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Game Developer Store Shelves? You Might Be Able to Consider —Brandon Sheffield Is BPA Approved

Game Developer Store Shelves? You Might Be Able to Consider —Brandon Sheffield Is BPA Approved

>> POSTMORTEM MIDWAY'S JOHN WOO PRESENTS STRANGLEHOLD

JANUARY 2008

THE LEADING GAME INDUSTRY MAGAZINE

>> 2007 FRONT LINE AWARDS >> GDC '08 PREVIEW THE BEST AND BRIGHTEST WE WILL TELL YOU TOOLS OF THE YEAR WHAT'S IMPORTANT!

THINKING WITHPORTALS DEVELOPING VALVE'S NEW IP

Display Until February 15, 2008 Using Autodeskodesk® HumanIK® middle-middle- Autodesk® ware, Ubisoftoft MotionBuilder™ grounded ththee software enabled assassin inn his In Assassin’s Creed, th the assassin to 12 centuryy boots used and his run-time-time ® ® fl uidly jump Autodesk 3ds Max environment.nt. software to create from rooftops to a hero character so cobblestone real you can almost streets with ease. feel the coarseness of his tunic.

HOW UBISOFT GAVE AN ASSASSIN HIS SOUL.

autodesk.com/Games

IImmagge cocouru tteesyy of Ubiisofft Autodesk, MotionBuilder, HumanIK and 3ds Max are registered trademarks of Autodesk, Inc., in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. © 2007 Autodesk, Inc. All rights reserved. []CONTENTS

JANUARY 2008 VOLUME 15, NUMBER 1

FEATURES

7 THINKING WITH PORTALS From the game's university-created roots through to its ORANGE BOX-ed release, was an exercise in creativity. Here, three members of the eight-person team come together to discuss Valve's iterative playtesting process, the power of simple storytelling, and clever ways to present new ideas to a mass-market audience. By Kim Swift, Erik Wolpaw, and Jeep Barnett

15 GDC 2008 EDITORS' PREVIEW 7 Want to know what we really think about this year's GDC? Of course you do! This is your chance to scoop up our hot knowledge and insights into the rapidly-approaching conference. Editors from our multiple publications come together to weigh in on 32 what's hot and what's not. 15 By Brandon Sheffield, Jeffrey Fleming, Christian Nutt, Jill Duffy, and Leigh Alexander

POSTMORTEM 23 2007 FRONT LINE AWARDS It's been a year of consolidation for some, and 32 ' STRANGLEHOLD growth for others, but nothing changes the STRANGLEHLOLD was an attempt to take the best elements of John Woo's importance of tools in game development. 23 famous films, and translate them into the world. Between Here, we honor the best and brightest tools project scope changes and difficulties with unfinished tools, the team of 2007, and enter one indispensible tool into managed to create a title that's nothing if not an interactive John Woo the Hall of Fame. movie—here's how. By Jeffrey Fleming By Brian Eddy

DEPARTMENTS COLUMNS

2 GAME PLAN By Brandon Sheffield 44 THE INNER PRODUCT By Mick West [PROGRAMMING] New Year's Fears Relational Databases

4 HEADS UP DISPLAY 72 BUSINESS LEVEL By Scott D. Nelson [BUSINESS] /Vivendi merger, new ESA appointment, and ESRB rating Going Independent statistics by console 48 PIXEL PUSHER By Steve Theodore [ART] 40 TOOL BOX By Tom Carroll, Thomas Grové, and Amir Ebrahimi Custom Tools Technologies' Unity 2.1 52 AURAL FIXATION By Rob Bridgett [SOUND] Post-Production Audio

51 GAME SHUI By Noah Falstein [DESIGN] Orange Box, Gold Star COVER ART: MOBY FRANCKE AND THE PORTAL TEAM

WWW.GDMAG.COM 1 []GAME PLAN www.gdmag.com CMP Media, 600 Harrison St., 6th Fl., San Francisco, CA 94107 t: 415.947.6000 f: 415.947.6090 CMP Media, 600 Harrison St., 6th Fl., SanSUBSCRIPTION Francisco, SERVICES CA 94107 t: 415.947.6000 f: 415.947.6090 t:FOR 415.947.6000 INFORMATION, f: ORDER415.947.6090 QUESTIONS, AND ADDRESS CHANGES t: 800.250.2429 f: 847.763.9606 e: [email protected] SUBSCRIPTION SERVICESSERVICES EDITORIAL FOREDITORIAL INFORMATION, ORDER ORDER QUESTIONS, QUESTIONS, AND AND ADDRESS ADDRESS CHANGES CHANGES EDITOR-IN-CHIEF EDITOR-IN-CHIEFt: 800.250.2429 f: f: 847.763.9606 847.763.9606 e: e:[email protected]@halldata.com Simon Carless [email protected] EDITORIALMANAGING EDITOR NEW YEAR'S PUBLISHERJill Duffy [email protected] Simon Carless [email protected] FEATURESSimon Carless EDITOR [email protected]@gdmag.com SENIORMANAGINGBrandon EDITOR Sheffield EDITOR [email protected] Jill Duffy [email protected]@gdmag.com ARTBrandonJill DIRECTOR Duffy Sheffield [email protected] [email protected] FEARS SENIORCliff Scorso CONTRIBUTINGEDITOR [email protected] EDITOR Brandon Sheffield [email protected]@gdmag.com CONTRIBUTINGJillBrandon Duffy Sheffield [email protected] EDITORS [email protected] ARTJesse DIRECTOR Harlin [email protected] CliffNoah Scorso Falstein [email protected]@gdmag.com [email protected] ASSISTANTCONTRIBUTINGSteve Theodore PRODUCTION EDITORSEDITORS [email protected] EDITOR JeffreyJesseMick West Harlin Fleming [email protected] [email protected]@gdmag.com CONSOLIDATION SCARES THE CRAP OUT OF ME, downloadable games as a corollary to direct-to- Noah Falstein [email protected] CONTRIBUTINGADVISORYNoah Falstein BOARD EDITORS [email protected] but it’s running rampant through our industry. DVD movies. With movies of lower-budget, it's JesseSteve TheodoreHarlin [email protected] [email protected]@gdmag.com MickHal Barwood West [email protected] Designer-at-Large Some of these companies seem to be getting so the luck of the draw and who you know that gets NoahEllenMick Guon WestFalstein Beeman [email protected] [email protected] ADVISORY BOARD bloated that I wonder how they even operate. It’s you in theatres or simply on a disc. But in games, ADVISORYSteveBrad Bulkley Theodore BOARD [email protected] MickHalClinton Barwood West Keith [email protected] High Designer-at-LargeDesigner-at-Large Moon Studios funny how it’s often the execs at large publishers if you've got a small budget it's pretty unlikely ADVISORYRyanEllen LesserGuon BOARD Beeman Harmonix MicrosoftMicrosoft Brad Bulkley Neversoft who talk the most about making games more that you're going to get any kind of traditional HalMarkBrad Barwood DeLouraBulkley Designer-at-LargeNeversoftUbisoft EllenClinton Guon Keith Beeman HighHigh MoonMoon Microsoft Studios Studios like movies, or at least more successful than marketing or retail treatment. But DVD sales ADVERTISINGBradRyan Bulkley Lesser SALES HarmonixNeversoftHarmonix ADVERTISINGMark DeLoura SALES Ubisoft them—and yet these are the very entities that have overtaken box office sales, and so too will DIRECTORClintonMark DeLoura Keith OF SALES High Ubisoft Moon Studios RyanSteve LesserMcGill e: [email protected] t: 415.947.6217 are moving further and further away from the downloadable sales overtake retail. So perhaps ADVERTISING SALES GLOBALADVERTISINGMark DeLoura SALES SALESMANAGER, Ubisoft RECRUITMENT & EDUCATION Hollywood studio system, which is composed the era of the indie is at hand? DIRECTOR-Aaron Murawski OF SALESSALES e: [email protected] t: 415.947.6227 DIRECTORSteve McGill OF SALESe: [email protected] t: 415.947.6217 mostly of freelance agents, production houses, ADVERTISINGSR.Steve EVENTS McGill ACCOUNT SALES e: [email protected] MANAGER, SOUTHWEST t: 415.947.6217 MEDIAGLOBALJasmin ACCOUNT SALESDavé e: MANAGER,MANAGER,[email protected] MANAGER RECRUITMENT RECRUITMENTt: 415.947.6226 & & EDUCATION EDUCATION and funding groups, and moving more toward a POSTMORTEMS: THE BEST POLICY GLOBALAaron Murawski SALES MANAGER, e: [email protected] RECRUITMENT & t:EDUCATION 415.947.6227 SR.JohnAaron ACCOUNT Watson Murawski MANAGER, e: [email protected] e: [email protected] EAST COAST, EUROPEt: 415.947.6224 &t: EASTERN 415.947.6227 CANADA factory-style production model. It’s a wonder to And I've also been thinking—can there ever GLOBALSR.Cecily EVENTS Herbst SALES ACCOUNT e:MANAGER,[email protected] MANAGER, RECRUITMENT SOUTHWEST t: 415.947.6215 & EDUCATION SR.Jasmin EVENTS Davé ACCOUNT e: [email protected] MANAGER, SOUTHWESTt: 415.947.6226 be such a thing as a truly honest public MEDIAAaronJasmin ACCOUNT Murawski Davé e: [email protected] e: [email protected]: 415.947.6226t: 415.947.6227 me that original or innovative games ever get SR. ACCOUNT MANAGER, EAST COAST, EUROPE & EASTERN CANADA SALESSR.John ACCOUNT WatsonREPRESENTATIVE, MANAGER, e: [email protected] EASTEDUCATION COAST, &t: EUROPE 415.947.224RECRUITMENT & EASTERN CANADA through this system—at times it seems like it postmortem? I had a conversation with a designer GinaCecily Gross Herbst e: [email protected] e: [email protected]: 415.947.6241 t: 415.947.6215 ADVERTISINGCecily Herbst PRODUCTION e: [email protected] t: 415.947.6215 must have been some sort of grievous error of friend recently, and we came to the conclusion SR.ACCOUNTADVERTISING EVENTS MANAGER, ACCOUNT PRODUCTION WESTERN MANAGER, CANADA, SOUTHWEST INDIA, AUSTRALIA, & ASIA ADVERTISINGMEDIAAmanda ACCOUNT Mae PRODUCTION Miller MANAGER e: [email protected] MANAGER Kevin Chanelt: 785.838.7523 judgement on the part of somebody in the upper that unless the game was made entirely by one JasminJohn Watson Davé e: [email protected] t: 415.947.224 SR.SALESREPRINTS ACCOUNT REPRESENTATIVE, MANAGER, EAST EDUCATION COAST, &EUROPE RECRUITMENT & EASTERN CANADA echelons, allowing a team to get paid to make person, probably not. While you can say “we Gina Gross e: [email protected] t: 415.947.6241 REPRINTSADVERTISINGCecily Herbst ACCOUNT PRODUCTION MANAGER what they want. After all, that’s how Ralph Baer changed scope too quickly,” you can’t say “So- ACCOUNTMEDIAADVERTISINGCindy ACCOUNTZauss MANAGER, t:PRODUCTION 951.698.1780 MANAGER WESTERN MANAGER e: CANADA,[email protected] Kevin INDIA, Chanel AUSTRALIA, & ASIA AmandaJohn Watson Mae Miller e: [email protected] t: 415.947.224 wound up creating the first modern videogames and-so screwed everything up and lost us lots of MARKETINGREPRINTS ADVERTISINGPARS INTERNATIONAL PRODUCTION while researching for the military. time because he’s a terrible manager.” The latter ADVERTISINGMARKETING MANAGER PRODUCTION ADVERTISINGHilaryJoe Nunziata McVicker PRODUCTION t: e: [email protected] MANAGER e: [email protected] Kevint: 415.947.6207 Chanel But of course, publishers fund big-budget is likely a truer statement, but you’d never hear ADVERTISING PRODUCTION MANAGER Pete C. Scibilia CMPREPRINTSMARKETING GAME GROUP games, and as the medium discovers itself, it anyone say it outside of the office. And in the case REPRINTS VP,PARSMARKETING GROUP INTERNATIONAL PUBLISHER MANAGER APPLIED TECHNOLOGIES Philip Chapnick strives to tackle more—more hours of gameplay, where the people giving you the money are the PARSJoeHilary NunziataINTERNATIONAL McVicker t: 212.221.9595 e: [email protected] e: [email protected]: 415.947.6207 more sandbox options, more user-generated problem, well what can you do? VP,Joe STRATEGIC Nunziata MARKETING t: 212.221.9595 Michele e: [email protected] GROUPMARKETINGCMP GAME DIRECTOR GROUP Kathy Schoback MARKETING content, more graphical flourish and physics At a certain point, one has to wonder—are we MARKETINGVP, GROUP PUBLISHER MANAGER APPLIED TECHNOLOGIES Philip Chapnick MARKETINGAUDIENCEHilary McVicker DEVELOPMENT MANAGER e: [email protected] t: 415.947.6207 interaction. These are certainly good things to an continually repeating the same mistakes, or are VP, STRATEGIC MARKETING Michele Maguire GROUPHilary DIRECTOR McVicker Carolyn e: [email protected] Giroux e: [email protected]: 415.947.6207 CMPGROUP GAME DIRECTOR GROUP Kathy Schoback extent, but at this stage are incredibly reliant on we just keeping it close to the vest? (And I use DIRECTOR Mary Griffin e: [email protected] CMPDIRECTORSENIOR GAME VP, Mary GROUPTECHNOLOGY Griffin e: [email protected] INNOVATORS GROUP Philip Chapnick the money of large corporate entities, the largest “we” merely for the sake of convenience—I’ve AUDIENCE DEVELOPMENT SENIORVP,ASSISTANT STRATEGIC VP, MANAGER GAME, MARKETING DOBB’S, John Slesinski ICMI Michele GROUP e:[email protected] Philip Chapnick GROUP DIRECTOR Carolyn Giroux e: [email protected] of which are absorbing creative studios left and never written a postmortem myself.) Certainly GROUPLIST RENTAL DIRECTOR Merit Direct CarolynKathy LLC Schoback Giroux t: 914.368.1000 e: [email protected] DIRECTOR Mary Griffin e: [email protected] right (though on enlightened occasions, leaving there can be interesting elements in these AUDIENCEINTERNATIONAL DEVELOPMENT LICENSING INFORMATION AUDIENCEASSISTANT DEVELOPMENT MANAGER John Slesinski e: [email protected] the studios themselves alone, just taking a bit of articles, such as information about genre or GROUPMario SalinasDIRECTORt: 650.513.4234 Kathy Henry e: f: [email protected] e: [email protected] GROUPLIST RENTAL DIRECTOR Merit Carolyn Direct Giroux LLC t: e:914.368.1000 [email protected] the money and risk, as seen in the Blizzard deal). platform shifts, or innovative ways to deal with DIRECTORCMP TECHNOLOGY KristiMary GriffinCunningham MANAGEMENT e: [email protected] e: [email protected] There are talented people in these publishers, budgetary or time constraints. But in general, it LISTPRESIDENTASSISTANTINTERNATIONAL RENTAL MANAGERAND Merit CEO LICENSING Direct Steve John LLCWeitzner Slesinski INFORMATION t: 914.368.1000 e: [email protected] Salinas t: 650.513.4234 f: 650.513.4482 e: msalinas@ EXECUTIVELIST RENTAL VP Merit AND CFO Direct Adam LLC Marder t: 914.368.1000 but as we all know, being talented and being in seems these articles frequently tread over old INTERNATIONALcmp.com LICENSING INFORMATION charge don’t always go hand in hand. And when ground, as the skeletons of the past come back to INTERNATIONALSENIOR VP, AUDIENCE LICENSING MARKETING INFORMATION & DEVELOPMENT Bill Amstutz SENIORCMPMario TECHNOLOGY SalinasVP, CMP INTEGRATEDt: 650.513.4234 MANAGEMENT MARKETING f: 650.513.4482 SOLUTIONS SENIORe:[email protected] SalinasVP, CMP INTEGRATEDt: 650.513.4234 MARKETING f: 650.513.4482 SOLUTIONS Joseph Braue these structures get larger and more labyrinthine, haunt us. There’s still plenty to glean if you’re a fan SENIORPRESIDENTe: [email protected] VP AND AND GENERAL CEO Steve COUNSEL Weitzner Sandra Grayson CMPEXECUTIVE TECHNOLOGY VP AND MANAGEMENT CFO Adam Marder it makes me wonder how long before we’re of reading between the lines—most authors, like CMPSENIOR TECHNOLOGY VP, CORPORATE MANAGEMENT MARKETING Lisa Johnson ACTINGPRESIDENT, CHAIRMAN CHANNEL David GROUP Levin Robert Faletra submitting game concepts to representative poker players, have a "tell," which at the very least PRESIDENTSENIOR VP, CORPORATE AND CEO Steve SALES Weitzner Anne Marie Miller ACTINGPRESIDENT, CHIEF CMP FINANCIAL TECHNOLOGY OFFICER INNOVATORS Scott Mozarsky GROUP EXECUTIVESENIOR VP, MANUFACTURING VP AND CFO Adam Marie Marder Myers committees, like government entities, who will informs you of when they have a lot more PRESIDENT,Paul Miller CMP BUSINESS TECHNOLOGY GROUP Tony Uphoff PRESIDENT,SENIOR VP, COMMUNICATIONS CHANNEL GROUP Alexandra Robert Faletra Raine then relay this information, complete with riders, they could say on a certain subject. PRESIDENT, CMPCMP CHANNELBUSINESS Robert TECHNOLOGY Faletra GROUP Tony Uphoff VP, AUDIENCE DEVELOPMENT Michael Zane PRESIDENT,VP,CORPORATE AUDIENCE CMPSENIOR DEVELOPMENT TECHNOLOGY VP SALES Michael AnneINNOVATORS Zane Marie Miller GROUP to persons who consult with the people who have I don’t mean to say postmortems are useless— PRESIDENT,CORPORATEPaul Miller CMPSENIOR ELECTRONICS VP SALES Anne GROUP Marie Paul Miller Miller PRESIDENT,SENIOR VP, CMPCHANNEL INTEGRATED GROUP Robert MARKETING Faletra SOLUTIONS Joseph the money, who in turn speak with the people after all, we feature them on the cover of almost PRESIDENT,SENIOR VP, CMP CMP INTEGRATEDGAME,BUSINESS DOBB’S, TECHNOLOGY MARKETING ICMI GROUP GROUP SOLUTIONS Philip Tony Chapnick JosephUphoff PRESIDENT,Braue CMP ENTERTAINMENT MEDIA Tony Keefe CORPORATE SENIOR VP SALES Anne Marie Miller that “push the button,” as we represent our every issue of our magazine, and in fact our PRESIDENT,SENIOR VP, HUMANBUSINESS RESOURCES TECHNOLOGY Marvlieu GROUP JollaJeff Patterson Hall SENIOR VP, HUMANCMP INTEGRATED RESOURCES MARKETING Marvlieu JollaSOLUTIONS Hall Joseph Braue "constituents" whose tastes we barely even know. STRANGLEHOLD postmortem has a few rather honest SENIOR VP, VP, GROUP MANUFACTURING DIRECTOR, ELECTRONICS Marie Myers & SOFTWARE GROUPS SENIOR VP, MANUFACTURINGHUMAN RESOURCES Marie Marvlieu Myers Jolla Hall SENIORPaul Miller VP, COMMUNICATIONS Alexandra Raine Or are we there already? Or alternately, am I being confessions this month. But there might be better SENIOR VP, COMMUNICATIONSMANUFACTURING Marie Alexandra Myers Raine SENIORVP, INTERNATIONAL VP, GROUP DIRECTOR, BUSINESS COMMUNICATIONS DEVELOPMENT GROUP, Patrick Brennan too pessimistic? ways to structure this information, might there SENIORStephen VP, Saunders COMMUNICATIONS Alexandra Raine The fact is, you can make a good movie for not? I don’t have any solutions but I do think VP, INTERNATIONAL BUSINESS DEVELOPMENT Patrick Brennan $100,000 that can be shown in theatres—it's it’s worth thinking about how we can do more to , but it's possible. Could you make a game actually inform and share with each other, hand- for the same price that would make it onto holding Kumbaya-style. Game Developer store shelves? You might be able to consider —Brandon Sheffield is BPA approved

