>> PRODUCT REVIEWS SPEEDTREE RT 1.7 * SPACEPILOT
OCTOBER 2005
THE LEADING GAME INDUSTRY MAGAZINE
>>POSTMORTEM >>WALKING THE PLANK >>INNER PRODUCT ART & ARTIFICE IN DANIEL JAMES ON DEBUG? RELEASE? RESIDENT EVIL 4 CASUAL MMO GOLD LET’S DEVELOP! Thanks to our publishers for helping us create a new world of video games.
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GTP1-05-116-104_mstrA_v2.indd 1 9/7/05 10:58:02 PM []CONTENTS OCTOBER 2005 VOLUME 12, NUMBER 9
FEATURES
11 TOP 20 PUBLISHERS Who’s the top dog on the publishing block? Ranked by their revenues, the quality of the games they release, developer ratings, and other factors pertinent to serious professionals, our annual Top 20 list calls attention to the definitive movers and shakers in the publishing world. 11 By Tristan Donovan
21 INTERVIEW: A PIRATE’S LIFE What do pirates, cowboys, and massively multiplayer online games have in common? They all have Daniel James on their side. CEO of Three Rings, James’ mission has been to create an addictive MMO (or two) that has the pick-up-put- down rhythm of a casual game. In this interview, James discusses the barriers to distributing and charging for such 21 games, the beauty of the web, and the trouble with executables. POSTMORTEM By Brandon Sheffield
26 THE GRAPHICAL STYLING OF RESIDENT EVIL 4 34 DEBUG AND RELEASE Innovative camera use, more immersive cutscenes, and life-like Using debug and release modes at character expressions are just one part of the layer of freshness for various stages of development has been the long-standing series of survival-horror games. Accompanied by the staple method for longer than many detailed figures and other imagery from the game, Yoshiaki of us can remember. It’s high time we Hirabayashi shares the history of how Capcom Japan put RESIDENT questioned why we use them and if there EVIL’s renaissance together. is a better way. 34 By Yoshiaki Hirabayashi By Mick West
DEPARTMENTS COLUMNS
2 GAME PLAN By Simon Carless 37 PIXEL PUSHER By Steve Theodore [ART] Top Cat Pencil Whipped
4 HEADS UP DISPLAY 40 BUSINESS LEVEL By Riley Russell [BUSINESS] Game Developers Conference Europe wrap, new women’s group forms, Licensed to Steal super genre break out, and more. 41 GAME SHUI By Noah Falstein [DESIGN] 7 SKUNK WORKS By Tom Carroll and Spencer Lindsay Negative Feedback IDV Inc.’s SpeedTreeRT 1.7 and 3Dconnexion’s SpacePilot 42 AURAL FIXATION By Alexander Brandon [SOUND] 72 A THOUSAND WORDS Bring the Noise Ubisoft’s PETER JACKSON’S KING KONG
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
EDITORIAL EDITOR Simon Carless [email protected] MANAGING EDITOR Jill Duffy [email protected] ASSISTANT EDITOR Brandon Sheffield [email protected] ART DIRECTOR Cliff Scorso [email protected] CONTRIBUTING EDITORS TOP CAT Alexander Brandon [email protected] Alexander Brandon [email protected] Noah Falstein [email protected] Steve Theodore [email protected] Mick West [email protected] ADVISORY BOARD Hal Barwood Designer-at-Large Dave Pottinger Ensemble Studios AS YOU MAY WELL HAVE NOTICED FROM THE STAR Ellen Guon Beeman Monolith George Sanger Big Fat Inc. Andy Gavin Naughty Dog Harvey Smith Midway design on the cover, 12 months have slowly USUAL SUSPECTS Joby Otero Luxoflux Paul Steed Microsoft ticked over, and it’s now time for the third annual We’re firing on all cylinders through the rest of ADVERTISING SALES Game Developer Top 20 Publishers issue. Our the magazine, with Heads Up Display wrapping NATIONAL SALES MANAGER Afton Thatcher e: [email protected] t: 415.947.6217 yearly round-up of who’s top in the world of up the proceedings