response one point per matching context, { // or disqualify it for a non-matching context for (int i=0; i
//something matched, so we're done traversing the hierarchy score += current_context_count; break; } } } //for each class in source's inheritance hierarchy return true; } }
24 MARCH 2005 | G AME DEVELOPER
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radio can even play different effects at different stages of highest-scoring responses are the ones that most closely match destruction, if the designer so chooses. Note that the effects the effect event that was triggered. configuration refers to the radio class, so there’s no per-instance For purposes of this discussion, an Actor is an object with a cost for effects. location in the game world, and a Name is an index into a A discussion of our reactive world objects system is beyond dynamic string table. the scope of this article. But suffice it to say, when gameplay Table 1 compares the EffectEvent structure with the events act upon an object, such as when it is used or damaged, EventResponse structure. Note that these two structures share reactive world objects can trigger effect events. For a radio, a several properties—the properties that are compared when response to its Alive effect event plays music. matching responses to events. In our system, an effect event is generally triggered by calling IMPLEMENTATION Actor::TriggerEffectEvent(event). This Actor member function The algorithm that Irrational’s effects system uses for selecting forwards the call to EffectsSystem::OnEffectEvent (self, event). responses to events is based on a score; each event response (Depending on your game engine, you may be able to use your (appropriate to the given event) is scored against others. The existing messaging or event system for this purpose.) The EffectsSystem dispatches this call to each of its EffectsSubsystems, such as the SoundEffectsSubsystem and the VisualEffectsSubsystem. EffectsSubsystem::OnEffectEvent() C++ Runtime Reflection is shown in Listing 1. Each effects subsystem executes the selection algorithm on its own collection of event responses, THE ABILITY TO TRAVERSE THE SOURCE ACTOR’S C++ reflection library, see Resources. which it maintains in a hash-map. class hierarchy described in Listing 1 requires Alternatively, there is an implementation of a The most significant parameter in selecting winning event support for runtime reflection of the inheritance similar system in which designers configure a responses is the class of the source of the event. If any event hierarchy. Runtime type identification (RTTI) is virtual hierarchy. Although this implies greater response specifies a class lower in the inheritance hierarchy not sufficient for this purpose. Languages like overhead on the part of programmers and than another qualified response, then any responses that Java, C#, and UnrealScript support runtime designers, it does provide an extra level of specify a class higher in the hierarchy can be rejected because hierarchy reflection, but support must be added customization, and avoids the requirement of they are less specific than others. For example, if a gas grenade to any C++ implementation. For an easy-to-use runtime hierarchy reflection. detonates, then the more general GrenadeDetonated event response can be rejected because the GasGrenadeDetonated
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© 2005 ATI Technologies Inc. All rights reserved. ATI is a registered trademark of ATI Technologies Inc.© 2004 Atari Interactive, Inc. RollerCoaster Tycoon 3 game © 2004 Chris Sawyer. Programming © 2004 Frontier Developments Ltd. All Rights Reserved. All other company and product names are trademarks and/or registered trademarks of their respective owners. 26 MARCH 2005 | G AME DEVELOPER TABLE 1: Effects System Structures RESOURCES
EFFECT EVENT PROPERTIES EVENT RESPONSE PROPERTIES Adams, Arne. Property Type Property Name Property Type Property Name “Reflecting Attributes Name type Name type Actor’s hierarchy, looking for any matching and Base Classes.” Actor& source Class& source_class responses. Otherwise, for each matching event C/C++ Users Journal. response, all properties contained in it are Volume 22, Number 9, Array
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effects system data, which would have been exported into a format that could have been read-in and manipulated at runtime. While using an off-the-shelf database GUI is arguably the best approach, I chose to write a GUI front-end for our system, which I dubbed the Effects Configurator. I’m always cautious of systems that try to reinvent the wheel, as it were, and tend to lean toward using existing tools if there are ones that are right for the job. However, Animation keyframe actions can trigger different sounds there were some aspects of the system that called for footfalls on different material. for a specialized GUI. If the tool was cumbersome to use, then my goal of improving workflow would Evel Knievel remain a dream. In addition, I kept modders in lines of dialog during scripted sequences did not Superscape/GWE mind, and wanted a complete solution that could lend well to an event model. Effect events would be distributed with any finished product. have been a cumbersome abstraction for this Extreme sports/stunts For purposes of building the Configurator, I application because the particular resulting game starring Evel found C# and the .NET libraries to be an sound effects were always known. For this case, Knievel, famous excellent combination, which allowed me to the conversation manager, which was responsible daredevil and true reach my design goals. The PropertyGrid control for managing the lines of dialog among American Icon. was particularly handy for presenting the user characters, would play sound effects directly. It Jumps recreate the great with a GUI for editing properties of an object (see wasn’t necessary to create a separate system moments of his stunt Resources, page 27). And with .NET support for for this. Rather, the conversation manager entertainer career! reflection and serialization, implementing simply obtained a reference to the effects loading and saving of configuration data was a system’s sound effects subsystem and called painless process. PlayEffects() directly on it, just as the selection get your algorithm would have done. So for specific CONSIDERATIONS instances in which the effect event model was Performance was a primary concern when not an asset, the system still supported our game on designing the technical architecture of our effects needs, albeit at a more basic level. effects system. With all the matching of effect Harlem Globetrotters events to event responses, it’s easy to worry FUTURE DIRECTIONS Superscape/GWE that the simple management of effects could While developing and using the Irrational Games consume too much time. We were able to keep Effects System, I’ve considered ways to enhance Learn new tricks... work your the overhead of the effects system’s selection and extend its feature set, particularly through way up the ladder and see if algorithm to an acceptable level. In practice, additional effects subsystems. For platforms you have what it takes to be a legend... when events are triggered at a furious rate, such that support vibration, a tactile effects as in a firefight, many effects play. At those subsystem is an obvious extension of the times, the overhead of the algorithm is small effects system’s design. A caption subsystem when compared to the time spent actually would provide an integrated way of providing Ivan "Ironman" simulating and rendering the effects. textual feedback to the player. And I can also Stewart Off-road One thing that tripped-up the TRIBES: VENGEANCE imagine an animation effects subsystem in Superscape/GWE team was the practice of triggering many which effect event responses would cause the 9 off-road tracks peppered different types of effect events that had no source of the event to blend skeletal animations with obstacles, jumps & associated event responses. Despite the fact into its animation channels, for example, in power-ups, including nitro that there were no responses to these events, response to being hit by a bullet in a given limb. cans for speed bursts the effects system still needed to consider without wrecking your truck! each one. This excess overhead caused a CAUSE AND EFFECT significant decline in performance. Therefore, If you’re happy with your existing methodology, it was important to balance the desire to an effects system may not be necessary—not provide many effects hooks with the careful every studio needs one. But if you want to consideration of which types of events were streamline your workflow, allow designers and likely to deserve responses. After discovering effects creators to work remotely, prototype that many of the team’s event types were quickly and organize your effects management, going completely unhandled, they cut back on you should consider building a similar effects These mobile applications have been produced and published by Superscape Inc. and Global Wireless the number of triggered events, which system. With the growing complexity of games, Entertainment, Inc. improved the performance. increasingly sophisticated systems for © 2005 Superscape, We discovered that triggering effect events managing effects will continue to play an Global Wireless GLOBAL isn’t a convenient model for invoking effects for important role in game development. Entertainment. WIRELESS * ENTERTAINMENT All rights reserved. all purposes. For example, we found that playing
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