Game Developer

2 JANUARY 2008 | GAME DEVELOPER WWW.CMPGAME.COM

[HEADS UP DISPLAY]

GOT NEWS? SEND US THE BIG SCOOP AT [email protected] THE ACTIVISION/ KEY VIVENDI MERGER5POINTS BY NOW, BUZZ HAS SUBSIDED AROUND THE FACT THAT ACTIVISION AND ARE MERGING, confused brand messaging for the latter—and in a complex deal that will end (providing regulators and Activision shareholders agree) their relative unimportance (for now) is shown in with a 52% majority Vivendi-owned ‘’ entity trading on NASDAQ. this announcement. What are the major points and lessons we should derive from this mammoth deal? In fact, all that is commented regarding those Here are some of the elements we think you should take from the Activision and Vivendi elements of the business is: “Mike Griffith will Games press release. serve as President and Chief Executive Officer of Activision Publishing, which after closing will include ACTIVISION IS THE DOMINANT PARTNER Entertainment, and no explicit reporting structure the , Sierra Online and Vivendi You can read this multiple ways, but in is even discussed in the release. Blizzard will Games Mobile divisions in addition to the Activision 1 general, the company whose chief exec continue to plough its own furrow, then. business.” Sure, it’s also noted: “Vivendi Games also becomes CEO in a "merger" such as this is in the owns popular franchises, including driving seat, business-wise. One good, if more WORLD OF WARCRAFT’S REVENUES: and ”—but those franchises are past their extreme example of this was the GameStop/EB ABSOLUTELY STAGGERING prime, and minus their original creators. "merger", which concluded with the EB executives 3 And there’s a reason why Blizzard has been and name largely removed from positions of power and will be left well alone—the clout that comes with : STILL BIG, in the company. this mindblowing statistic: “ PROBABLY WORRIED In this case, Activision boss Robert Kotick will be [which has “over 9.3 million subscribers” to WORLD 5 While the merger release notes that the President and Chief Executive Officer of Activision OF WARCRAFT] has projected calendar 2007 revenues merger will be “creating the world’s largest pure- Blizzard, and Vivendi Games’ Bruce Hack will be of $1.1 billion, operating margins of over 40% and play online and console game publisher”, with the CCO of the combined company. Vivendi is still approximately $520 million of operating profit.” “highest operating margins of any major third-party majority shareholder, but as for who’s actively This disclosure separates out Blizzard’s revenue ”, Electronic Arts may still be running the business—you do the math. from Vivendi Games and Vivendi very explicitly, the largest—predicting net revenue of between and shows why the division has been key to $3.8 and $4.0 billion for its 2008 financial year, BLIZZARD—NEW BILLING, holding Vivendi Games together in recent years. as opposed to $3.8 billion for Activision’s (not SAME INDEPENDENCE concurrent) 2007 calendar year. It’s worth noting 2 One of the intriguing things about the old VIVENDI’S NON-BLIZZARD that this Electronic Arts revenue figure is excluding Vivendi structure was that, even when Martin ASSETS DOWNPLAYED the impact of an account change on EA’s part, thus Tremblay joined to run Vivendi’s publishing, it was 4 One of the things that came up repeatedly confusing the whole matter. specified: "WORLD OF WARCRAFT creator Blizzard in developer responses to Game Developer’s EA’s BioWare/Pandemic and Mythic (WARHAMMER Entertainment has been designated a stand-alone Top 20 Publishers Report was that Vivendi’s ONLINE) acquisitions were partly to plug a gap in division reporting to VU Games’ CEO, and is not non-Blizzard assets, which includes multiple the MMO and RPG genres—one in which Blizzard part of Tremblay’s product development mandate.” development studios (, is already a master. It’s perhaps not a worry for EA And it’s the same deal, more or less, in the new High Moon, Swordfish, ) CEO John Riccitiello just yet, but is most certainly system—Mike Morhaime will continue to serve as and publishing labels (Sierra, Sierra Online, a pause for thought. President and Chief Executive Officer of Blizzard Vivendi Mobile) have a relatively low profile, with —Simon Carless ESA APPOINTS NEW EXECUTIVE THE ENTERTAINMENT SOFTWARE ASSOCIATION home video and television industries), Taylor lucky to have Rich aboard. Rich’s expertise and has announced the hiring of Rich Taylor—a was the overall head of the organization’s extensive experience in communications are a former senior executive with the Motion Picture communications department under former MPAA perfect match for the investment, innovation, Association of America (MPAA) and aide to President Jack Valenti. and creativity of the .” Congressman Jim Chapman (D-TX)—as senior In that capacity, he was responsible The MPAA has been quite successful not only vice president for communications and research. for overseeing all aspects of the Motion in terms of working with government agencies, The ESA represents U.S. computer and video Picture Association of America’s press and but also in communicating its rating systems game publishers, and including its most recent communications efforts, while serving as the and values to parents, which is a key concern inductees, and , now primary spokesman and senior strategist for the for the ESA going forward. With any luck Taylor has 29 member companies. American motion picture industry. will spur additional movement in this direction. As Senior Vice President for the MPAA (a global ESA CEO Michael D. Gallagher commented, — Leigh Alexander advocate for the American motion picture, “The ESA and the video game industry are very

4 JANUARY 2008 | GAME DEVELOPER ESRB RATING DISTRIBUTIONS PER PLATFORM The ESRB has long provided a variety of means for searching its database of rated games. Here, we've taken the data and made charts of the ratings distributions for the three contemporary home consoles; the 360, PlayStation 3, and 's . These graphs reveal manufacturer-specific ratings distributions, and possibly even some evidence of different strategies from platform to platform. For instance, while it's clear that Nintendo has the largest distribution of E and E10+ games, it's also plain to see that Microsoft is making a significant bid for that market with the 360. , on the other hand, has the highest percentage of M-rated games on any major console so far, perhaps indicating another strategic shift for the company.

XBOX 360, NINTENDO WII, AND PLAYSTATION 3

While we are only a year into the current generation of console hardware, the ratings of their games already reveal some interesting characteristics. Here are the graphs for each of the three systems.

3.19% M 17.62%177.62% 1414.74%.774% 221.02%1.02% M T M 38.21%38.21% 35.80%35.80% E E 16.46%16.46% 28.18%28.18% EE10+10+ 65.60%65.60% T E 31.82%31.82% T 15.99%15.99% 1111.36%.36% E10+E10+ E1E10+0+

XBOX 360 NINTENDO WII PLAYSTATION 3 MICROSOFT HAS ANNOUNCED ITS GOAL TO COURT THE NINTENDO PLATFORM STANDS OUT FOR OVER 47 PERCENT OF PLAYSTATION 3 GAMES ARE more casual gamers with games like VIVA PIÑATA and its selection of games appropriate for nearly all rated E or E10+. Games rated T account for nearly SCENE IT! The distribution of ESRB ratings on the 360 gamers. From the beginning Nintendo has wanted 32 percent of the PlayStation 3 library compared is suggestive of just such a shift. At this point in its to attract non-traditional gamers with its Wii to 38 percent on the PlayStation 2. The M rated life, over 54 percent of the Xbox 360 library is rated hardware and software. Perhaps as a result of the games are a significant portion of the software E or E10+. Compare this with less than 42 percent manufacturer’s strategy, many Wii games have on the PlayStation 3, currently 21 percent, up for those same categories of games on the original been designed to appeal to—and therefore are from almost 15 percent on the PlayStation 2. Xbox. It is possible that some games that might have rated for—a general audience. Over 82 percent of No other platform of the last two hardware been rated T prior to 2005 are now being given the the Wii catalog is either rated E or E10+. Only three generations has as high a ratio of M-rated games. new E10+ rating. M-rated games accounts for over percent are rated M, less than half the rate on The two platforms with comparable numbers of 17 percent of the Xbox 360 library—similar to the 19- Nintendo’s previous console, GameCube. M-rated games are the Xbox (over 19 percent) plus percent of M-rated games on the original Xbox. and Xbox 360 (over 17 percent). CAVEATS

A GAME SUBMITTED TO THE ESRB FOR For these reasons the ESRB every feature of the distribution broken up into T and E10+ rated review is typically assigned a rating database is not a perfect reflection graphs discussed above represents 3 games, which makes distribution irrespective of whether that game of reality. However, the defects in the percentage points or more. Therefore from the last generation to this one reaches the market or not. Moreover, data are small relative to the total what errors exist in the ESRB somewhat confusing. That said, the the ESRB database contains some number of games. The PlayStation 3 database will not greatly affect the statistics of the current consoles, games that have received ratings and has 176 games in the database, so a contours of the graphs above. which were all released after that will be released in the near future— single game represents around six Another thing to keep in mind is period, still tell an interesting tale. but not necessarily all of them. tenths of a percentage point. Nearly that after 2005, T-rated games were —Matt Matthews

WWW.GDMAG.COM 5 Take your games from concept to completion!

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Not coming to GDC? Order online at www.courseptr.com or call 1.800.354.9706 Course Technology PTR books are also available at Barnes & Noble, Borders, Amazon.com, and other fine retailers nationwide >> kim swift, erik wolpaw, and jeep barnett THINKING WITH PORTALS

CREATING VALVE'S NEW IP

>> TO OUR GENUINE DELIGHT, PORTAL HAS BECOME ONE OF THE We knew that we were going to be graduating soon, and we most notable games of 2007. Though PORTAL’s development needed a great project to put on our resumes. When trying to path was by no means perfect, during the two years we spent come up with the game design for our project we focused on creating the game, we refined what we think is a terrific creating a game that was simple and unique. Simple, because process. A rigorous playtesting schedule, iterative story design, from our previous school projects we learned that there are and a marketing strategy that helped mitigate some of the never enough hours in a day to do what you’d like. Unique, game’s riskier elements all contributed to a fresh, enjoyable because we figured we could get more attention for a new idea, experience for players—one which remained accessible despite and since we were in school there was no risk in trying out an its unconventional narrative and gameplay mechanics. original concept. After throwing around a few ideas we were able to come up with the game design for NARBACULAR DROP, the GETTING STARTED Perhaps the most unconventional element of PORTAL’s development was the way in which the project arrived at Valve. All of us on the PORTAL team (with the exception of our writer, Erik Wolpaw) were students at DigiPen Institute of Technology, a KIM SWIFT graduated from DigiPen in 2005, and subsequently became a level designer and university focused on video game development. As a part of the team lead for PORTAL. curriculum each year we had to form teams and create a game ERIK WOLPAW co-wrote PSYCHONAUTS’ story and dialog. For his current employer, Valve, he from scratch using our own code and artwork. The requirements has contributed dialog to HALF LIFE 2: EPISODES ONE & TWO and , and was the for the games range from a text-based game for our freshman lead writer for PORTAL. year to a fully 3D game with simulated physics for our senior JEEP BARNETT started programming for Sandlot Games, for which he shipped INCREDIBALL: year. For our final game project, seven of us got together and THE SEVEN SAPPHIRES. After that he focused his efforts on ensuring that the Source Engine is created a game called NARBACULAR DROP. thinking with portals. Contact them at [email protected].

WWW.GDMAG.COM 7 THINKING WITH PORTALS

predecessor of PORTAL. In that game, you were able to create two interconnected portals, a red and a blue, and place them dynamically around the level; using them to solve challenges and traverse the various maps in the game. Every year, DigiPen holds a job fair for graduating seniors, during which they bring in developers from across the country to take a look at students’ projects—and hopefully offer them interviews. During our job fair, Valve sent over a couple of representatives who took a look at NARBACULAR DROP, and they subsequently invited us to come to their offices and demonstrate the game for Valve founder and managing director . We ecstatically accepted and the following week we found ourselves in one of the conference rooms at Valve, with Gabe Newell sitting with rapt attention on a couch. About fifteen minutes into our demo, Gabe stopped us and asked what we planned on doing after we graduate. After we GAME DATA answered, Gabe offered us a job on PLAYTESTING IS EVERYTHING the spot to make the game in full We were introduced very quickly to the cornerstones of Valve’s using the Source engine. development process: Playtesting and application of playtest Needless to say, we all observations to game design. While creating NARBACULAR DROP, we accepted the offer and started didn’t playtest the game until the last month of its development. working on PORTAL in July 2005. Our playtests revealed several problems and bugs, but it was far Working at Valve straight out of too late to actually fix most of them. When developing PORTAL, school certainly required some on the other hand, we started playtesting our game almost adjustment. One of the wonderful immediately. We had a very rough version of the first room of things about Valve is how the game up and running the first week we started at Valve. intelligent and helpful everyone There wasn’t much to that first room, and in fact, it didn’t PUBLISHER: Valve is. We’ve learned many things that even really have a puzzle (other than waiting for a portal to have helped us to become better appear and then walking though it). Even so, we began having NUMBER OF FULL-TIME DEVELOPERS: game developers. other people playtest it. Testing this early let us start making 8 NUMBER OF CONTRACTORS: 0 LENGTH OF DEVELOPMENT: 26 months RELEASE DATE: October 10, 2007 PLATFORMS: PC Windows Xbox 360 PlayStation 3 (Developed in conjunction with EA) DEVELOPMENT HARDWARE: AMD and Intel CPUs DirectX 8-9 ATI and Nvidia GPUs 256-4GB RAM DEVELOPMENT SOFTWARE: Softimage XSI Visual Studio 2005 Adobe PhotoShop and Illustrator Perforce ZBrush Sound Forge

8 JANUARY 2008 | GAME DEVELOPER www.scaleform.com Scaleform GFx are © 2007 Scaleform Corporation. Flash is a registered trademark of Adobe Systems Incorporated. and CryENGINE are trademarks of . All Rights Reserved. BioWare Corp. and the logo’s are trademarks of BioWare Corp. All rights reserved. Microsoft, Xbox, Xbox 360, Xbox LIVE, and the Xbox logos are trademarks of the Microsoft group of companies. Electronic Arts Inc. EA and the EA logo are trademarks or registered trademarks of Electronic Arts Inc. in the U.S. and/or other countries. All other trademarks are the property of their respective owners. THINKING WITH PORTALS

efficient, playtest-driven changes to the level from the very certain area we would break out problem-solving concepts into beginning of development. separate sections. For instance, in one of our maps there is a Every week (or any time we created a significant new piece section where you have to reorient an energy ball through a portal of content), we would bring in someone that hadn’t played the twice to direct it into an energy ball socket to activate a sliding game before. We’d sit them down, tell them to play the game platform. Originally, this was our first introduction to puzzles just as they would at home, and then watch them play from that involved redirecting energy balls. Several of our playtesters beginning to end. Actually observing someone play your game would get stuck in this section for a very long time and get really gives you much more information than simply having them frustrated. So we broke this concept out into another two sections fill in a questionnaire after they’ve finished playing. You can which involved redirecting an energy ball only once. We tested clearly see when a player is having fun, is confused, happy, this progression of three sections, and by the time the players sad—everything. Watching them lets you monitor their moment- got to the final section they managed to grasp the concept much to-moment experience. This instant feedback was invaluable for quicker than early playtesters were able to. tuning the game in addition to uncovering plenty of code bugs. This particular testing method was beneficial in a number A PUZZLE GAME WITH A STORY? of ways. It allowed us to be objective about new content and One of the many things that we discovered during our playtests often gave us ideas of how to fix problems. It even provided was that, fifteen to thirty minutes into the game, the experience the inspiration for new puzzles, as we witnessed playtesters started to get a little dry. We decided that the game needed solving puzzles in ways that we hadn’t previously considered. some flavor and an entertaining narrative, so we turned to Valve After watching a playtest, we would begin working on staff writer Erik Wolpaw to help us. improving our levels and gameplay based on what we had Before the writing started, we met with Erik and discussed observed during the playtest. our list of narrative constraints. Since at the time we were This rapid iteration on our maps helped us create a very smooth using some HALF-LIFE art assets, and because we wanted to difficultly ramp. If more than one playtester had problems in a leave ourselves the option of someday using the portal gun

10 JANUARY 2008 | GAME DEVELOPER in a HALF-LIFE game, we decided that the story should in some way connect to the HALF-LIFE universe. Practically speaking, we didn’t have sufficient time or staffing to add any human characters, which would have required an impressive amount of animation work and scene choreography. That meant the story had to be expressed without the benefit of any visible extra characters. A week after the meeting, Erik came back with some sample dialog he’d recorded using a text-to-speech program. It was a series of announcements that played over the newly-christened “relaxation vault” that appears in PORTAL’s first room. Everyone on the team liked the funny, sinister tone of the writing, and so Erik continued to write and record announcements for other chambers, while still searching for the story proper. At some point, however, it became apparent that these announcements were providing playtesters with the incentive to keep playing that we’d been looking for all along. Better yet, in the sterile, empty test chamber environment, players were actually becoming attached to the alternately soothing and menacing computer guide. We’d found the narrative voice of PORTAL. After this insight, the rest of PORTAL’s story fell into place quickly. The facility would be owned by Aperture Science, the scrappy, unethical scientific rival of HALF-LIFE’s Black Mesa. The guide, now named GLaDOS, would simply talk to players throughout their experience— praising them, taunting them, and, whenever possible, trying to make them feel guilty for the nonstop acts of defiance and mayhem that game players are conditioned to commit routinely in game environments. Our hope was that by the end of the PORTAL, players would know GLaDOS better than any boss monster in the history of gaming. Though we knew at some point the player would have to meet and destroy her, we thought it would be even more satisfying if players got a chance to cause her some emotional pain along the way. Even though you literally break her to pieces at the end, the entire game is a long process of tearing her down; she becomes increasingly more vitriolic and desperate as the player progresses. What started out as a seemingly burdensome constraint—a total lack of human NPCs—eventually turned into one of the strongest parts of the game. Navigating the environment is PORTAL’s primary gameplay challenge; In effect, the environment is your enemy. GLaDOS’s disembodied omnipresence gives that enemy a voice and personality.