of Game Developers SENIOR ACCOUNT MANAGER, EAST COAST, EUROPE & EASTERN CANADA game publishing—based on not only revenue, Conference Europe, regular art, design, and Ayrien Machiran e: [email protected] t: 415.947.6224 ACCOUNT MANAGER, SO. CALIF., SOUTH WEST, CONTRACTORS & MARKETPLACE but also release SKU numbers, average review business columns, and Ubisoft’s PETER JACKSON’S Susan Kirby e: [email protected] t: 415.947.6226 scores, and anonymous feedback—paints a KING KONG cutting a swagger as part of our ACCOUNT MANAGER, NO. CALIF., NORTH WEST, ASIA & WESTERN CANADA Nick Geist e: [email protected] t: 415.947.6223 fascinating portrait of who’s hot and who’s Thousand Words art feature. ACCOUNT MANAGER, GLOBAL RECRUITMENT/EDUCATION & TEXAS hottest in the game publishing biz. And, well ... In addition, we have a new face on The Inner Aaron Murawski e: [email protected] t: 415.947.6227 ADVERTISING PRODUCTION we won’t say anything else. Let’s just let the Product: Mick West, a co-founder of TONY HAWK’S ADVERTISING PRODUCTION ADVERTISING PRODUCTION COORDINATOR Kevin Chanel rankings speak for themselves. PRO SKATER creator Neversoft, who, in his REPRINTS Julie Rapp e: [email protected] t: 510.834.4752 inaugural code column, discusses the problems GAME GROUP MARKETING PRESIDENT ELVIS of debug and release modes for game build DIRECTOR OF BUSINESS STRATEGY Michele Maguire DIRECTOR OF MARKETING Tara C. Gibb As for a postmortem to go alongside our special configurations, and intriguingly argues that they DIRECTOR OF MARKETING Tara C. Gibb CMPMARKETING GAME GROUP MANAGER Kathleen Cheng Top 20 Publishers feature, we’ve managed to should be replaced by a single configuration— VP, GROUP PUBLISHER APPLIED TECHNOLOGIES Philip Chapnick CMP GAME GROUP grab Yoshiaki Hirabayashi, the lead cinematics develop mode—that should be used at all stages VP,CONFERENCE GROUP PUBLISHER DIRECTOR, APPLIED GDC Jamil TECHNOLOGIES Moledina Philip Chapnick director on Capcom’s critically acclaimed RESIDENT of development. CONFERENCEASSOCIATE CONFERENCE DIRECTOR, GDCDIRECTOR,Jamil MoledinaGDC Susan Marshall EXECUTIVE WEB PRODUCER Peter Leahy EVIL 4, to discuss some of the efforts that went ASSOCIATE CONFERENCE DIRECTOR, GDC Susan Marshall EXECUTIVEEDITOR, GAMASUTRA.COM WEB PRODUCERSimonPeter Carless Leahy into fashioning one of the best looking SITTING IN A TREE EDITOR,FEATURES GAMASUTRA.COM EDITOR, GAMASUTRA.COMSimon CarlessQuang Hong GameCube titles of all time. Finally, a rumination on an old friend. Since we in CIRCULATIONFEATURES EDITOR, GAMASUTRA.COM Quang Hong Particularly focusing on the improved the Game Developer office grabbed copies of CIRCULATION DIRECTOR Kevin Regan e: [email protected] CIRCULATION ASSISTANT MANAGER Jessica Ward e: [email protected] graphical development workflow, facial NINTENDOGS and ADVANCE WARS DS, we’ve been CIRCULATION DIRECTOR Kevin Regan e: [email protected] CIRCULATION COORDINATORASSISTANT MANAGERMiguel JessicaMendiolaza Ward e: e: [email protected]@cmp.com animation advances, and skillful use of real-time happily humming a “we love Nintendo’s first- CIRCULATION COORDINATORASSISTANT MichaelMiguel Campbell Mendiolaza e: [email protected] e: [email protected] cutscenes in the chilling ratcheting-up of the party games” tune. But, unfortunately, this CIRCULATION ASSISTANT MichaelAdrea Abidor Campbell e: [email protected] e: [email protected] sometimes sedate RESIDENT EVIL franchise, seems to be just about the only tune it’s possible SUBSCRIPTIONCIRCULATION ASSISTANT SERVICES Adrea Abidor e: [email protected] SUBSCRIPTIONFOR INFORMATION, SERVICES ORDER QUESTIONS, AND ADDRESS CHANGES Hirabayashi reveals the workings of a title that’s to hum when playing Nintendo consoles. t: 800.250.2429 f: 847.763.9606 e: [email protected] FOR INFORMATION, ORDER QUESTIONS, AND ADDRESS CHANGES currently rated as one of the top five games of all Although you might know better than I whether INTERNATIONALt: 800.250.2429 LICENSING f: 847.763.9606 INFORMATIONe: [email protected] Mario Salinas time at GameRankings.com. NINTENDOGS will be as much of a phenomenon as INTERNATIONAL LICENSING INFORMATION e: [email protected] t: 650.513.4234 f: 650.513.4482 its currently sold-out status seems to imply, the Mario Salinas CMPe: [email protected] MEDIA MANAGEMENTt: 650.513.4234 f: 650.513.4482 TALK! BANG! PIRATES! DS, and particularly the thus-far mysterious PRESIDENT AND CEO, Gary Marshall CMP MEDIA MANAGEMENT We thought it was about time to feature another Revolution, seem again to be setting Nintendo on PRESIDENTEXECUTIVE VPAND & CEO,CFO, GaryJohn MarshallDay in-depth interview, and this time around we’ve an island all its own when it comes to development EXECUTIVE VP &AND CFO, COO, John Steve Day Weitzner chosen someone a little different: Daniel James, community outreach. EXECUTIVE VP,VP ANDCORPORATE COO, Steve SALES Weitzner & MARKETING, Jeff Patterson EXECUTIVE VP, CORPORATEHUMAN RESOURCES, SALES & MARKETING,Leah Landro Jeff Patterson founder and CEO of Three Rings Design, a San When even long-time Nintendo second-party EXECUTIVECHIEF INFORMATION VP, HUMAN OFFICER, RESOURCES, Mike Mikos Leah Landro Francisco-based developer and operator of MMO developers, such as Factor 5, have transitioned to CHIEFSENIOR INFORMATION VP, OPERATIONS, OFFICER, Bill Amstutz Mike Mikos games for the mass-market casual audience. working on PlayStation 3 games, isn’t it true that SENIOR VP, OPERATIONS,CMP INTEGRATED Bill Amstutz MARKETING SOLUTIONS, Joseph Braue SENIOR VP AND GENERAL COUNSEL, Sandra Grayson Three Rings’ independently developed casual many publishers will grudgingly support The Big N SENIOR VP, CMP INTEGRATED MARKETING SOLUTIONS, Joseph Braue SENIOR VPVP, ANDCOMMUNICATIONS, GENERAL COUNSEL, Alexandra Sandra Raine Grayson MMO YOHOHO! PUZZLE PIRATES has garnered plenty of because they have to, rather than because SENIOR VP, COMMUNICATIONS,CORPORATE MARKETING, Alexandra Kate Raine Spellman fans, due to the way it neatly weaves a casual Nintendo is actively courting them? SENIORVP, GROUP VP, DIRECTORCORPORATE OF MARKETING, INTERNET BUSINESS, Kate Spellman Mike Azzara community aspect and addictive multiplayer Then again, this doesn’t yet seem to have VP,CORPORATE GROUP DIRECTOR DIRECTOR, OF AUDIENCE INTERNET DEVELOPMENT, BUSINESS, Mike Shannon Azzara Aronson CORPORATE DIRECTOR, AUDIENCECREATIVE SERVICES, DEVELOPMENT, Kellie ShannonFerris Aronson puzzle games together with wider persistent- affected Nintendo’s direction or profitability, or, CORPORATE DIRECTOR, PUBLISHINGCREATIVE SERVICES, SERVICES, Kellie Marie Ferris Myers world goals. Now, Three Rings has announced indeed, the delightfulness of many of the game CORPORATE DIRECTOR, PUBLISHINGAUDIENCE DEVELOPMENT, SERVICES, Marie Michael Myers Zane PRESIDENT, CHANNEL GROUP, Robert Faletra plans for a second title, BANG! HOWDY, that will be consoles or software titles the company creates. CORPORATE DIRECTOR, AUDIENCE DEVELOPMENT, Michael Zane PRESIDENT CMP ENTERTAINMENT MEDIA, Tony Keefe free to play but will allow players to purchase in- It’s just, well, obtuse, and the gossiping masses of PRESIDENT, CHANNEL GROUP, Robert Faletra PRESIDENT CMP ENTERTAINMENTHEALTHCARE