PORTING PORTALS These successes are not to say that the game was a cakewalk. The first challenge we faced was to take the portal technology we’d developed for NARBACULAR DROP and make it work in Valve’s Source engine. Source is a huge code base, and while it offers a lot more functionality than our homespun NARBACULAR DROP engine, it required that we undertake a massive redesign. When we first started working on PORTAL, we tried to get a hacked version of portals up and running as quickly as possible so we could begin testing our maps. This system basically involved a teleport and the camera/monitor system that already existed in Source. Quickly, we realized that we needed a more robust method for rendering the portals and allowing the player and other objects to move seamlessly between them. This required us to dig a little deeper into the Source engine’s rendering and physics code, and we had to program our own portal system. Basically, we had to tell the Source physics system to make a temporary hole on only one side of a wall, and that everything behind the portal is connected

WWW.GDMAG.COM 11 THINKING WITH PORTALS

Source engine like HDR blooming. Since we have to render our scenes an additional two times for our portals we poured a lot of our effort into making portals render as fast as possible, such as special view frustum culling based on the portal’s edges, and render list optimizations for portal drawing.

THE ORANGE BOX When we started working on PORTAL, we didn’t know that it was going to be packaged inside with HALF-LIFE 2, the HALF-LIFE episodes, and TEAM FORTRESS 2. In the end, though, we’re certainly glad it was. We took plenty of risks with PORTAL; the game is short; it features a new gameplay concept, and it’s a puzzle-based game with a story. Under normal circumstances, it would be extremely challenging to market an experimental project like PORTAL. Placing the game in THE ORANGE BOX alongside a well-known franchise allowed us to present a new concept to a wider base of players than we could have if it were only sold as a standalone game. In retrospect, packaging a new franchise as a smaller game amongst two well-known IPs is a low-risk way of testing its potential. Though two years is a short development cycle in comparison to some other games, it was to geometry in another part of the map. Getting this to work and definitely plenty of hard work. Now that we’re at the end of the optimizing the solutions to run in real-time was a major challenge. Cinderella story of PORTAL’s creation, it’s just incredibly gratifying After we implemented the bare bones of getting a working to hear how many people have enjoyed the game, and that all portal system we had to figure out how to tackle some of the of our efforts have paid off. Despite the common wisdom that more complicated problems. For instance, how do you deal gamers simply want to play the same basic concepts over and with one of our weighted cubes sitting halfway in a portal? over again, PORTAL is happy proof that, when approached in The player and other objects needed to be able to interact with the right way, original gameplay and narrative elements can both sides of the weighted cube and have that interaction be produce fun, memorable, and most importantly for everyone’s convincing. This also comes with interesting edge cases such as ongoing employment, successful games. The medium still has an object being able to actually collide with itself. a lot of unexplored territory, and we’re certainly looking forward to striking out into the unknown. LOD RUNNER * Another problem we ran across was the need to change distance-based systems such as level of detail (LOD) for models, because with our game, distance is relative to the portal locations. This means that the distance calculations became a choice of three lines connecting two points, rather than just one line. Also, line of sight can pass through a single portal more than once to reach its target. The Source Engine does many pre-computed visibility optimizations for culling. Allowing users to bridge visibility leaves with portals added another level of complexity. For better rendering, we implemented a stencil buffer drawing method for portal views, which gave us a lot of flexibility for handling the portal recursion depth. This allowed us to render an infinitely deep number of portals (limited only by performance), which made our “infinite” hallways look pretty neat. Stencil drawing also helped us solve the problem of integrating properly with other technology in the

12 JANUARY 2008 | GAME DEVELOPER Advertisement

Unreal Technology News by Mark Rein, Epic Games, Inc.

Canadian-born Mark UNREAL TOURNAMENT 3 UTILIZES GAMESPY AND Rein is vice president and Technology Industry Awards, Stage of Development SPEEDTREE TECHNOLOGIES co-founder of Epic Games Awards, Functional Awards, Leadership Awards and based in Cary, North Epic has licensed IGN GameSpy’s multiplayer tech- Excellence Awards. Even though it has fewer than 100 Carolina. Epic’s Unreal nology and Interactive Data Visualization’s SpeedTree employees, Epic received the large company Stage of Engine 3 has won Game for use in Unreal Tournament 3. IGN Development award for its massive success following Developer Magazine’s GameSpy and IDV are members of Epic’s Integrated the record-breaking launch of Gears of War, as well as Front Line Award for Best Partners Program, which means their technologies the continued prosperity of its Unreal series and Unreal for the past have been integrated into 3 and are Engine 3. Other finalists in the Large Company of the three years, and Epic was immediately available to engine licensees. Year category included Accenture, Cisco, Red Hat and awarded Best Studio at Microsoft Charlotte. GameSpy’s multiplayer technology, which includes the 2006 TV Video multiplayer matchmaking, in-game and out-of-game ACROGAMES LICENSES UE3 FOR NEW GAME Game Awards. Epic’s “Gears messaging, deep player statistics, Voice over IP (VoIP) of War” won GameSpot’s AcroGames, a new Seoul-based developer, announced communication and a robust leaderboard and ranking overall Game of the Year that it has licensed Unreal Engine 3 to develop its first system, has been incorporated into the PLAYSTATION®3 and sold over 4,000,000 title. AcroGames’ team members have helped create and PC versions of Unreal Tournament 3. units on Xbox 360. Epic best-selling titles in Korea such as NCsoft’s Lineage II recently shipped the PC “GameSpy is excited to and Softmax’s Magna Carta version of “Gears of War” for expand our existing relation- series. publisher Microsoft Game ship with Epic Games and “We are very satisfied to be Studios, as well as “Unreal align ourselves with Unreal working with Unreal Engine Tournament 3” for PC and Tournament 3,” said Jamie 3,” said HyunTae Jeong, chief PlayStation 3 for publisher Berger, IGN Entertainment’s executive officer and game Midway. senior vice president of director of AcroGames. “We consumer products and tech- have had positive experiences nology. “As our technology making games with previous Upcoming Epic continues to expand and releases of Epic’s engine and Attended Events: evolve with next-generation are finding that Unreal Engine consoles, we will continue GDC 2008 3 is extremely flexible and to work with developers to San Francisco, CA quite capable of meeting our provide an ease and expertise Unreal Tournament 3 for PC and PlayStation 3 uses February 18-22, 2008 development needs.” when it comes to online GameSpy multiplayer technology and SpeedTree foliage software. Please email: gaming technology.” EPIC JOINS THE ENTERTAIN- [email protected] MENT SOFTWARE ASSOCIATION (ESA) Unreal Tournament 3 is the first game to give the mod- for appointments. making community access to professional SpeedTree Epic Games has joined the Entertainment Software tools. The game industry’s leading foliage technology Association (ESA), which represents U.S. computer and is set to enhance the game’s virtual worlds as well as video game publishers. As a member, Epic will have offer unprecedented tree-editing features to players access to and influence the ESA’s work in meeting the creating their own game versions. challenges currently facing the entertainment software industry. Initiatives include business and consumer “SpeedTree is the undisputed leader in virtual foliage, research, a global anti-piracy program, government and its superb presentation in Unreal Tournament 3 relations and intellectual property protection efforts. will set a new standard in the way games should look and feel,” said IDV CEO Chris . “Unreal Tournament “As an independent game developer and pioneer in 3 is going to be an incredible experience, and we are enabling game mods and user-created content with unbelievably proud to get to be part of it.” the Unreal Engine, we look forward to bringing our NORTH CAROLINA TECHNOLOGY ASSOCIATION unique views on balancing intellectual property rights NAMES EPIC ‘LARGE COMPANY OF THE YEAR’ and user freedoms to the ESA,” said Tim Sweeney, chairman and chief executive officer of Epic.

Epic has been recognized as the Large Company of For UE3 licensing inquiries email: the Year by the North Carolina Technology Association [email protected] (NCTA). The NCTA 21 Awards are North Carolina’s oldest and most prestigious awards devoted to promoting For Epic job information visit: excellence, innovation and leadership in technology. www.epicgames.com/epic_jobs.html The NCTA 21 awards are grouped in five categories: WWW.EPICGAMES.COM

Epic, Epic Games, the Epic Games logo, Gears of War, Unreal, Unreal Engine, Unreal Technology, the Unreal Technology logo, and the Circle-U logo are trademarks or registered trademarks of Epic Games, Inc. in the United States of America and elsewhere. Other brands or product names are the trademarks of their respective owners. FPO

Freedom A. Evans, DeVry University ’09 Game & Simulation Programming

90% of DeVry grads in the active job market* find careers in their areas of study within 6 months of graduation – in fast growing fields like Business, Information Systems and Healthcare Technology. Classes start soon, so discover the DeVry education that is helping Freedom go from gamer to game designer. Call 1.877.3Gamer0 or log on to DeVryGamerNow.com/GDM We major in careers.™

*System-wide for the 10-year period ending 2/07, of those who actively sought employment. Accredited by The Higher Learning Commission of the North Central Association (NCA), www.ncahlc.org. Programs vary by location. DeVry University operates as DeVry Institute of Technology in New York. ©2008 DeVry University. All rights reserved. >> author name

2008 GAME DEVELOPERS CONFERENCE PREVIEW

IT'S GDC TIME AGAIN (DOESN'T IT SEEM TO BE HAPPENING MORE FREQUENTLY Paul Gadi (Anino Mobile), and Clinton Keith (High Moon) respectively. This these days?), and the giant, pulsating overmind at CMP, which also owns development technique has taken the industry by storm—but is it right for Game Developer, has instructed us to inform you of the various goings on everyone? Perhaps not, but there is also a more general talk on crunch-less in this year's iteration. Well, it's not actually quite like that. In fact, we as the development by David Amor (Relentless Software). editors of the magazine truly do look forward to GDC every year, not only Of course there are also tons of excellent (sounding) art talks from Bungie, because it's the best place to speak with and interact with game developers, Crytek, and a host of others, tackling issues of lighting, normal (and variant) but also because it's still a great place to learn things, even as it's growing. maps, and all the things consumers have come to expect with the current After all, your teams have all gotten bigger too! generation of high-end consoles. Programming discussions are tending The GDC is continuing its tradition of high-level speakers mixed with toward AI and pathfinding, as they will no doubt do for some time, since with some more entry level fare for those just breaking in, but is seeing more greater visual reality, unexpected behaviors in characters become even more compartmentalization in terms of summits. A new addition this year is the pronounced. Worlds in Motion summit, discussing virtual worlds and the sticky points And if you’d really just like to spectate, we’ve also got Magnavox Odyssey involved in their creation. There's even a Game Outsourcing Summit. Who creator Ralph Baer in the house this year, lauded by many as the creator says we can't keep up with the times? Outsourcing is still frightening to a lot of video games as we know them. If you read our interview with him in the of people, and this is a good place to discuss the ups and downs. March, 2007 issue, you’ll know that he’s not afraid to speak his mind, and This year in the main conference you'll find a number of talks devoted to what he says is generally food for thought. learning to plot out the development process better, including some nice With that, after a few more detailed previews, I leave you to our ‘best postmortems, such as PORTAL (you might read more about that on page 7), of show’ picks, chosen by editors of Game Developer, , and CRYSIS, GOD OF WAR PSP, SPIDER-MAN 3 DS, 's METAPLACE, ROCK GameCareerGuide.com. And if we’re wrong with our suggestions, you can BAND, and UNCHARTED: DRAKE'S FORTUNE. If hearing “we didn't manage our berate us at length on the show floor—if you can catch us! schedule well enough” for the hundredth time isn't your cup of tea, there —Brandon Sheffield are separate talks on agile development from Rich Vogel (BioWare), Peter 2008WWW.GDMAG.COM 15 RUNNING HED Worlds In Motion Summit

Thanks to the success of WorldsInMotion.biz as a web site, we've business model and been looking for new ways to bring our readers more information the advantages it holds and insight about online worlds. In that vein, we’ll be hosting for users and game the first-ever Worlds in Motion Summit on February 18–19. The companies alike. summit will focus on the intersection of online worlds and games, Other speakers tailored for the growing number of industry professionals and include Areae’s Raph Fortune 500 companies developing interactive online spaces for Koster, who will highlight both entertainment and commercial purposes. the ways virtual worlds Discussion will delve into online worlds, social gaming and are increasingly relevant media and player-created activity. This will provide insight for to the way we play; web developers of all backgrounds into how the game industry is entrepreneur Nabeel Hyatt will collectively building socialization into games and integrating discuss the marriage of gaming and social networking with personalization and player-generated content into gameplay, games for Facebook; and author and developer Erik Bethke will while widely accessible Web and networking tools are looking to share lessons on user engagement he learned while growing his the game industry for their way forward. GOPETS online community. Among the speakers, Multiverse's Corey Bridges and Rafhael Above all, the Worlds in Motion Summit’s goal is to provide a Cedeno will be discussing their world-building platform grounded, hype-free collaborative environment to identify and specifically with a new era of end user in mind—those looking discuss the new ideas that have surfaced from an era of virtual for social engagement and low barrier to entry in their gaming worlds, and what they have to teach us about the evolution experience. Turbine's Jeffrey Steefel will discuss how the advent of gaming, with insight and experience from revolutionary of participatory content is enriching the experience for LORD trailblazers in the field. OF THE RINGS ONLINE users, and Relic Labs studio head Adrian Crook will be discussing the meteoric rise of the free-to-play

Summits Since the GDC has grown to be rather large, individual summits serve to fit the needs of specific markets, and these two-day sessions allow a more intimate environment within the larger scope of GDC. While the worlds in Motion conference is discussed on a larger scale due to this year being its debut, the rest are no less important.

GDC Mobile hosts more than 50 sessions, panels, and lectures, the potential to combat the negativity games are often painted continuing to push the “we’re the future, really!” angle with by the mainstream media. As serious games evolve, so too (nobody’s buying it, folks! Kidding!). Major issues this year does our ability to parlay with government entities. But with the include porting difficulties and solutions, creativity in design number of games funded by the U.S. government, developers’ (why can’t we make a game that’s better than TETRIS?), and reliance on them may increase as well. mobile-specific 3D programming. The IGDA has two summits—one on education, and one on The Casual Game Summit is in its fifth year now, and ever- governments and associations. There’s a slight amount of more important as “casual games” bleed into all other categories— crossover here with serious games, but both summits are very mobile, downloadable console games, and PC portals. With much from the developer advocacy side, in terms of setting up everyone going after the mass market nowadays, it might be a structures to deal with government, and support networks for good time to listen to the folks who have been aiming for it all game developers looking to transition into, or at least consult along. The speaker lineup really is a who’s who in the industry. with academia. The Game Outsourcing Summit looks at the issues The Independent Game Summit had its successful start last surrounding ... well, it’s rather self-explanatory, isn’t it? As year, and is rolling on into the future of shiny happy small- frightening as the idea of outsourcing is, from both control company bliss. The summit helps indies, new and old, come and job security standpoints, large-scale games aren’t getting to grips with the downloadable world, and how to ground one’s any cheaper to make. There are ways to outsource bits of your idealism in the horrors of reality. All the Summits run from game and wind up having more time to actually create, and this February 18-19, before the main conference starts, so what summit should help you find the sweet spot. excuse have you got not to go? The Serious Games Summit is of increasing interest as more —Brandon Sheffield academics enter the space, with games for education striving to match the already established simulations subset. This provides 16 JANUARY 2008 | GAME DEVELOPER GDC0 Senior Editor Brandon Sheffi eld's Picks Streaming Pathfinding (lecture) events, when the lights turn off, and you can hear voices Quinn Dunki (Pandemic) all around you—effectively involving you as the player in As the concept of the “level” has fallen way to the idea of an open world, the telling of the tale. This is one of my favorite games of certain elements, such as pathfinding and AI for NPCs, and physics for the year, so it’s not like I’m biased or anything. environments, have to be “on” at all times. Pandemic wrote an article for this very magazine about streaming AI in DESTROY ALL HUMANS 2’s open world Creating a Character in in December 2006, so if all goes well this talk will expand on what they’ve DRAKE’S FORTUNE (lecture) learned as it applies to the upcoming SABOTEUR. Christian Gyrling (Naughty Dog) UNCHARTED: DRAKE’S FORTUNE is quite impressive, not only in Brainstorming in Public: 52 Game Ideas in terms of its game design, but also its character animation 52 Weeks (20-minute lecture) and AI. Unfortunately, it’s also an exclusive on the currently Patrick Curry (Midway Games) least-selling console, so not everyone will get to experience Patrick Curry, in a fit of contrarianism, decided to create a new game idea it. Christian is an AI and animation programmer on the every week for a year, in a pitch to say that original IP shouldn’t be the Naughty Dog team, so this talk will be technically oriented, exception, it should be the rule. Hopefully I haven’t botched his message, but discussing how to integrate his two specialties without the exercise is interesting regardless, and in this talk, which is unfortunately making them interdependent. relegated to 20 minutes (don’t be late!), he gives a postmortem of the entire process, and whether he bit off more than he could chew. How to Break All Rules and yet Make a 90+ Game (lecture) Storytelling in BIOSHOCK: Empowering Players to Care about Petter Sydow (Massive Entertainment) Your Stupid Story (lecture) This rather smugly-titled talk discusses the benefits of agile development as Kenneth Levine ( Boston) applied to Massive Entertainment’s new title, , which did get Empowering is the right word here, as BIOSHOCK rarely forced players into a some mighty review scores. Here, he’ll pitch iteration, agile teams, and the story scenario for more than a few seconds at a time, but most frequently ability to change scope on a dime—or at least a quarter—and how the lessons encouraged them to uncover the story—and indeed the game’s universe—all they learned can help any developer. on their own. To me, some of the more gripping moments were in the scripted Senior Contributing Editor Jill Duffy’s Picks Game Studies Download 3.0 (lecture) writing, Skolnick teaches novice Jane McGonigal (Avant Game), Mia Consalvo (Ohio University), and intermediate writers the basics and Ian Bogost (Persuasive games) of good story structure, character Every year, hundreds of research projects uncover new information about development, and dialogue. players, gameplay, electronic media, cognition, and the like that could better inform game developers. But who has time to research the research out there? 10 Tips for a Thankfully, GDC attendees have Jane McGonigal (lead designer at Avant Game), Successful Wiki Mia Consalvo (associate professor at Ohio University), and Ian Bogost (founding (60-minute poster session) partner of Persuasive Games and assistant professor at Georgia Institute of James Everett (Say Design) Technology) to do the legwork for us. This affable academic trio boils down the As much as I love theory, there good bits to present relevant and applicable information to developers about comes a point in every conference some of the academic findings of the past year. when you ask yourself, “How am I ever supposed to do anything with Python for Technical Artists (lecture) these ideas?” What attracted me to this Adam Pletcher () session is how it is clearly aimed at giving Adam Pletcher, a technical art director of core tools and technology at GDC attendees of all levels actionable information. Volition/THQ, has worked his way through the ranks of game development for The session promises point takeaway ideas that developers of all levels— the last 14 years. His Python talk promises to get down to the nitty-gritty for but especially smaller studios, student game dev teams, and perpetual online why all technical artists should be working with the language. His game plan games (such as MMOs)—will be able to implement immediately. The tips will is to give attendees an overview of the language’s strengths, then give some all be platform agnostic, concrete, and based on someone else’s tried and true game development examples and recipes to jump start all this newfound experience. Who doesn’t love functional fundamentals? knowledge. Any technical artist or aspiring TA will want to attend for the working examples, code listings, and online resources. No worries if you have Breaking in to Academia (Roundtable) no experience with Python—beginners are welcome! Ian Schreiber (designer-at-large), Evan Robinson (Threewave Software); moderators Learn Better Game Writing in a Day (full-day tutorial) Educational institutions with game development programs are in need Evan Skolnick () of sophisticated professionals who can teach, or at least are interested Evan Skolnick knows his way around a story. A former journalist and Marvel in learning how. Developers who are burning out on late nights at the Comics editor, he has written for Spider-Man, The Incredible Hulk, X-Men, and office working on the same old rehashed game plots, but still have a true other properties; and as editorial director for Vicarious Visions, he has written appreciation for theory and technique, might want to listen in on this GDC (or rewritten) storylines for games, including CRASH BANDICOOT, SPIDER-MAN 2 roundtable. Come to these two separate talks ready to ask questions and and 3, ULTIMATE SPIDER-MAN, and X-MEN LEGENDS 2. In this full-day workshop, learn what it means to be a game professor. based on last year’s popular presentation on the fundamentals of good game 08 PICKSWWW.GDMAG.COM 17 Gamasutra.com Features Editor Christian Nutt's Picks FABLE 2: The Big Three Features Revealed Ware, which launches in March in Japan. As the makers of the first high-profile Peter Molyneux (Lionhead Studios) title announced for the new service, Square Enix's Shiraishi (programmer, Peter Molyneux's ambition in game design is designer) and Tsuchida (producer) will outline how the company had to perhaps only outstripped only by his ability change its tactics to tackle the download service—including being forced to talk about it. Here, he'll delineate the three most abandon the company's trademarked lengthy cutscenes. Scheduling is also important innovations Lionhead has in store for on the agenda. Tsuchida is responsible for some of Square Enix's best game FABLE 2, and illustrate through his presentation— design, so I'd listen to him talk about making lunch. including video and a live demonstration—exactly how he intends to push the medium forward this Nuances of Design (2-hour panel) time around. The original FABLE may not have quite Jonathan Blow (Number None, Inc.) lived up to the massive pre-release hype, but I can't Jonathan Blow's BRAID is a highly anticipated Xbox Live and help but get a charge out of Peter's constant pursuit of pure winner of last year's IGF Innovation in Game Design award. This year, he returns inspiration. to GDC to deliver a talk that challenges the very nature of GDC presentations. Most speakers offer non-interactive demos of their games to illustrate points, 10 in 20: Ten Keys to Designing for New IPs but Blow rejects that format, citing the fact that it's just "not effective" enough, (20-minute lecture) making it "difficult to communicate ... subtlety and nuance." The remedy? He Timothy Longo (Crystal Dynamics) intends to offer a "visceral" take on your usual session by offering up interactive Seeing Longo's impassioned and creative presentation at the IGDA Leadership play sessions. This one will be worth attending to see just how he pulls it off. Forum, in which he called for more (and more fruitful) preproduction in games, ensured I'd be interested in this talk. This one has the Crystal Dynamics Developers in the Crosshairs: Mature Content, creative director presenting his key concepts for developing new game design Censorship, and Design Choices techniques for existing properties. Given that his studio rescued Lara Croft from Daniel Greenberg the tailspin of the TOMB RAIDER franchise, and Longo's strong belief in following Recent research has shown that Mature-rated titles sell and score the best. your creative impulses, this talk should deliver some useful takeaways. Here, Greenberg, who worked on CRYSIS and LORD OF THE RINGS ONLINE, will spend two sessions delving into the maelstrom of complicated issues that WiiWare Project Lifecycle—FINAL FANTASY CRYSTAL surround the production of the M-rated game. He will tackle questions such as CHRONICLES: THE LITTLE KING (lecture) the fine line between Mature and the dreaded Adults Online rating, how and Fumiaki Shiraishi and Toshiro Tsuchida (Square Enix) why developers make the design decisions they do—including how the current and PlayStation Network are known quantities. Less so Wii social and political climate, as well as the brisk sales of violent titles, affect that. Jeffrey Fleming’s GDC Picks Game Development Deals 2008 - Critical And Emerging Issues Designing Conflict Resolution without Combat (roundtable) In Every Negotiation (full-day tutorial ) Gordon Walton (BioWare) Jim Charne (Lawyer, Law Offices James I Charne), From the beginning, video games have almost always revolved around Dan O'Connell Offner (Founder, Offner & Anderson), conflict. This conflict is rarely expressed in the “win/lose” outcome of David S Rosenbaum (Attorney, Law Offices of David S traditional board and card games from which video games evolved, but rather Rosenbaum), Joshua Meyer (Legal Counsel, Ubisoft), specifically in terms of “kill/die.” How many more times must we kill the Mike Arkin (General Manager, MumboJumbo LA), enemy? Perhaps it is time to move conflict resolution in video games beyond Marty O'Donnell (Bungie), Steve Taylor (President, Wahoo the primate urge to destroy. Studios / NinjaBee), Robert Walsh (CEO, Krome Studios) It’s been said before that the game development deal is essentially a Virtual Greenspans - Running an MMOG Economy (lecture) development studio’s business plan. Understanding the specifics of the deal Eyjolfur Gudmundsson (CCP) and its implications over the long-term are essential for a development studio’s WORLD OF WARCRAFT seems to get most of the attention but I have always been success. Unfortunately, because deals with publishers are almost always intrigued by CCP’s ambitious EVE ONLINE. Here is an that aspires shrouded in confidentiality it can be hard for start-up studios to learn from the to the dream of MMOs in its efforts to thoroughly simulate reality (or perhaps experiences of those who went before. This all-day session will pull back the more accurately a reality). Hard physics govern the behavior of its star ships veil on development deals, examining every aspect from rights and ownership, and the cold dictates of scarcity drive its economy. How do they manage the technology, licensing, financing, and even the complexities of default/breach immutable clockwork of their single-shard world and still make it fun? Do they provisions. If you want to form your own development studio, start here. “game” the system?

Playing to Lose: AI and CIVILIZATION (lecture) Living with MADDEN: Soren Johnson (EA ) The Drive for Consistent Excellence (lecture) Despite the incredible growth of MMOs and social gaming, the single-player Phillip Holt (EA Tiburon) experience is still the heart of video games. In the subtle interaction between The MADDEN series is a silent giant (in America, that is). It’s a game that doesn’t neurons and silicon that provides the central mystery of video games, get talked about much by critics but those on the ground level know that Artificial Intelligence seems like a bit of a misnomer. The best game designers MADDEN drives hardware sales. I think it’s fair to say that a not-insignificant understand that we don’t need a computer opponent that can pass the Turing portion of the video game audience is made up of people whose entire Test. Instead, we want algorithms that push and pull, like children holding experience comes solely from MADDEN. In 1985 MADDEN first appeared on home hands as they spin around each other. computers and 23 years later it is still at the forefront of sports games. How is it possible after all this time for it not to grow senescent? The kid’s got motor. GDC0818 JANUARY 2008 | GAME DEVELOPER PICKS Perforce Fast Software Configuration Management

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All trademarks and registered trademarks are property of their respective owners. Adobe screen shot reprinted with permission from Adobe Systems Incorporated. Week in Review. What to do on…

Tuesday: IGDA Party Wednesday: Expo and Booth Crawl This members-only event has become one of the biggest parties Tools become toys in the GDC Expo hall. The show floor is a at GDC (last year, the queue to get in went halfway down the bumping and hopping little event all its own, where developers block). It will be held in '08 on Tuesday night from 8:00PM to wander, play, noodle, and doodle. But if you’re a hyper organized midnight at the Westin San Francisco on Market Street (also producer-type who needs to carve out a specific timeslot for known as The Argent). Of all the GDC parties, it’s the one that the floor, jot down Wednesday, February 20, 4:30PM in your I personally feel most comfortable at because there are no GDC Excel sheet for the annual Booth Crawl. The Booth Crawl pretenses and no product promos. It’s also the place where I’m is like a quickie tour of the show floor where you can catch the most likely to run into people I actually want to see! Check your highlights, usually while drinking domestic beer from the bottle. at the door, drop the shoptalk, and just come hang out. Wednesday through Friday: Career Networking Bar Wednesday: Choice Awards One tequila, two tequila, three tequila—“interview”? New to the An older industry friend of mine once told me that in the days of Career Pavilion this year is a Career Networking Bar. Call me yore, the Game Developers Choice Awards (which I’ve only been kooky, but this just seems like a bad idea waiting to happen. attending for about three or four years now) were once like a From the description, however, the Networking Bar sounds like black tie gala. Though tickets were expensive for non-honorees, it’s up for an airport bar vibe, with couches and tables providing you were treated to a sit-down dinner with full service during a miniature oasis from interview-mode stress of the Pavilion. the show. Everyone rented tuxedos and donned evening wear. See the West Hall Expo hours for times. Last year, to revive that proud peacock experience, I actually encouraged some co-workers to go in ball gown attire. Tasteful Thursday: Suite Night as all that may have seemed, I think the dress code got in the Suite Night, an annual tradition at GDC, is something like hotel way of the spirit of the awards, which have evolved over time party hopping, only it all takes place in one hotel. Different into a more joyful celebration. rooms host different parties, sponsored by various companies Go, if for no other reason, to hear the Lifetime Achievement (mostly tools vendors) in the game industry. This year’s Suite Award winner speak, and take away a renewed sense of inspiration Night is slated for the W Hotel, which has a pretty nice bar if you about why you do what you do for a living. The Choice Awards are grow weary of networking. WEST HALL the most respectable video game awards among professionals, EXPO HOURS and though the venue is more crowded than it was ten years ago, Friday: Video Games Live Concert I’m proud that we can now revel together sans three-inch heels. Returning to the Nob Hill Masonic Center on Friday, the last night Wednesday, Feb. 20 of GDC, is the Video Games Live concert. The show features a 10 a.m. to 6 p.m. Wednesday: Independent Games Festival live orchestra playing montages of as well Thursday, Feb. 21 Back-to-back with the Choice Awards is the Independent Games as a giant monitor playing montages of video game footage. It’s 10 a.m. to 6 p.m. Festival, not only a recognition program but also a fountain of funny, it’s quirky, it’s a little bit geeky ... but this is your week to Friday, Feb. 22 true innovation, experimentation, and boundary-pushing for the geek out if you want. Plus, when do you get the chance to hear a 10 a.m. to 3 p.m. game industry. The finalists and winners are usually somewhat live orchestra actually play music you know? new to the industry or are self-employed, often with not only —Jill Duffy their reputation on the line, but their home equity, too. Winning an IGF award is an honest to goodness chance to make it in the industry, and it’s truly a moving experience to see it happen to developers again and again. Check out work by the finalists before the show at www.igf.com.

Week in Review Calendar

GAME DEVELOPERS CHOICE AWARDS AND IGF AWARDS WED., FEBRUARY 20 6:30–8:30PM

GAME CONNECTION TUE.–THURS., FEBRUARY 19-21 9AM–7PM

GDC EXPO BOOTH CRAWL WED., FEBRUARY 20 4:30–6PM

SUITE NIGHT @ GDC THUR., FEBRUARY 21 8–10PM

GDC MOBILE RECEPTION MON., FEBRUARY 18 6–8PM

GAME CAREER SEMINAR FRI., FEBRUARY 22 10AM–4PM

VIDEO GAMES LIVE FRI., FEBRUARY 22 8–10PM

20 JANUARY 2008 | GAME DEVELOPER

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©2007 Seapine Software, Inc. Seapine, TestTrack Studio and the Seapine logo are trademarks of Seapine Software, Inc. All Rights Reserved. All other trademarks are the property of their respective owners.

2007THE GAME DEVELOPER FRONT LINE AWARDS

>> GAME DEVELOPMENT HAS ALWAYS BEEN A COMPLICATED BUSINESS. WITH EACH NEW WAVE OF The Front Line Awards technology comes new challenges, and of course new opportunities for developers to express would not be possible themselves. The latest tide of game consoles to wash over us was greeted initially with gloomy without our panel of warnings about the exponential jump in complexity that developers would need to manage. It could judges, whom we have been highly disruptive to the game business, marginalizing smaller code shops and leaving the sincerely thank. market in the hands of trans-national combines who, because of exorbitant production costs, would have little incentive to create anything but carefully focus-tested crowd pleasers. Fortunately, this gray prophecy did not come to pass and the game industry is still the home for JUDGES cutting edge innovation, thanks in no small part to the variety of development tools honored by Game Game Developer also Developer’s 2007 Front Line Awards. These tools have helped reduce the complexity of next generation Shekhar Dhupelia thanks users and development, allowing artists, musicians, and designers to bring their visions to life while coders push Amir Ebrahimi licensees of many of at the edges of the possible and producers keep all the plates spinning at once. Bijan Forutanpour the product submitted The Front Line Awards recognize excellence in game making software and pays respect to these Fred Galpern comments, which were tools. Five finalists were chosen over six categories, and one product per category is given the award. Doug Gesler integrated into the Each year we also induct one special product into our Hall of Fame, honoring a tool of lasting utility and Jay Koottarappallil judging process. influence that has been integral to developer’s work for five years or more. Justin Lloyd Nominations for the Front Line Awards were open to all new products and new versions of products Nicholas Olsen related to game development released between September 1, 2006 and August 31, 2007. Front Line Bradley Meyer Award finalists were selected by the editors and our decisions were influenced by previous reviews of Robert Morgan products, comments from tool customers, and the opinions of the Front Line Award judges. A panel of Greg Snook judges comprised of professional game developers selected the winners. The following criteria were Jennifer Sparks used in the evaluation process: relevancy to game creation, innovation, ease of use, responsiveness, Sharan Volin value, and quality. Because some products can only be evaluated in the context of day-to-day game development, feedback from users, licensees, and published reviews also informed the selection of winners. Congratulations to the finalists and the winners.

WWW.GDMAG.COM 23 THE 2007 FRONT LINE AWARDS

Hall of Fame MAYA AUTODESK WWW.USA.AUTODESK.COM

NAME THE SOFTWARE THAT HAS WON Maya is top dog in the 3D animation more Oscar statuettes than Donald market, having staked out the high Sutherland, Peter O’Toole, Marilyn ground as the leader in character Monroe, Christian Bale, Johnny Depp, Jeff animation for feature films and Daniels, and Steve Martin—combined. television. Aggressive pricing has Maya is the answer. recently helped Maya make inroads The Maya high-end 3D modeling, into video game development as well, graphics, and animation package won but competition is much stronger there, the Scientific and Technical Achievement primarily from 3DS Max and XSI. Academy Award in 2003 citing, in part, Currently part of Autodesk’s Media its use “on nearly every feature using 3D and Entertainment Division, Maya’s computer-generated images.” origins have a distinctly international

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24 JANUARY 2008 | GAME DEVELOPER

00801gd_fla_vIjf.indd801gd_fla_vIjf.indd Sec2:24Sec2:24 11/11/08/11/08 11:11:1711:11:17 AMAM flavor. Three unique lines of research— Alias. In 2005 Alias was sold by the cash- From its auspicious beginnings, Wavefront’s The Advanced Visualizer strapped SGI to the Teachers’ pension rubbing shoulders with Spielberg and (California), Thomson Digital Image fund of Ontario and the private equity Cameron, Maya has continued a run (TDI) Explore (France), and Alias’ Power investment firm Accel-KKR. In October behind the scenes in major motion Animator (Canada)—came together via 2005, Alias was sold again, this time to pictures, including Pan’s Labyrinth, a sweeping set of corporate mergers Autodesk, and on January 10, 2006, Spider-Man 3, Grindhouse, The Host, and software acquisitions in the early Autodesk completed the acquisition and Pirates of the Caribbean: At World’s End, 90s. The resulting company was named Alias Maya is now known as Autodesk Maya. and Transformers. The software has also Alias/Wavefront and the code name for Today’s Maya has a flexible modeler, been used to animate popular television the new company’s product was “Maya”, dominant character animation tools, shows. For instance, it is used in the Sanskrit term for “illusion.” Legend and robust visual effects capabilities. combination with CorelDRAW to animate has it that the first scene ever animated While Maya can appear complex and the cartoon South Park, has been used with the new Maya software suite was often seems overwhelming at first, to make 3D segments on Futurama, and the cave-mouth set from Disney’s it has a fully customizable interface every episode of VeggieTales after Larry- feature film Aladdin. Within a year the that smoothes out initial yips while Boy and the Rumor Weed used Maya. developing software supplied the tech accommodating any subsequent Of course, such games as HALO 2, muscle for such blockbuster films as workflow issues. Dynamic simulation of , XENOSAGA, RESIDENT EVIL, Jurassic Park, The Abyss, and Terminator rigid objects, soft-bodies, fluids, cloth, and character models in F.E.A.R are a 2: Judgment Day. Roughly two years and hair, combined with a powerful testament to Maya’s ongoing importance later, in 1998, Alias/Wavefront rolled out scripting language, make Maya a great to the game industry and for this we the first version of Maya, streamlined visual effects tool. Maya comes complete honor it with the Hall of Fame award. and optimized for a phalanx of eager with its own renderer, but also includes —Tom Carroll commercial users. a license for Mental Ray, a more flexible, Later Alias/Wavefront was renamed powerful, and stable renderer.