MEDIA, MEDIA, Vicki Tony Masseria Keefe game items and upgrades with real-world money. game development are wondering if Nintendo’s PRESIDENTVP GROUP PUBLISHER CMP HEALTHCARE ELECTRONICS, MEDIA, PaulVicki Miller Masseria In this exclusive interview, James talks about downfall is now, or ever, imminent. Well ... if it VP GROUP PUBLISHER ELECTRONICS,ENTERPRISE, Fritz Paul Nelson Miller VP, GROUP PUBLISHER SOFTWARE DEVELOPMENT MEDIA, Peter Westerman why he feels this business model is ready to take makes you feel any better, we don’t know either. VP GROUP PUBLISHER ENTERPRISE, Fritz Nelson * VP, GROUP PUBLISHER SOFTWARE DEVELOPMENT MEDIA, off in the West, and the problems of distributing Peter Westerman casual games like PUZZLE PIRATES as an executable, as well as some of his visions for the future of the Game Developer so-called broadcore games that Three Rings is BPA approved
specializes in creating. Simon Carless, editor Game Developer RIDE-ALONGis BPA approved MATERIAL ENCLOSED
2 OCTOBER 2005 | GAME DEVELOPER WWW.CMPGAME.COM What’s under your the hood of physics engine?
Industry proven game-play physics and character animation Unleashes the native scalability of next generation platforms Multi-threaded performance HydraCore™ that smokes the competition!
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GOT NEWS? SEND US THE BIG SCOOP AT [email protected] GDC EUROPE SHOWS CARDS
GAME DEVELOPERS CONFERENCE EUROPE, HELD AT THE CAFE ROYAL IN Developer Group at Microsoft, discussed London from August 30 to September 1 and organized by the CMP Game what he and his company envisage Group (also owners of Game Developer), showed an array of talks both regarding consumer and content trends. technical and trend-based, but what really shone were the intriguing Some of the most interesting responses diversity of keynotes and the messages contained therein. came in the Q&A when, quizzed about the On the one hand, Sony Computer Electronic Entertainment executive vice two options for the Xbox 360, one president Phil Harrison spoke frankly and at length in a Q&A format with including hard disc, and one without, GDC chair Jamil Moledina, discussing both Sony's forthcoming Cell- Satchell simply commented, “Both of powered PlayStation 3 and the state of play on both the PSP and the still- them are gaming devices,” suggesting thriving PlayStation 2. that Xbox 360 users with a hard drive are Pressed on the apparent success of Xbox Live compared to the going to be downloading and customizing PlayStation 2's online strategy, Harrison indicated that the PlayStation 3 their experience a great deal more would have significant online capabilities, but stressed its nature as an through Xbox 360 Live, but that would be
“open platform,” commenting, in an obvious reference to Microsoft, the main difference. BY JON JORDAN PHOTO “Distinct from our competitors, we are happy for publishers to make their As for the naysayers regarding lack of Sony’s Phil Harrison own financial agreements directly with consumers.” hard drive support for Xbox 360 titles, In addition, Namco's Keita Takahashi, creator of the cult classic and Satchell simply stated, “The games look great, they don't need a hard drive, mainstream-covered phenomenon KATAMARI DAMACY used his keynote to they're working great off DVD.” comment on the state of gaming and his experiences in creating the Overall, if you factor in the tutorials and game postmortems alongside sequel, WE LOVE KATAMARI. Takahashi asked a serious question, as much to GDC Mobile and multiple thriving technical and business tracks, most himself as to the