8IFSFXJMMZPVEFWFMPQZPVSOFYULJMMFSUJUMF )PXBCPVUBQMBDFUIBUHJWFTNPOFZUPHBNFEFWFMPQFST

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WWW.GDMAG.COM 25 THE 2007 FRONT LINE AWARDS

Engine Engine Finalists Hero Engine, UNREAL ENGINE 3 2.3, Emergent CryENGINE 2, Crytek EPIC GAMES Vison Game Engine, Trinigy GmbH WWW.UNREALTECHNOLOGY.COM

FOR THE THIRD YEAR RUNNING EPIC that makes Unreal Engine 3 the tool of Engine 3 is proving itself to be highly Games’ Unreal Engine 3 takes the lead choice. Although earlier versions of the adaptable to a variety of genres. and it’s not hard to see why. Some of tool arguably may have lacked the level of America and Sega Europe recently the most talked-about games of the of support developers needed to fully licensed the engine for a number of next-generation have been built on realize the engine’s potential, Epic has upcoming games and BioWare’s MASS Unreal technology. From the shattered, since been working closely with third EFFECT was built on the technology. lead-etched landscapes of GEARS OF WAR party providers to ensure that Unreal The nascent serious games industry to the groaning death rattle of Rapture technology combines with a wide variety is beginning to invest in cutting-edge in BIOSHOCK, Unreal Engine 3 gives of middleware solutions. Rather than technology and Virtual Heroes plans developers the visual fidelity and the treating licensing as a side business, to use the Unreal Engine 3 in the design flexibility they need to realize Epic wants Unreal Engine 3 to become development of its simulation learning these diverse experiences. the cross-platform development tool for products. Epic has also been making While the engine offers all of the next-generation systems. Even Electronic progress with Japanese developers as graphical amenities that artists Arts chose to use Unreal Engine 3 over well. Both Square Enix’s LAST REMNANT demand, such as per-pixel lighting its own Renderware in the production of and Mistwalker’s LOST ODYSSEY are and rendering, dynamic shadowing, MEDAL OF HONOR: AIRBORNE. utilizing Unreal Engine 3 to realize their and post processing effects, it may Although born out of the run-and-gun lush, fantasy worlds. be Epic’s Integrated Partners Program frenzy of first-person shooters, Unreal —Editors

26 JANUARY 2008 | GAME DEVELOPER

00801gd_fla_vIjf.indd801gd_fla_vIjf.indd Sec2:26Sec2:26 11/11/08/11/08 11:11:2211:11:22 AMAM If you are going to attend one game industry February event in 2008, 18-22, 2008 Book your tickets this is the one. and hotel stay NOW!

GDC08: Transform Your Game. New for GDC08!

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Art Tool Art Tool Finalists 3ds Max 9, Autodesk SOFTIMAGE XSI 6.01 301, Luxology Mudbox 1.06, Autodesk/Skymatter Ltd. SOFTIMAGE ZBrush 3.1, Pixelogic WWW.SOFTIMAGE.COM

IN AN INDUSTRY WHERE FASTER GAMING subdivision surface modeler, which at the heart of it all, one is able to render platforms bring higher user expectations, works using texture coordinates as more detail and geometry than other the pressure for producing higher quality well. After your character modeling is systems. Finally, when the rendering art in turn raises the bar for art tools. complete, Softimage has a great hair and tasks are completed, XSI includes a There may be many 3D modeling and fur system to add the finishing touches. node-based 2D compositing system. In animation systems available, but only The hair engine is Joe Alter’s renowned fact, XSI is the only 3D package to provide a very few deliver packages that are Shave and Haircut, used in films such as a built-in compositor. powerful, comprehensive, and provide an 300 and Charlotte’s Web. As a significant departure from efficient workflow as well. Softimage XSI As an animation package, XSI has other 3D systems, Softimage allows excels in these areas, and is our choice a nonlinear animation system with a almost any programming or scripting for the 2007 Front Line Award. clip-based interface, making character language to be used for plug-in and tools One of XSI’s great features is its animation simpler than other systems. The development. Industry standards C++, gigapolygon core architecture, which Animation Mixer provides both high-level Python, Jscript and C# are supported. allows for pushing millions of polygons and low-level control for editing animations. The list of areas in which Softimage interactively. For organic models such XSI includes the Mental Ray renderer as excels makes it a formidable system that as and humans, modeling one of its rendering options. While other can handle heavy loads and produce feels less like traditional 3D modeling 3D packages may claim the same, none fantastic results with an efficient and more like sculpting. Built on top are as tightly integrated and easy to use. workflow. Definitely a winner! of the gigapolygon engine lies a fast Additionally, with the gigapolygon core —Bijan Forutanpour

28 JANUARY 2008 | GAME DEVELOPER

00801gd_fla_vIjf.indd801gd_fla_vIjf.indd 2828 11/11/08/11/08 11:11:2611:11:26 AMAM Audio Tools Finalists Fmod Miles Sound System Audio Tools Voice-O-Matic Wwise 2007.2 VIVOX PRECISION STUDIO SDK VIVOX WWW.VIVOX.COM BECAUSE PLAYING MMOS IS MORE THAN ANYTHING else a social experience, voice over IP communication between players is fast becoming a mandatory feature. Recognizing that MMO developers need all the help they can get in staying ahead of the technology curve, Vivox has stepped up with their Vivox Precision Studio SDK, enabling full voice chat for massive online worlds. Going further, Vivox provides developers with a VoIP carrier infrastructure and hosting that can handle thousands of chats at once, freeing game servers from the additional voice load. Vivox is also fostering a climate of genuine role-playing in MMOs through their unique Voice Fonts technology that allows users to alter their voices to match the appearance of their onscreen . In addition, the technology enables designers to add environmental effects to player’s voices, helping to maintain immersion in the game experience. With games like Linden Labs’ SECOND LIFE and CCP’s EVE ONLINE signing on to Vivox, online gaming may have found its voice. —Editors

Programming Tool Programming Tools Finalists Hansoft 5.0 PERFORCE 2007.2 NVIDIA PerfHUD 5 ReplayDIRECTOR PERFORCE SOFTWARE WWW.PERFORCE.COM XNA Game Studio Express

PERENNIAL FAVORITE PERFORCE ONCE key game development products: Maya, One key difference between Perforce again takes honors as the leader in 3D Studio Max, PhotoShop, Softimage, and other source control systems is the source control software. Unsurprisingly, and Windows Explorer. For custom use of a server-based central database to it delivers strong implementations all the integration purposes, both and manage the system. This allows for some expected core features including revision script-helpful modes exist. Recent interesting functions, such as figuring management, and branching and merging. versions have expanded Perforce’s out who is running a particular version As an enterprise-class system, Perforce repertoire of adjunct tools with graphical of data, or determining what somebody capably handles modern game industry viewers of branching revision history, actually has on their system. demands of supporting hundreds of users time lapse (newer text is highlighted), Some users may find Perforce a working with hundreds of gigabytes of and an administration tool. bit daunting at first, and some of the source and data. Plenty of configurability Then things get powerful. From terminology only a programmer could allows for operation within a wide array of an administration angle, Perforce love (ClientSpec). Nevertheless, Perforce workflows and team structures. allows management of user and makes an excellent foundation piece for a As a mature product line, Perforce group permissions as well as the game development team. includes many niceties. It runs on a wide implementation of triggers on certain —Robert Morgan variety of platforms (BeOS anybody?) actions—e.g. validating a submission and has integration features for several before accepting it into the repository.

WWW.GDMAG.COM 29 THE 2007 FRONT LINE AWARDS Middleware Middleware Finalists Havok Complete, Havok PATHENGINE SDK , Kynogon Gameface 4.0, Anark PATHENGINE , Natural Motion WWW.PATHENGINE.COM

PATHENGINE TAKES HOME THE even in the most densely populated award for middleware because game world. Artists like PathEngine it enables complex path-finding because its continuous space that is easy for game designers to movement model and overlapping implement. Employing a points-of- ground meshes allow scenery to visibility model for intelligent agent be placed naturally, removing the movement across 3D surfaces, need for tile-based environments PathEngine produces dependable that are aesthetically constrained behaviors (no more getting caught by AI limitations. on trees!) that can reliably operate —Editors

Books Finalists XNA Unleashed, by Chad Carter, Sams, August 2007 Second Person: Role-Playing and Story in Games and Playable Media,, edited by Pat Harrigan and Noah Wardrip-Fruin, MIT Press, February 2007 Game Design: From Blue Sky to Green Light, Books by Deborah Todd, A K Peters, March 2007 Game Writing Handbook, GPU GEMS 3 by Rafael Chandler, Charles River Media, March 2007 HUBERT NGUYEN (ED.), NVIDIA/ADDISON-WESLEY, JULY 2007

HTTP://DEVELOPER.NVIDIA.COM WWW.AWPROFESSIONAL.COM

WITH THIS THIRD INSTALLMENT OF decade ago. With no end in sight may not be rewarding to all. But for the GPU Gems series, NVIDIA cuts to GPU processing power through graphics engineers, it is nothing less to the core and provides roughly parallelism, its important to learn than an important university-level 40 case studies of GPU-based how to harness and solve interesting textbook to take one’s knowledge approaches to solving various problems, which is where GPU Gems and skill to the next level. problems in computer graphics, 3 and its sequels lead the way. While GPU Gems 3 does not focus physics, image processing, and As with its predecessors, GPU solely on graphics for video games, general computation. What makes Gems 3 is written for professional most of it is in fact extremely NVIDIA’s GPU Gems 3 the clear graphics software engineers, and relevant to game development. winner is its laser-sharp focus on assumes a strong background The book is organized in five parts, demonstrating solutions that use in C programming, mathematics, including animated geometry, only the latest developments in physics, graphics APIs DirectX, lighting, rendering, image effects, graphics hardware technology. The OpenGL, and their related shading physics simulation, and general new generation of graphics cards languages, such as HLSL, GLSL, GPU computing. The chapters are such as the GeForce 8800 Ultra or Cg. A healthy understanding of illustrated well, many with code contain over 100 processors and NVIDIA’s CUDA (Compute Unified samples, and an accompanying DVD which means a PC running Windows are capable of performing over 400 Device Architecture) is also helpful that includes some code and sample Vista is required. We proudly select billion floating-point operations in understanding some of the videos. Because of the focus on the GPU Gems 3 as the winner of the per second, outperforming the chapters. Needless to say, without latest hardware developments, most 2007 Front Line Award. fastest supercomputers of just a the proper background, this book examples rely on DirectX 10 to run, —Bijan Forutanpour

30 JANUARY 2008 | GAME DEVELOPER

00801gd_fla_vIjf.indd801gd_fla_vIjf.indd 3030 11/11/08/11/08 11:11:3411:11:34 AMAM R NETDEVIL Now Hiring for Universe

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Production Associate Producer

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FROM THE VERY BEGINNING, OUR GOAL FOR STRANGLEHOLD was to recreate the authentic John Woo experience in game form. We wanted players to feel like they were smack in the middle of a Hong Kong action movie, but one where they were in control of the action—“directing” the action if you will. If the player walked away from the game feeling and new engine features across all of its studios ST like a bad-ass, like Chow Yun-Fat in John Woo’s with unified tools and art pipelines. STRANGLEHOLD classic film Hard Boiled, we would have done our job. was the tip of the spear in this sharing initiative, R As if that weren't ambitious enough, as the first internal UE3 game to ship. STRANGLEHOLD was also slated to be Midway’s STRANGLEHOLD was also a new intellectual first foray into next-gen, shipping on PlayStation property and brand for Midway. Even though the 3, Xbox 360 and PC. When we began, the new main character and themes were from John Woo’s hardware was either at an alpha stage or non- Hard Boiled, the story was written as a follow-up existent, depending on which. To get a jump-start to the film, and Midway gave STRANGLEHOLD the full on development we licensed Epic’s Unreal Engine new IP treatment, trying hard to not treat it as “just 3, which was still very much in development itself, another licensed game.” A new IP, a new engine, and we knew would need heavy modifications to and new platforms meant that STRANGLEHOLD create the game we envisioned. A large part of needed to be something special and unique. Midway’s next-gen strategy is to create a shared We built the game from the ground up, which technology base, leveraging these modifications necessitated tons of creativity and R&D in art, engineering, and design. We knew we had some pretty lofty goals. There’s nothing like tackling everything at once. While the task was daunting, we love a challenge and couldn’t wait to jump in. I could fill a book on the development of STRANGLEHOLD, but I’m going to concentrate on the core game development lessons in this postmortem.

BRIAN EDDY has been at Midway for nearly 17 years. He originally started at Midway programming pinball machines and then moved on to spearheading development on arcade titles such as HYPER D RIVE and ARCTIC THUNDER. Eddy was the lead designer on PSI-OPS: T HE MINDGATE CONSPIRACY and was most recently creative director on J OHN WOO PRESENTS STRANGLEHOLD. Email him at [email protected].

32 JANUARY 2008 | GAME DEVELOPER TEAM SIZE: PLATFORM: GAME DATA Ranged from 20-150 Xbox 360, PS3, PC depending on phase of development. WORKSTATION: 5 art outsource Custom built Dual and companies. Quad core PC’s, 3-4 3 music composers. GB ram, 200-400+ GB HD, ATI X1900 or Nvidia COST: 8800, Xbox 360 and PS3 In the tens of millions. dev and debug system. LENGTH: SOFTWARE: 34 months. Unreal Engine 3, Havok, Ai Implant, RELEASE: Bink, Devtrack, MS Sept 5th, 2007 (Xbox Studio, Perforce, Maya, 360) Max, Motion builder, Sept 30th (PC) Zbrush, Photoshop, October 28th Unreal Tournament (PlayStation 3) 2004. LEHOLD RANGLEHOLD

WWW.GDMAG.COM 33 WHAT WENT RIGHT: almost all of the abilities the player has in the final game. The only RECREATING THE JOHN WOO EXPERIENCE. Since our primary down side to this was it took much longer than we expected to 1goal was to make the player feel like a bad-ass, I think it’s here convert this prototype code over to our Unreal codebase. that we had our largest victory. Many important elements of Woo’s films made it into the game in a fun, interactive form. There are ART AND LEVEL DESIGN PIPELINES. While we prototyped dual-wielded pistols, highly cinematic action and slow-motion 3 the player mechanics in the PSI-OPS engine, we needed to get sequences, stunts and interactions with the world, and of course our level design team up to speed on the Unreal Editor. We began massive amounts of destruction. It’s not any one of these by blocking out all of our environments using UNREAL TOURNAMENT elements that make for the fun over-the-top action we were going 2004, since it was a completed, fully functional game and engine. for, but it’s the combination of all of them working together. No This allowed for quick iteration, and had the nice side-benefit of detail was too small to get just right when it came to capturing the letting us test the maps in a multiplayer environment, discussing Woo feel. We iterated like crazy on blood squibs, dust impacts, and the maps over voice chat as we battled in them. On the art side, death animations to get them bigger and bigger until they filled we started with strong concept “mood paintings,” and then the screen like Woo’s films. It wasn’t realistic, but it sure looked once the levels were blocked out in UT 2004, the concept team incredible. At times we took control of the camera to create mini- painted over screenshots of the levels. These “paint-overs” gave movie moments and get that highly cinematic feel. our environment artists a great of what to shoot for when they began creating the level in the engine. We kept the concept PROTOTYPING GAMEPLAY. Since we were creating a department involved throughout the game’s development to give 2 completely new franchise, we knew we needed to nail the feedback and work with our 3D artists. core gameplay. We wanted to tackle the hard, unknown issues up front, letting us concentrate on content at the end of the STRIKE TEAMS. For the second half of the project we project. When we started, UE3 was mostly a renderer and toolset, 4 extensively used “strike teams.” Each level in the game was without the systems we needed to create the game (AI, robust created by a strike team made up of around 10–12 people, with physics, animation control, etc). As a result, we prototyped our usually one or two individuals from each discipline. Each strike core gameplay mechanics using the completed Xbox engine from team had a lead who was ultimately responsible for getting our previous title, PSI-OPS. This was invaluable as we could quickly the level completed. The strike teams met weekly to show off iterate on ideas with a working engine that our team was already current progress, give team members feedback, and resolve familiar with. This really paid off, as we got the core gameplay any issues. These weekly meetings kept the problems visible fully functional in a flat-shaded version of our Teahouse level with and helped hold everyone accountable for getting their portion

34 JANUARY 2008 | GAME DEVELOPER

of the level completed. We also used strike teams for various features in the game like the “Tequila Bomb” special moves, boss fights, AI features, and gameplay tuning. We found that you really need strong leads and sub-leads for strike teams to work well, and we fortunately had enough good people to lead them.

OUTSOURCING. Outsource went better than 5 we expected. Roughly 40% of the art and 90% of the music was done by groups outside of Midway. I attribute this to good planning. We picked assets that were lower risk and easy to send out of house. When we identified a new potential vendor, we extensively tested them first to make sure they could hit our quality bar. On the art side, we provided specifications and concept images for all objects. We also had a full-time art producer for outsourcing who gave prompt, weekly feedback to the vendors. We also did some “internal outsourcing” where we drew on the talents of our fellow Midway studios. One big surprise was effects. Most of the effects work in STRANGLEHOLD was created by a team in our Seattle office. We realized they had some extra bandwidth, WHAT WENT WRONG: so we decided we would try “insourcing” all our effects to them. OVERESTIMATING THE CAPABILITIES OF NEXT-GEN. When we This decision was met with some skepticism, since effects are 1 started we were trying to figure out “what is next-gen?” What so tweaky. But this ended up working out really well, partly did it look like? How did it play? All the hardware manufacturers because the group is really talented, and partly because showed off shiny tech demos touting the unlimited power of their we had a full-time effects artist managing it all locally, and consoles—and the bottom line is that we bought into that a little Midway used the PSI-OPS providing constant feedback. Outsourcing the music also went too much. We did spend a good amount of time doing art R&D, but engine to prototype exceptionally well. We found some very enthusiastic musicians not enough time doing tech R&D, as most of our tech team was player mechanics to work with and provided them with plenty of direction, and just trying to get the engine and game systems fully functional. early in STRANGLEHOLD's they in turn provided us with an exceptional soundtrack. It was So we ended up spending time on features and overly high-end development. Before and a lot of work to manage the outsourcing, and the secret seems art that we ultimately had to cut once we found out what the after shots of the game to be having internal “owners” managing the work from within hardware could actually handle. running on the PSI-OPS your own team. We also didn’t spend time on good metric tools up-front, engine and Unreal Engine 3 which hampered this process further and caused more are shown.

36 JANUARY 2008 | GAME DEVELOPER Looking for the rework. We should have been tougher in terms of setting and holding ourselves to metrics earlier on, but we really wanted to squeeze as much as we could out of the systems and maintain a high best quality bar. So we pushed the envelope until we had to pull it back a bit to get STRANGLEHOLD to fit and run on the new consoles. payment UNREAL ENGINE 3. As mentioned, Midway 2 decided to license Unreal Engine 3 as a company-wide strategy to get every team on the same base engine. This was both a blessing and service a curse. The engine gave us a big jump-start, but it was still in development during our project, and the stock engine didn’t meet all of our needs, so we to also brought in other middleware we had worked with before, like Havok and Ai Implant. Working with an incomplete engine was difficult and far from optimal, but it was unavoidable since we didn’t monetize have an alternate engine or toolset for next-gen. Unreal worked really well in giving art a big head start, but keeping up with the code drops from Epic took up lots of time. We did a big merge of all your Epic’s new changes into our code base about once every three months. This was a difficult and error-prone task, and at times it took the whole team down for weeks while we worked out all the issues. We lost probably two months of time on the project due to completing these merges. In the end using Unreal Engine 3 was still a win, but we should have done virtual merges less often, and found ways to insulate our content creation teams from the downtime.

SCHEDULING. We knew STRANGLEHOLD was a high-risk project. With a series of unknowns, an 3 incomplete engine, and totally new console hardware, our completion date was always in flux. As world? such, it was nearly impossible to schedule out the entire project. There were lots of factors. This was Midway’s first next-gen game, a new IP with an extensive feature list, it was using a brand new engine and toolset on next-gen hardware that didn’t exist yet and we were simultaneously starting a company- Choose Paynova - you’ll wide sharing initiative. All of this made scheduling challenging. Management allowed our completion date be up and running in a to move in order to fit as much as we could into the game and make it the best we could, but this was also a blessing and a curse, scheduling-wise. We kept an overview schedule showing everything needing week. to get done, and then we scheduled the next three months in detail. This worked well, and we made good progress, but without a realistic hard ship date it was difficult to close out the project. paynova.com/gamingoffer The company wanted STRANGLEHOLD to be a great game and have an extensive feature list, but we also needed to make money. Eventually management decided to set a hard end date. This allowed us to adjust the scope and schedule out the project until the end with hard deadlines. In hindsight a hard end date with a realistic feature set should have been laid out earlier in the development .

SCOPE NOT REINED IN SOON ENOUGH. 4 Believe it or not, STRANGLEHOLD began its life as a free-roaming GTA-style game. But after about six months of development we convinced management that this would take far too long to develop, and was too risky to be Midway’s first next-gen game on top of everything else we were tackling. We were then allowed to cut the game back to a more linear sandbox experience. But it still had an extensive feature

WWW.GDMAG.COM 37 list: the single player game, world interactions, four special sooner would have allowed us a better chance of maintaining moves, massive destruction, drivable vehicles with combat, and our mini-crunch method to the end. Our goal for next time is to extensive multiplayer. We aggressively cut down the scope of reduce crunch as much as possible by reining in scope from each of these features as we progressed, but we kept them all the very beginning. But as long as there are deadlines and the in the game. After about a year of development it was clear we desire to make AAA games, there will always be some amount could not complete all these features at AAA quality, but we still of overtime. kept trying. At the two year mark management set the hard end date. This let us cut drivable vehicles so we could concentrate CONCLUSION: on getting the rest of the features done at a high quality level. STRANGLEHOLD was a game of firsts. Not only was it Midway’s Ultimately cutting vehicles helped get the game shipped, but first next-gen game, but it was also everyone on the team’s first if we had made that decision a year earlier we could have put next-gen game. It was the first John Woo game to be released. more time into mission variety and overall polish. It was the first game for us on Unreal. We knew it was a huge project, and everyone on the team put in a tremendous effort to INABILITY TO AVOID CRUNCH. Quality of life is really make a AAA action game we’re all extremely proud of. * 5 important to us, and when we started we really tried to limit crunch but in the end we still failed miserably. We had executive reviews every three months, where we showed our progress to the management team. So we decided to try working normal hours and then for the one or two weeks before a review we would do a mini-crunch to pull it all together. This worked fine and we showed well at the reviews until management picked a final ship date. We then had to scramble to finish up the game while trying to keep the quality high. A number of features were too far along to cut, and we still wanted to have a competitive feature set, so the only way to accomplish that was to crunch the last six months of the project. Reducing scope

38 JANUARY 2008 | GAME DEVELOPER

[TOOL BOX]

UNITY PRO 2.1 Pespectives from Art, Design, and Code

UNITY: AN ARTIST’S easy to use venue for creating a game This is a real time saver because you’re PERSPECTIVE out of various 2D and 3D assets, and it always hopping from app to app and then By Tom Carroll passed my “20 Minute Test” with flying back into Unity. WHEN I FIRST BROKE INTO VIDEO GAMES colors. I usually apply the 20 Minute in 1984 the argument about whether you Test to video games, but in Unity’s case THE MEAT needed an artist to make a video game I was able to work with the software for After finishing the tutorials, I quickly was very much in vogue. That was mostly 20 minutes without wanting to tear out graduated to importing assets I modeled because vector-based blockbusters my already patchy hair or lobotomize and textured using Maya into Unity, and like ASTEROIDS and STAR CASTLE had set myself because of confusion, errors, that’s where things began to really get fun. earnings records at the arcades, and or simple tedium. In fact, at the end of Terrain. Terrain is essential to nearly creation of the “art” in such early raster the first twenty, I was quite happy to every game. Unity comes with a sample spend more time playing with terrain, model already made up, so I played importing assets from Maya, and delving with that for a while using the in-game into deeper aspects of the package. And deformation tools to raise and lower really, at the end of the day, isn’t that the lay of the land. Later I created and what it’s all about? textured my own terrain in Maya and Unfortunately for me, before I could imported it into Unity. Really, it was that begin the 20 Minute Test, I had to borrow easy. Rather than using Unity’s tools to a PowerMac from a friend. It doesn’t make changes, I bounced back over to yet work on Windows, my OS of choice, Maya until I had the terrain piece the way though there are plans to bring Unity I wanted it. Any changes I made using Unity's terrain engine. to Windows. My first exercises were to Maya were instantly reflected in Unity emulate Unity’s video tutorials, wherein when I reopened the file. hits as PACMAN and SPACE INVADERS you create, resize and reposition various Physics. Unity contains the full certainly didn’t require a degree from native primitive objects. The interface is capabilities of the Ageia PhysX next-gen Art Center. Well, now thanks to the good clean and easy to understand. Tools are , which, in plain English, folks at that argument very 3D-friendly, so the learning curve means that it supports all the physics is kept alive, but in reverse. Via the was short. One of the most valuable you can shake a stick at—more than company’s Unity video game engine it’s tutorials involved Unity’s Inspectors, enough to satisfy the casual gamer. For now possible for a software savvy artist which are hierarchical, visual methods me, with limited evaluation time, that to produce a game without requiring the of keeping track of your assets. One big meant creating a cube, designating it services of a programmer. plus for Inspectors: double click on one as a rigidbody object (which meant it From an artist’s standpoint the Unity and it opens the file in the appropriate would collide with other objects, including engine is a very flexible and relatively application, such as Maya or Photoshop. my newly imported terrain piece). It’s

UNITY TECHNOLOGIES

STATS SYSTEM REQUIREMENTS: 2. Powerful multi-language scripting engine Unity Technologies Mac OS X "Panther" 10.3.9 or later built on .NET with a straight-forward API Esromgade 15 Radeon or GeForce graphics card with 32 MB exposed. 2200 Copenhagen of RAM 3. Real-time, in-game updates for art assets Denmark Games will run on Windows 2000/XP and Mac and design data. http://unity3d.com OS X "Jaguar" 10.2 Rage 128 graphics card or better, depending CONS: PRICE on complexity. 1. Development environment is currently OS X Unity Indie: $199.00 only, which could be a deal breaker for some Unity Pro: $1499.00 PROS: developers. Asset Server client license: $499.00 1. Asset Server was easy to set up, and 2. Shadows are a Pro-only feature. integrated seamlessly with Unity 3. Not able to undo all changes made in the (Pro Feature). editor.

40 JANUARY 2008 | GAME DEVELOPER OUR RATING SYSTEM :

EXCEPTIONAL GREAT FAIR POOR UNFORTUNATE

amazing how little it takes to amuse UNITY: A DESIGNER’S can be made on the fly while the game is me, but Unity’s physics capabilities are PERSPECTIVE running. This kind of instant gratification nothing to sneeze at and they are very By Thomas Grové is empowering; iteration becomes fast easy to create and modify. UNITY’S SLEEK INTERFACE AND and fun when you don’t have to wait for Prefabs. A lot of what I created in my architecture seem fitting for a product files to cook or compile, or for the game 3D game world was purely for play, and designed in Copenhagen by Mac to load. one area that was insanely fun to play enthusiasts. Anyone familiar with a Scripts can be added to an object with was what Unity calls “prefabs.” major 3D package such as Max or Maya simply by dragging and dropping the Simply put, a prefab is an object that is should feel right at home as many of script from the project asset folder onto created once and then used again and Unity’s scene navigation shortcuts the object in the 3D scene or in the scene again in your game world. The prefab and commands are shared with those hierarchy. Clicking on an object displays can contain any number of attributes, applications. Anyone new to professional its properties in the inspector. All of the such as animation and particle systems. 3D applications can find Unity’s interface public variables from that script that you Once created, all of the prefabs can be clearly described in the "introduction just dragged onto the object are exposed modified uniformly with a few simple to the Unity interface tutorial". Unity is and can be edited either by typing in a commands. Likewise, changes can be something of an all-in-one development new value or by using the right mouse introduced to various prefabs so they environment for coders, level designers, button to slide the value. Need to edit don’t all look identical. My first prefab artists, and systems designers. With more than just the script’s variables? was an Easter Island head with water so much crammed into a unified editor, Double click on the script and it pops up in splurting out of Unity’s syntax color- the top. Once I coded text editor. designated the head Also useful as a prefab, I quite were the Prefabs, happily populated mentioned in Tom my terrain with Carroll’s portion. it. Later, seeking These instantiated to obtain a more objects can be mature rating for useful not only in my game, I changed terms of populating the color of the an environment, water particles but can also be from blue to red to given to others for make it look like use in their scenes. the heads were What’s really nice pumping blood. With about Prefabs is that prefabs—no biggie. all of the relevant While there is a Serious Games Interactive's GLOBAL CONFLICTS: PALESTINE was built with Unity. assets and code for lot more that I could a character can be describe about Unity from an artist’s I initially found myself frustrated by associated in one place instead of being point of view, trust me when I say that my laptop’s 1440 x 900 display—until I defined in disparate locations throughout it is at least as artist friendly as the discovered the space key. Every pane, your project. Maya, Max, or Modo that you struggled such as the various 3D scene views, to master. And since it passed my 20 the scene hierarchy, the project asset UNIFIED DESIGN Minute Test, you should investigate, folder, and the object inspector, can be Unity should appeal to even code-shy innovate, and create. The one thing you maximized by hitting the space key with designers. Prototyping ideas is very quick shouldn’t do? Procrastinate. the mouse over the desired pane. Each and the architecture is general enough pane is also dynamically resizable and for everything from 2D casual games to TOM CARROLL is a currently configurable. Once I had my bearings, next-gen first person shooters. I have with . He is also a contributor working in Unity became easy and I evaluated several engines and would to Twonks and Plonkers, an online comic gallery. was quickly able to experiment with its put Unity at the top of my list for any Email him at [email protected] functionality. budget minded company or individual. This is my first time working with an Companies with deep pockets may also engine where nearly any adjustment want to add Unity to their lists of engines

WWW.GDMAG.COM 41 [TOOL BOX ]

to evaluate; they may be surprised that answer the burning question: “Will this designers will demand from you. The good technology doesn’t have to cost a game engine last the lifetime of my first order of business is the scripting million dollars. development cycle?” The short answer engine, or rather scripting engines. Built is yes. on .NET, you have C#, JavaScript, and THOMAS GROVÉ works on IP development and Unity 2.1 Pro, which includes the Asset Boo (Python variant) to choose from. moment to moment gameplay. He is currently Server, was used for the purposes of Naturally, the engine API is exposed to wrapping up THE SPIDERWICK CHRONICLES at Stormfront this review. Notably, the Asset Server, these scripting engines and all future Studios. Email him at [email protected] along with real-time dynamic shadows, scripting engines because .NET is being streaming video-playback that can be used. Not only do you have access to used in-game on 3D models, and a pro runtime classes such as the Camera or asset library are among the new features the MeshRenderer or a Texture, but you UNITY: A PROGRAMMER'S in version 2 that you will see only with also get access to the editor classes to PERSPECTIVE a Pro license. Dynamic shadows are allow for additional extensibility. Need a By Amir Ebrahimi a must-have for me, which makes me new gizmo for your artists? Code one. AS PART OF THE TRIUMVIRATE REVIEWING wonder why it is a Pro-only feature. The best part of the editor is that you Unity 2.1, I have taken on the task However, the needs of your game may can expose variables from your scripts of evaluating the product from a allow you to forgo this feature to save a that show up as customizable hooks to programmer’s point of view. Unity few greenbacks. your designers. What this means is that Technologies claims that over 50+ new You would be hard-pressed nowadays you can write an array of small scripts features have been added to Unity since to find a game developer with a sizable that your designers can mix and match its last release. For many of us, a claim project who doesn't utilize a revision in ways that you would prefer to not to having 150+ new features is more control system (RCS). Lucky for you, the concern yourself with. Even better is that appropriate, considering this is the first Asset Server is incredibly easy to set you can enforce type-safety with those time Unity has shown up as a blip on up, administrate, and begin using. If you scripts by declaring the type of the object our collective radar. Why now? Well, have never worked with a RCS and don't you expect to be assigned to a variable. have an IT department at your disposal, Respect your authority! then adding Asset Server might be your From a graphics standpoint, you best bet. Otherwise, you can choose will not be disappointed. You get over from a variety of other RCS software 40 built-in shaders, full screen post- packages. Perforce still reigns as the processing effects, and water shaders. champion and unfortunately comes Tweak away on your shaders by using with a hefty price tag. The features of Unity’s ShaderLab language, which the Asset Server don't come close to the encompasses Cg/GLSL. If you are in a latest edition of Perforce, but what does bind and need a new shader yesterday, these days? If you absolutely have no then you can hop over to the thriving budget for revision control, then at the Unity community’s wiki to browse a list of very least you should use Subversion contributed full-source shaders. (SVN), which can be had for a bit of blood, If you are developing a game for sweat, and tears. Even if you were a simultaneous release on Mac, PC, and the Unity's integrated editor. single programmer working solo, it would web, then Unity should be at the top of be remiss of you to skip out on revision your list for engines to review. With any simply enough: the feature-set is there, control considering that you may want to game engine you always hit a wall when the performance is there, and the price roll back to previous versions of code on you push beyond what was envisioned is hard to ignore for the budding indie a whim. To avoid the entropy that creeps by the product’s developer. Luckily, the developer. into any project, take this one step to wall for Unity is still off in the distance Space constraints bar me from writing delay the onset. and rendering as a single pixel. in-depth about features such as .NET DLL The biggest question on any * extensibility, cooperative multi-threading programmer’s mind when evaluating from script, or the dynamic rendering an engine is its extensibility. Short of AMIR EBRAHIMI is a graphics programmer at adjustments employed by the engine to having the source for Unity available, Flagship Studios, which recently shipped HELLGATE: give you the best performance on almost rest assured that Unity Technologies has LONDON. He is also an instructor at the Art any machine. But what this review can provided the necessary hooks to give Institute of California-San Fancisco. Email him at do is point out the salient features, and you the control that your artists and [email protected]

42 JANUARY 2008 | GAME DEVELOPER

MICK WEST

>> THE INNER PRODUCT

RELATIONAL DATABASES

RELATIONAL DATABASES ARE SOMETIMES The uses of relational databases a database to that. Lacking this, you viewed as being in the domain of as presented in this article are not can very simply install a database by business applications and web intended to replace these custom in- downloading and installing the MySQL development. You would use a relational game “databases,” but rather to add software, which takes only a few minutes database for boring applications such as new functionality to be used during to get up and running. inventory, accounting, or implementing the development process. While the Once you have a database up and a shopping cart system for a commercial examples I give are all for Windows- running, it’s very important that you have web site. Game programmers sometimes based development, the nature of some way of testing your connection view databases as old fashioned, large, communication with a database server and the database, so you can more easily slow, and replete with imponderable is basically text-based, so a minimum debug problems with your code. A useful terminology such as “inner joins,” amount of work would be required to tool here is HeidiSQL, a free program “foreign key,” and “tuple.” However, implement similar functionality on that lets you connect to your database modern databases are actually fast, easy console platforms. server and setup, examine, and modify to use, and often useful in various stages databases in a visual manner. There of game development. SETUP is also more fully featured software, While relational databases can be Databases are run by a server, so the first such as PremiumSoft’s NaviCat, which immensely complex and powerful, their thing you need to do is set up a server. performs similar functions. robustness and ubiquity means they can The server can be local, in that it’s part of In the examples below, I give the SQL also be useful for relatively simple tasks. your code and you access it directly via query definitions for the database tables. In this article, I’ll attempt to demystify a relatively low-level API. Alternately, the While it’s quite possible to set these databases a little and show how they can server can be remote, and you access it up using a command line tool or web easily be incorporated into development via a network connection. This distinction interface, it’s generally easier to use a code, discussing a few potential uses. can be blurred a little as you can have a tool like NaviCat, as it allows you to more server on your local machine, accessed easily adjust individual parameters in WHAT IS A RELATIONAL via the network (using localhost), but your tables. DATABASE? that’s still essentially a remote server, A database server can have various A relational database is simply a set just somewhat quicker. Here we’ll be users. If you are just doing some initial of tables with named columns where discussing remote servers. experimentation, then you can log in as each row is an individual record. Game There are several ways of setting up the “root” user that you set up when you programmers essentially use many a database, and what you settle on will installed the server. However, as you forms of relational databases at run- vary with your needs and situation. If expand the usage of the databases, then time to store and organize things like you have developers in various locations, game objects and various resources. then you might benefit from having your Those databases are generally rather ad database hosted by a third party, as this LISTING 1 Code hoc. They’re usually tuned for a specific should ensure everyone has sufficiently to Connect to a purpose and operating environment and fast access. If your developers are all are implemented using custom code. on the same network, then you’d more Database While technically this is a database, a typically have the databases hosted programmer would probably not refer to on the network server. If you are a lone #define SERVER_NAME “localhost” it as such. developer, then you’d be more likely to #define DB_USER “user_name” have the database on your local machine #define DB_USERPASS “password” to take advantage of the additional speed. #define DB_NAME “db1” Setting up a database is very easy. If you have remote hosting, you are MYSQL *handle=NULL; often supplied with a web interface such as phpMyAdmin that allows you to handle = mysql_init(NULL); MICK WEST was a co-founder of Neversoft Entertainment. create databases and users. On a local mysql_real_connect(handle,SERVER_ He's been in the game industry for 17 years and currently network, your network server will often NAME, works as a technical consultant. Email him at mwest@ already have some database server DB_USER,DB_USERPASS,DB_ gdmag.com. software installed, and you can just add NAME,0,NULL,0);

44 JANUARY 2008 | GAME DEVELOPER THE INNER PRODUCT

you will want to add additional users with fewer directly in the code in the exact same way as was some automated system would be useful. privileges to prevent inadvertent modifications to outlined in “Practical Hash IDs.” Here we can easily use a simple database table the database. Note here that what we are doing is not a run- to track these things. Listings 4 and 5 show a Once this is set up, you can now connect to time process. The database is only intended to simple implementation of this. your database from your code. The simplest way be used during game development for the initial The macro NewAssert is a drop-in replacement for (from game code) is to use the C API. The code to creations of IDs by the team. If you are using CRCs, the standard assert() macro. The only parameter connect is shown in Listing 1. The SERVER_NAME then it’s quite easy to modify this code to check is a test that must return true. If it returns false, would be the URL or IP address of your server, or for collisions. then the macro calls SQLAssert with #test (a string “localhost” if it’s on your local machine. This setup containing the actual test code), and the standard need only be done once when your program runs. TRACKING ASSERTS file and line numbers. SQLAssert then formats a The other examples assume this has already been A common issue during game development is string that will add these to the database. done, and there is a valid value in the “handle” what to do about asserts and warnings in the In addition, there is a more sophisticated assert variable. Error checking is omitted for clarity, but code. Warnings are often ignored by non-technical macro, NewAssertM, that takes an additional is something you will need to add, especially if staff, and manual solutions such as “when you parameter which is actually a list of parameters connecting over the internet. see this warning, come and tell me” are not very enclosed in parentheses. These are passed to reliable. The line between asserts and warnings the assert_printf() function, which treats it as UNIQUE ASSET ID is often blurred in order to facilitate uninterrupted a sprintf into the assert_buffer. The assert_ A useful example of using a database during development. Asserts, which should indicate some buffer is then passed to the database. This allows development is for the generation of asset IDs. fatal error which requires immediate attention, you to add an arbitrary string to the assert info I touched on this briefly in my article “Practical sometime have an “ignore” option, which gets in the database. Usually this would contain the Hash IDs” (December, 2005). The idea is that, for switched on by the creative staff who don’t care values of various variables involved in whatever the purpose of efficiency (both speed and space), so much about tracking down your bugs. In a you are testing. See the example usage at the end it’s best to refer to assets using a unique 32-bit development environment with a large number of of Listing 5. ID. In the article, I suggested using 32-bit CRCs for people, there could be a lot of asserts or warnings So what we have now is an assert macro (or a the ID. That approach has a number of advantages, being fired off by your code. It quickly becomes warning macro), and you can track every single but there is still the problem with collisions, and very difficult to separate signal from noise and to instance of it firing. You no longer have to rely if you’re going to use databases in a broader get the information to the correct person. Clearly, on the artists and level designers (or even the manner, it makes more sense to generate the IDs using the database. The simplest way to do this is to have a table LISTING 3 Get a Unique ID for a String Identifier that consists of an ID and an asset name (as a string). The ID field will be an integer and set to autoincrement. See Listing 2. Then whenever you uint32 GetID(const char *name) add an asset name to the table, a unique ID will { automatically be generated. To find the 32-bit ID char select_query[1024]; number of any string, we simply look to see if char add_query[1024]; it’s in the database; if not, we add it. Then we just MYSQL_RES *result=NULL; query the database for this string. See Listing 3 MYSQL_ROW row; for a function that implements this. uint32 id = -1; These IDs are typically baked into the data as sprintf(select_query,”SELECT * FROM table1 WHERE name=’%s’”,name); part of the process, but can also be used if (!mysql_query(handle,select_query)) { result = mysql_use_result(handle); row = mysql_fetch_row(result); if (!row) { LISTING 2 SQL that sprintf(add_query,”INSERT INTO `table1` (`id`,`name`) VALUES (NULL,’%s’)”,name); Defines the Simple mysql_query(handle,add_query); mysql_query(handle,select_query); Table of IDs result = mysql_use_result(handle); row = mysql_fetch_row(result); } CREATE TABLE `table1` ( id = atoi(row[0]); `id` int(11) NOT NULL auto_increment, mysql_free_result(result); `name` text, } PRIMARY KEY (`id`) return id; ) }

WWW.GDMAG.COM 45 THE INNER PRODUCT

testers) to accurately report what’s going on. You multiple tables, cross-indexed with each other to This data could be collated over thousands of runs can even leave it in for beta versions and gather avoid data duplication. But there’s nothing wrong and used to fine-tune the difficulty level of a game. a large amount of data from a geographically with using a database in this simple manner. It Remember, once you have the basic database diverse set. might seem like overkill to use it for logging, which set up and the connection software in place, it’s The example shown includes a field for you might do to a CSV text file, but it does not cost very easy to add arbitrary new tables and to start “machine,” which is intended to hold the us anything to do it like this, and you immediately recording whatever you like. machine name. With this field, you can identify get the benefits of multiple remote connections * if a particular warning is going off a lot for one to a robust repository and very sophisticated particular user. You could quite easily extend the filtering and report generation. The fact that we are RESOURCES assert logging to hold any additional information barely using any of the features of the database is that might be useful, such as the IP address or the beside the point. MYSQL current level name. With that in mind, there might be other obvious A Powerful open source database server. http://dev.mysql.com Since this is a standard database, it’s very easy areas where a database could be used instead of to query, extract reports into spreadsheets, and plain logging. User input could be logged if your DuBois, Paul. "Writing MySQL Programs Using even generate graphs and web pages from the database is fast enough. Many gameplay metrics C," in MySQL, Third Edition. Sample chapter information in the database. You can generate could be logged in early test versions, such as how available online at www.kitebird.com/mysql- some pretty interesting metrics, too, such as which long it takes to complete each goal in each level. book/ch06-03ed.. source files trigger the most assertions or what day of the week has the highest rate of problems. LISTING 5 Assert Replacements that Log Asserts The “time” field in the table is set to “default CURRENT_TIMESTAMP,” which means that whenever to a Database Table the assert fires, this field is set to the server’s current date and time. This can be very useful in char assert_buffer[1024]; tracking down bugs, as you can see when an error void assert_printf( const char* text, ... ) or warning first occurred, and attempt to correlate { that with whatever was changed around that time. va_list a; Timestamping can be useful for prioritizing fixes va_start(a, text ); as well. If a particular assert has been triggering vsprintf( assert_buffer,text,a); for several days (or weeks) and nothing is being va_end(a); done about it, then it might be that it needs to } be downgraded to a warning, or an informational message (or you might need to fire someone). void SQLAssert(const char *assert, const char *file, int line) This kind of high-level overview of issues can { be useful when there are a large number of printf (“%s, %s, %d\n”,assert_buffer, file, line); developers on a team. char query[2048]; sprintf(query,”INSERT INTO `asserts` (`assert`,`message`,`file`,`line`,`machine`) OTHER USES VALUES (‘%s’,’%s’,’%s’,’%d’,’%s’)”, The two examples above don’t completely take assert,assert_buffer,file,line,GetMachineName()); advantage of the vast power of a relational mysql_query(handle,query); database server. The data structures are if (0 /*don’t ignore*/ ) __asm int 3 essentially flat, and there is nothing “relational” } about them. Normally a database would have #define NewAssert( test)\ if( !(test)) { \ LISTING 4 SQL Table assert_buffer[0]=0 ; \ for Storing Asserts SQLAssert(#test,__FILE__,__LINE__); \ }

CREATE TABLE `asserts` ( #define NewAssertM( test, params )\ `assert` text, if( !(test)) { \ `message` text, assert_printf params ; \ `file` text, SQLAssert(#test,__FILE__,__LINE__); \ `line` int(11) default NULL, } `machine` text, `time` timestamp NULL default CURRENT_ // Usage, note extra parentheses: TIMESTAMP NewAssertM(p==NULL,(“p not NULL (%p)”,p)); ) NewAssert(p==NULL);

46 JANUARY 2008 | GAME DEVELOPER >> CREATIVE CAREERS

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WWW.GDMAG.COM 47 STEVE THEODORE

>> PIXEL PUSHER CUSTOM TOOLS Environment Artists and Game Editors

HOLLYWOOD DOESN'T HAVE TO REINVENT software for designing your own patio cycle. Building your own tool is a major the camera every time they make a or managing your recipes, but there are investment, they say, and it’s safer to try movie. But they’re even luckier that they only a handful of packages dedicated to to manhandle a regular 3D package into don’t have to invent hammers, nails, our most unique and difficult art task. shape than to build and maintain a tool and paint either. They build all sorts of Max, Maya, and XSI have all made from scratch. stuff—sets, camera tracks, props—but gestures in the direction of supporting Tools may not make an artist, but they working with common tools like hammers world builders, but none of them really can certainly break one. Planning and and nails makes you part of an enormous grapple with the unique challenges of advocating for the right tools is a critical well-served market. When lots of folks building game environments. And none job for every art department. It’s also a need the same things you do, your needs of them really shine when it comes difficult and delicate game of hot potato, will be more easily identified and met. to managing huge volumes of data, as it can easily devolve into arguments The bewildering array of nails, screws, organizing hundreds or thousands about making other people work hard so bolts, brads, tacks, rivets, staples, and of materials, or traversing the huge we don’t have to. To negotiate effectively other fasteners on display at your local physical scope of game worlds, either. for tools that will help us do our jobs, it’s Home Depot is proof of that. Walkthrough cameras and snapping important to have some good strategic Unfortunately, when the games tools are nice, but they aren’t enough to principles that help distinguish “good for business goes shopping for tools, it ends turn software that’s best for looking at the team” from “good for me, but not for up at the mom-and-pop hardware store, single, highly detailed character from the you, pal.” not the giant big-box home improvement outside into a tool for building big worlds With that in mind, here are some of emporium. Despite our economic from the inside. the key considerations when deciding successes, we’re still a niche business When the market won’t give you the how far you want to go down the road of for tools vendors. Even if you lump games tools you need, it’s time to ask if you can custom tools. in with Hollywood and TV production, make your own. One of the interesting the global market for full-featured 3D side effects of the next-gen revolution GAMEPLAY packages of the Max-Maya-XSI variety is (it’s 2008 already; can we stop calling The paramount factor to remember when still less than half a million seats. That it next-gen yet?) is a renaissance in designing your own world-building tools might sound like a lot, but compared to homegrown art tools. Content has is the nature of the game you’re making. the market for, say, Photoshop, it’s a drop become so expensive that studios are This sounds like a truism, but you don’t in the bucket. finally taking tools seriously, rather than dare forget how intimately the choice of Add in the fact that we’re still smaller trying to scale their output by simply tools is going to affect your game’s final than the pretty-offline-render side of the tripling the size of the art team. character. In particular, you’ll have to 3D business. On top of all that, remember The popularity of .Net languages has decide just how to balance your artistic that our engines and tool chains are made it easier for coders to build slick, desires for precision, control, and detail incredibly diverse. Is it any wonder that professional applications. The relentless with the ability to quickly and iteratively the order of the day is usually “you’ll take march of graphics hardware has made refine play spaces. what you get and like it?” it possible for even homegrown apps to Max and Maya are very powerful and get decent 3D performance as well. After provide exact control. They’ll empower ENVIRO ARTISTS years of hoping that the major packages you to fiddle with every vertex in If games as a whole are underserved, the would save us, the hour of DIY tools your world till the cows come home. discipline that really bears the brunt of seems to have arrived again. Unfortunately, that level of control may this tools drought is environment art. The We shouldn’t overstate how far the be more curse than blessing if you’re sad fact is, you can find scads of good pendulum is swinging. There are still working on a game in which careful plenty of studios that confuse “tools” calibration of the play spaces is a key to with “exporters” and think merely getting success. If your game’s success hinges polygons out of Max or Maya means on multiplayer action, for example, “job done.” There are also, to be fair, flexibility may be more important than STEVE THEODORE has been pushing pixels for more than plenty of engineers who respect tools precision. If moving a doorway is going a dozen years. His credits include MECH COMMANDER, HALF-LIFE, development enough to know that a full- to cost you days of retexturing, shuffling TEAM FORTRESS, and COUNTER-STRIKE. He's been a modeler, animator, featured 3D app is a major engineering around UVs, or fiddling with sliver polys and technical artist, as well as a frequent speaker at industry effort, and who shy away from trying from bad Booleans... well, you’re not conferences. He’s currently content-side technical director at to rebuild something so huge in the going to move that door, even if it’s Bungie Studios. Email him at [email protected]. compressed frame of a game production adversely affecting gameplay. If changing

48 JANUARY 2008 | GAME DEVELOPER PIXEL PUSHER

the slope of your terrain means manually to the level artists’ perennial temptation: for implementation. In some places, the rebuilding separate meshes for the worrying about how the level looks in artists supply puzzle piece modules to render, player navigation and physics, the overhead view that only the author designers, who snap them together to you’re going to be pretty leery about ever sees. To round it all out, your game create missions. The varieties of artist- tweaking the subtleties of your terrain. engine probably has better interactive designer relationships are enormous. There’s no pain like shipping a map performance than a standard app—after Despite their variety, though, in you know is un-fun just because fixing it all, it’s optimized for the kind of content every case that relationship has to be would take too long. It’s no coincidence you’re creating. At least, you'd better expressed in the tool chain. Studios using that so many multiplayer-heavy titles hope it is! the “level designer” model are often use CSG editors (Valve’s Hammer, Epic’s Making your engine and your game inclined toward editors like Hammer UnrealEd) or fast height field-oriented co-dependent can involve serious risks, or UnrealEd, which emphasize design terrain editors like EA’s Battlefield Editor, however. Above all else, it’s a strategy flexibility and integrate game entity since neither of these require careful UV that demands rigorous commitment from placement right into the authoring tools. management or as much attention to vertex the engineers, because a compromised On the other hand, companies that have level detail as conventional art packages. engine can end up stalling the entire art artists and designers who don’t work Of course, plenty of games aren’t so staff. It’s also going to be a challenge in the same application tend to need dependent on delicately-tuned play if your game isn’t destined for PCs. designer-specific applications for placing spaces. A fighting game with a static stage Creating an engine that really looks the things like player spawns, triggering or a fixed-camera game of the RESIDENT same on a PC and a console is a serious volumes, and placing game objects—the EVIL variety, for example, would benefit challenge. But if you can’t pull it off, the alternative, teaching a non-artist enough more from the per-vertex detail of 3ds Max benefits of using your engine as an editor Max or Maya to let them navigate and or Maya than from the ability to quickly are lost. place objects without breaking things, is sculpt a terrain mesh. Games with more It would be nice if there were some way a recipe for trouble. confined play spaces and lower density to hedge against the risks of integrating When you sit down to plan your next environments don’t stress the capabilities world editing into your engine. For set of level tools, think about both ends of the big two packages so severely either. several years now the major 3D packages of that artist-designer relationship. Games with more formalized play spaces have been touting the ability to run your Look how your artists and designers can strike a balance by assembling own renderer inside their editor windows. cooperate now, and consider whether hand-built puzzle pieces to get a mixture This is a very attractive idea in theory, that relationship would benefit from a of flexibility and precision control at the but in practice it may not be much shared editing environment. Obviously, expense of some variety. protection from the risks inherent in the no piece of software is going to magically The point is not that traditional engine-as-editor strategy. It reduces, but build creative cooperation on its own, but packages can’t do environments well, it’s doesn’t eliminate, the dangers of engine an upgrade to your tool chain is a great that the definition of “well” includes a lot breakdown or the divergence between opportunity to upgrade the relationship of assumptions about the role of speed PC and console rendering. Maintaining between artists and designers as well. and detailed management that you need good interactive performance within your to consider with care. package can also be a problem—you’re COSTS AND BENEFITS not getting much value from integrated If you’re still wondering whether you ENGINE INTEGRATION rendering if your artists all work in wire ought to be designing your own custom If iteration is critical for some kinds of frame to keep their frame rates up. world editing tool, that’s good. Building gameplay, it can also be important for a world-class world editor is not a slam- getting the most out of all our fancy- POLITICS dunk proposition; it’s a major undertaking pants rendering technologies. There’s a Of all the calculations involved in that deserves serious thought. At least school of thought—exemplified by tools like designing a tools path for your world we’re fortunate that they confluence of Crytek’s CryEdit—that says the best editor editing process, the trickiest calculations graphics hardware and new development for your game is the game engine itself. are the human ones. Level building is a tools has made it a thinkable option. The advantages of tightly integrating uniquely cross-disciplinary business. Nobody wants to end up like one of those your tools and your game engine should There are a number of very different workstation-era companies that were be obvious. For starters, you can build models for the designer-environment handcuffed to doomed hardware and and texture your world with the textures artist relationships, and your tools software platforms. and materials your players will see, so should be a natural extension of your When you do sit down to ponder the that artists get immediate feedback. overall process. In some companies, question, take the opportunity to ping Having game controls and both jobs are handled by a single your friends at other studios for more running can also make it easier to see person: a “level designer” rather than information as well. The industry does your level from the player’s point of view, a “level artist.” At the opposite end of a great job of solving problems, but not complete with animation and interactive the spectrum are companies that have so well at sharing solutions. Doing a little behaviors. Not only does this cut down designers doing all their work on paper and better on that score really is a slam-dunk. iteration time, it’s also a great corrective simply presenting their maps to artists *

WWW.GDMAG.COM 49

NOAH FALSTEIN

>> game shui

ORANGE BOX, GOLD STAR

IN 2005 A SMALL GROUP OF DIGIPEN into a portal on the floor at the feet of an COLOR ME FUNNY students released a game called enemy robot and watch it shoot out one In the December 2007 column “When NARBACULAR DROP, which ended up netting of the walls. You can even project a new Tales Wag the Dog,” I talked about how the team not only a slew of awards, but exit portal while in free-fall, and on higher storytelling can complement gameplay, also jobs at Valve and the opportunity to levels it becomes mandatory. and this is a wonderful example of an turn the concept into the game PORTAL. This core concept, a few straight appropriate and deft use of humor, I’ve been eagerly awaiting PORTAL forward lock-and-key mechanisms and something we’ve seen too little of in ever since I saw a brief trailer months hazards, and a series of challenges are recent years. Situations that would ago that perfectly conveyed the high all the building blocks the game needs. otherwise have been a trifle frustrating concept—a hand-held device that shoots That also makes it a wonderful example are softened by humor to the point to study for good game design principles. where I tried dying just to see what would happen. There are also intriguing THE ORANGE BOX and impressive hints of a deeper and more I picked up PORTAL as part of “THE serious story beneath the surface narrative. ORANGE BOX,” a creative marketing and The narrator or main AI voice, written distribution gimmick that bears comment by Erik Wolpaw of Old Man Murray fame, itself. PORTAL is a pretty lightweight and who also wrote some of PSYCHONAUTS’ short game with expensive production wonderful dialogue, captures a sense of values, so it looks like it costs quite a bit cynical and ironic humor that reminds per minute of gameplay. I expect it would me strongly of the old paper game have been tough for Valve to break even Paranoia, blended well into the HALF-LIFE had they sold the game as a single sale. fictional world. If you enjoy this concept, But by selling it as part of a package with I also recommend the books Jumper and "There you are!" teleportation portals onto walls, floors, several HALF-LIFE 2 episodes—as well Wildside by Steven Gould, which play with and ceilings. One mouse button fires an as TEAM FORTRESS 2—it provides plenty similar ideas of portals and teleportation orange portal, the other a blue one. Step of value for your money. The fluorescent taken to logical extremes. (or jump or fall) into one and you come orange box is, like PORTAL itself, One other game this reminds me of, out the other. Simple and elegant. memorable and uncomplicated. surprisingly, is KATAMARI DAMACY, which The complications come from what In previous columns I’ve mentioned a also took a very simple concept, tied it to you can do with the portals. If you shoot principle Einstein espoused: “Keep it as a funny and minimal narrative, and then one onto a distant wall, and put another simple as possible, but no simpler.” How explored the possibilities. PORTAL is much next to you, you can teleport past the appropriate that this physics-based game more realistic looking and less whimsical, intervening hazards. Put one on the floor manages to follow his advice so well. The but the two are both great incarnations of and the other on the ceiling directly over game itself is its own tutorial, gradually solid design principles. it, and you can fall endlessly, building introducing elements of complexity up speed to a terminal velocity. Or drop as the player progresses without VIBRANT EXTENSION compromising the fun, which is easy to The game builds to a supremely delightful describe but extremely hard to do well. conclusion, with an ending song that I actually didn’t trust the game’s simultaneously made me feel great, simplicity at first, sure that I had missed delved further into the main character something. But I became increasingly in the game, and got me to laugh reassured as I laughed at the narration. repeatedly. A week after finishing the The increases in difficulty are handled game I can’t get the song out of my head, NOAH FALSTEIN has been a professional game developer masterfully too, with the last few levels so let me end by quoting its opening since 1980. His web site, www.theinspiracy.com, has a getting quite challenging but never lines: This was a triumph! I’m making description of The 400 Project, the basis for these columns. Also feeling unfair. a note here, HUGE SUCCESS. It’s hard to at that site is a list of the game design rules collected so far and overstate my satisfaction. tips on how to use them. Email him at [email protected]. *

WWW.GDMAG.COM 51 ROB BRIDGETT

>> AURAL FIXATION POST-PRODUCTION AUDIO REQUIREMENTS FOR ADDING QUALITY TO GAME AUDIO SOUND BETA out by tuning snapshots of mixer busses SOUND ALPHA is always a challenge, yet there is The Sound Beta date is a total lockdown divided into four categories; default ‘base something that costs nothing which of all audio tuning and occurs three mix’ (the overall maximum levels of all CINEMATICS: allows an audio team the time to do weeks after Production Beta. It is the busses in the game are defined in By Production Alpha, a higher-quality job. That one missing suggested that this period consist the base mix); generic gameplay events cinematics must be element is post-production time. of Phase 1—post-production sound (any generic gameplay event such as final and locked. The Post-production is where the most design, and Phase 2—Post-Production ‘taunting’ or ‘rage mode’ that occurs in three ensuing weeks up quality can be added to a video game’s mixing. Both of these should be done multiple places throughout the game to Sound Alpha will be soundtrack. This is the only stage at in a calibrated environment with a post should have their mixer snapshots where the audio post- which the sound team will get its hands production sound designer or mixer. defined); generic locations (any generic production is done on on finished and tuned game content. Post-Production Sound Design. This locations should have their mixes done these movies. There are two important production dates period consists of at least a week of before a full play through, such as WEEKS 1 AND 2: that enable this to occur, Sound Alpha, replacing, improving, and iterating on ‘interiors’ or ‘exteriors’ ‘underwater’); and foley recording & and Sound Beta. sound effects in-game. Drawing up a specific events or locations (cinematics editing Sound Alpha ensures that all mastered list of the most important effects in the scenes, mission specific scripted camera sound design assets are received and implemented, game or weakest areas and spending movements, mission specific scripted dialogue premix while also allowing for qualitative audio some quality time replacing and refining events all these specific mixer events music premix post-production to occur on cinematic these sounds is essential for quality. can be identified and mixed by doing a WEEK 3: movie assets. Sound Beta ensures time A fresh and trusted pair of ears on the full play through of the game). final assembly, mix and is set aside for prioritized sound effects game at this stage is crucial. A post- It will beneficial for the sound director export of all assets replacement and iteration, while the production sound designer will be able to make a list of all the above prior to final mix ensures balance of the entire to hear things that the sound director the mix and to assign mixer snapshots IN-GAME: soundtrack in the context of final gameplay. has become accustomed to over the to these in order to facilitate a quick and Sound production work As such, creation of and adhesion to years of production. Memory footprints efficient mixing process. on in-game audio will scheduled time is the most fundamental will generally be unaffected at this At the end of each day, any changes also continue during this part of post-production audio. A post- stage as the sound effect replacement should be sent via VPN back to the three week period up to production audio team will need to will essentially be swapping of already- version control software. At the Sound Alpha—getting be assembled and their time allotted implemented wave files. beginning of each day a sync to the fresh all sounds tuned and all accordingly. Due to the proximity of Post-Production Mixing. A full in-game build should be performed. It is critical mixer snapshots in place post-production audio to Gold Master mix of the entire game is carried out over that the sound programmer is present during this period is Candidate, scheduling is absolutely a two to three week period on a calibrated for the mixing in order to support any essential for successful critical. Raising these dates with the project (and preferably THX standard) mix stage. additional requests and also to ensure post-production sound manager and producer as soon in the If the game supports 7.1 the game must that the build remains stable for the mix. design and mix. planning process as possible is advised. be mixed to this standard and the fold- The sound programmer should be housed Scheduling should also downs checked regularly (stereo and on-site in a separate iso-room at the rear ensure all mastered SOUND ALPHA 5.1). Note that prior to mixing the game of the mix stage, continuing to work and dialogue and mastered Ensure that a Sound Alpha date is built will need to support some form of “mixer fix bugs remotely from there. music is provided and into the production schedules, this will snapshot” mixing technology * implemented by the occur three weeks after Production Alpha. that allows mixes to be edited PROCUCTION SOUND Sound Alpha date. DATE Ensure a Sound Beta date is similarly and saved in run-time. Mixes, DATES PRODUCTION DATES scheduled three weeks after production or mixer snapshots, are groups Beta. Strict adhesion to production dates of busses containing volume, 1/2/2005 ALPHA is essential for this process to work. If pitch, LFE, LPF, HPF, DSP Production Alpha moves, for example, parameters arranged on a mixer Sound Alpha must also move accordingly. board—connected to a hardware 1/21/2005 ALPHA controller such as Mackie Control

Universal—and installed at 2/2/2005 BETA various points in the game. It is advisable that the majority of mixer snapshots be 2/21/2005 BETA installed by Sound Alpha and ROB BRIDGETT was sound director on SCARFACE: THE ready for tuning by the time WORLD IS YOURS from Radical Entertainment. Previously, he the game hits the mixing stage. 7/3/2005 GMC GMC was an in-house sound designer at Climax in the U.K. You can This way a full play-through email him at [email protected]. can be achieved. Mixing is carried An Example of a post-production audio schedule.

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+PJOUIF 1MBZ4UBUJPOˆ UFBN Be a part of the most exciting and innovating computer entertainment in North America. Sony Computer EntertainmentAmerica (SCEA) markets the PlayStation® family of products and develops, publishes, markets, and distributes software for the PlayStation®3 console, the PlayStation®2 computer entertainment system and the PSP® (PlayStation Portable).

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Be More. © 2008 IGT. All rights reserved. EOE

58 JANUARY 2008 | GAME DEVELOPER 1VSQY]cb]c`QO`SS`]^^]`bc\WbWSa\]eOb(QO`SS`abV_][

THQ, THQ Wireless, , Cranky Pants Games, , , , , Volition Inc., Blue Tongue, Juice Games, , Locomotive Games, ValuSoft, Helixe, THQ Studio Australia, XDG, Concrete Games, Incinerator Studios, and their respective logos are trademarks and/or registered trademarks of THQ Inc. and/or their respective owners. All rights reserved. CREATIVE CAREERS CREATIVE >>

60 JANUARY 2008 | GAME DEVELOPER

Game Design at Film School

The Leader. Dave Warfield, 15-year veteran game Jeff Plamondon by VFS Student work designer for over two dozen titles.

The Know-How. In just one year, you’ll learn every aspect of game design. Your portfolio project is a playable, industry-ready video game.

The Results. Our graduates work at top game companies including Backbone Entertainment, BioWare, EA Black Box, , and .

vfs.com/enemies Interior Desgin Information Technology Digital Video Film & Video Production Production Visual Arts Game Art Game Design Graphic Design

The School of Interactive Media & Technology at Collins College is designed for students who want to pursue degrees in Game Design and Information Technology. From day one Collins students are immersed in their field of study. They work to develop the skills, the knowledge, and ultimately the vision to transform their passion into a viable career.

800.831.8600 www.collinscollege.edu

1140 South Priest Drive 9630 North 25th Avenue Tempe, AZ 85281 / Phoenix, AZ 85021 Program availability differs by location a serious education for a serious career

WWW.DIGIPEN.EDU

At DigiPen Institute of Technology, we believe that there are no shortcuts to a serious career in the fi eld of digital interactive entertainment. DigiPen has combined a comprehensive curriculum and world-class faculty to provide a rigorous educational experience in the following programs.

Computer Science Production Art

„ BS in Real-Time Interactive Simulation „ BFA in Production Animation The Real-Time Interactive Simulation (RTIS) Extensive traditional art and animation skills are undergraduate degree focuses on the taught alongside cutting-edge industry supertools. technology and computer science behind video This approach allows graduates to work in virtually game development, including the development any animation environment. of game engines, graphics, physics, artifi cial intelligence, and networking. Computer Engineering „ MS in Computer Science „ BS in Computer Engineering At the graduate level, students’ theses focus This multidisciplinary program integrates the fi elds on areas such as graphics, physics, artifi cial of electrical engineering and computer science with intelligence, and game design. a specialized focus on video game applications, such as developing a handheld game console. Learn more at WWW.DIGIPEN.EDU... And stop by GDC Booth 5427!

5001 150th Ave NE | Redmond, WA USA 98052 | Phone (866) 478-5236 | FAX (425) 558-0378 | www.digipen.edu =SY¸VI-RZMXIHXS%XXIRHXLIXL%RRYEP

;IHRIWHE]*IFVYEV] )WTPEREHI6SSQMR7SYXL,EPPˆ1SWGSRI'SRZIRXMSR'IRXIVˆ7ER*VERGMWGS 6AA<986II:C9::HL:A8DB: :SXMRK3TIRW.ERYEV]XL 8SWYFQMX]SYVFEPPSXZMWMX[[[KEQIGLSMGIE[EVHWGSQ

EG:H:CI:97N [ GEEKED AT BIRTH. ]

LEARN: DIGITAL ANIMATION GAME PROGRAMMING DIGITAL ART AND DESIGN NETWORK ENGINEERING DIGITAL VIDEO NETWORK SECURITY GAME DESIGN SOFTWARE ENGINEERING ARTIFICIAL LIFE PROGRAMMING WEB ARCHITECTURE COMPUTER FORENSICS ROBOTICS

You can talk the talk. Can you walk the walk? Here's a chance to prove it. Please geek responsibly. www.uat.edu > 877.UAT.GEEK 877.828.4335 >> GET EDUCATED 68 JANUARY 2008 | GAME DEVELOPER >> GET EDUCATED DREAMERS W ANTED.

JANUARY 2008 SCHOOL OF GAME DEVELOPMENT

COMPUTER ANIMATION > DIGITAL ARTS & DESIGN > ENTERTAINMENT BUSINESS > FILM > RECORDING ARTS > SHOW PRODUCTION & TOURING

Financial aid available to those who qualify • Career development assistance • Accredited School, ACCSCT | GAME DEVELOPER © 2006FullSailInc.Allrightsreserved. 3300 UniversityBoulevard 800.226.7625 Winter Park,FL32792 fullsail.com 69 >> GET EDUCATED 70 JANUARY 2008 | GAME DEVELOPER >> GET EDUCATED 69K:GI>H:G>C9:M 9ECF7DOD7C; F7=; Activision...... 57 AlgomaUniversityCollege ...... 68 AlgomaUniversityCollege ...... 70 Animation Mentor ...... 70 Autodesk...... CV2 Blizzard Entertainment...... 61 BRADIC—Louisiana State University ...... 25 CarnegieMellonUniversity...... 71 CenterForDigitalImaging...... 71 Collins College ...... 64 DevryUniversity ...... 14 Digipen...... 65 Ecarocon ...... 39 Eidos...... 58 ElectronicArts ...... 43 EpicGames...... 13 FabianoCommunications...... 67 Foundation 9 Entertainment ...... 47 Full Sail Real World ...... 69 GnomonSchoolofVisualEffects ...... 62 HarmonixMusicSystems...... 56 InternationalGameTechnology ...... 58 MastersofDigitalMediaProgram...... 69 NaturalmotionLTD ...... 3 NetDevilLTD ...... 31 Neversoft Entertainment ...... 54 Paynova...... 37 Perforce Software...... 19 8:CI:G ;DG 9><>I6A >B6<>C< 6GIH 6I 7DHIDC JC>K:GH>IN Queensland Government ...... 60 RADGameTools...... CV4 L6AI=6B! B6 q L6H=>C

Game Developer (ISSN 1073-922X) is published monthly by CMP Media LLC, 600 Harrison St., 6th Fl., San Francisco, CA 94107, (415) 947-6000. Please direct advertising and editorial inquiries to this address. Canadian Registered for GST as CMP Media LLC, GST No. R13288078, Customer No. 2116057, Agreement No. 40011901. SUBSCRIPTION RATES: Subscription rate for the U.S. is $49.95 for twelve issues. Countries outside the U.S. must be prepaid in U.S. funds drawn on a U.S. bank or via credit card. Canada/Mexico: $69.95; all other countries: $99.95 L8:GI>;>86I:DGA EGDB6I>DC q K>HJ6A :;;:8IH q <6B: 9:H>6 :B6>A >C;D589>67J#8DB L:7 LLL#89>67J#8DB Please remember to indicate Game Developer on any correspondence. All con- tent, copyright Game Developer magazine/CMP Media, LLC, unless otherwise indicated. Don’t steal any of it.

WWW.GDMAG.COM 71 SCOTT D. NELSON

>> BUSINESS LEVEL GOING INDEPENDENT The Business Side of Starting a New Development Company

GAME DEVELOPERS ARE STARTING TO personal income-tax rates rather than significantly, based on taxable corporate realize the lucrative potential in taking corporate rates. If your business is a income. The highest corporate federal tax the entrepreneurial plunge and going partnership, it must file a partnership rates may be as high as 38%. solo. However, running a business is return, but your allocable share of the S Corporations. With an S corporation, a much more difficult endeavor than business’ income, losses, deductions, income, losses, deductions, and credits many initially think, because of the and credits passes through to you to be pass through to you and other owners to dreaded corporate and legal side. reported on your personal tax return. be reported on your federal tax returns Perhaps the most overlooked decision The greatest disadvantage of a sole just as they do with a partnership. can also be one of the most crucial to proprietorship or partnership is that, as Thus, S corporation income generally is the success and taxation of the business the owner or general partner, you are taxed only once. Businesses operating the legal formation of the company. personally liable for all obligations of as S corporations must meet several The first step even before working on the business. Creditors of the business special requirements. For example, an projects is to decide how to form your can go after your personal assets if the S corporation cannot have more than business. Proprietorship. Partnership. business assets are not sufficient to one class of stock outstanding nor more S corporation. Limited liability company. cover the business’ debt liabilities. While than 100 shareholders. (A husband and C corporation. Which form is best for game developers don’t always have as wife are considered one shareholder.) your new business? The decision can much liability as other industries such as Also, unlike other business forms, it cannot be difficult. Each business form offers construction or manufacturing, in today’s selectively allocate income and deductions. both advantages and disadvantages that litigious society one can never offer developers should be aware of. oneself enough protection from disaster- LIMITED LIABILITY chasing attorneys. COMPANY PROPRIETORSHIPS AND As an alternative to incorporation, PARTNERSHIPS CORPORATE FORMS consider operating your business A sole proprietorship is a simple and Incorporating your business limits your as a limited liability company (LLC). inexpensive way to begin operating personal liability for business obligations, For the most part, forming an LLC is a business. Unless you operate the but generally involves greater start-up simpler and involves less paperwork business under a name other than your and operating expenses, as well as than incorporating your business. Like own, generally no legal documents or added paperwork. A corporation is a a corporation, an LLC provides owners forms need to be filed other than any distinct legal entity that is responsible with protection from personal liability for licenses or permits required by your for paying its own debts and obligations. business debts and obligations. state or local government. As the sole Shareholders risk only the loss of the However, most LLC owners can choose proprietor, you have complete control funds they have invested. to have their businesses treated as over the business. However, a sole C Corporations. A C corporation is partnerships for federal income-tax proprietorship is limited to one owner. So taxed separately from its owners at purposes. Partnership treatment means if you have multiple owners, or expect to corporate tax rates. This can result in that income, losses, deductions, and in the near future, a sole proprietorship double taxation. Corporate income may credits pass through to the individual isn’t right for you. be taxed once to the corporation and owners (called “members”) to be With a sole proprietorship, business again to the shareholders when it is reported on their individual income-tax income is reported on your personal paid out as dividends or the corporation returns, so LLC income is not subject federal income-tax return and taxed at liquidates. The corporation cannot deduct to double taxation. Partnership tax these dividend payments. However, it treatment also permits an LLC to can deduct reasonable compensation specially allocate income and expenses paid to you and other owners. So, small among its owners to the same extent that corporations often pay out all or most a partnership can. of their net income to the owners as Choosing the right business form for compensation, especially if the owners’ your business isn’t an easy decision. top personal tax rate is lower than the Your financial planner or attorney can SCOTT D. NELSON is a registered representative of corporation’s rate. For reference, the offer additional assistance in making Lincoln Financial Advisors, operating through Sagemark top federal personal rate is 35% in 2007, your choice, so that you can spend your Consulting. Contact him at [email protected]. while the corporate federal tax rates vary time on what you specialize in. *

As provided for in government regulations, advice related to federal taxes that is contained in this communication is not 72 JANUARY 2008 | GAME DEVELOPER intended or written to be used, and cannot be used, for the purpose of avoiding penalties under the Internal Revenue code. Individuals should seek advice based on their own particular circumstances from an independent tax advisor.