audience: “Is it fine to continue to create games that are attendees seemed to agree that GDC's little brother is back in relatively totally superfluous forever?” If they are as charmingly described as the rude health, after a couple of years of not cleaning behind its ears, despite cat controller concept that Takahashi won the Game Design Mash-Up recent confusion on the European trade and developer show scene. roundtable with at GDCE, he should have no problem continuing to exploit The CMP Game Group has confirmed that GDC Europe will return in 2006, his superfluousness and being adored for it. with the location and timing yet to be announced. Finally, in his keynote, Chris Satchell, general manager of the Xbox Game —Simon Carless
WIGI ESTABLISHES COLLECTIVE VOICE
WOMEN IN THE GAME INDUSTRY LACK to give them a common voice,” says been prolific at various different [from other a collective voice. Graner Ray. Additionally, the group conferences, and special women’s groups and Or at least they did until this will dedicate much of its energy to interests groups have events] is it’s about the summer. Women in Games educating both male and female likewise persevered, no role of women in the International (WIGI), founded by Sheri game industry professionals about single group has been industry. ... How are we Graner Ray, a forthright advocate for how to attract women—and other the representative front making games? What women’s issues who also works at under-represented populations—into for all the causes. The games are coming in the Sony Online Entertainment, is a the industry and keep them there. WIGI seems to be ready, future?” says Fryer. newly formed non-profit WIGI co-founder Laura Fryer almost naturally so, to fill “We’re really all about organization that aims to unite the explains. “We’re interested in getting this role, especially Laura Fryer raising awareness of voices (and possibly the pleas) of more diversity. Changing the because Graner Ray, issues,” says Graner Ray, women who work in games. The industry is an individual process, Fryer, and Schoback (among a citing that one of WIGI’s focuses is to group was co-founded and it takes time. We’re handful of others) had been the help women who are interested in by two other highly in it for the long run. people closest to doing it prior to the the game industry actually make it recognizable women: Lifestyle changes take WIGI’s formation. into the career. Laura Fryer of Microsoft time. People want to do Hearing strong interest from the “We’ve got momentum building Games Studio and Kathy the right thing in this rank and file of female game right now,” says Fryer. “There were Schoback of Ageia. industry. People want to developers, the WIGI really formed more women at GDC this year, and I “There are usually only be more diverse. out of a need, says Graner Ray. “It’s don’t know if that means there’s more about two or three Sometimes, they are kind of like we got critical mass. I’m women just attending GDC or if there women at every [game] unaware of the issues.” excited that we have enough women are more women in the field, but company and they tend Though panels on to get this kind of movement.” we’ve got the ball rolling right now.” to feel isolated. We want Sheri Graner Ray women’s issues have “The thing that makes WIGI —Jill Duffy
4 OCTOBER 2005 | GAME DEVELOPER GENREOLOGY
ALL-PLATFORM U.S. GAME SALES DATA BY GENRE, FROM JANUARY TO JUNE, 2005.
GENRES UNITS SOLD NET SALES Action 27,035,610 $852,702,600 QUAZAL NETWORKS FOR PSP Adventure 2,425,331 $75,989,740 MONTREAL-HEADQUARTERED QUAZAL, By incorporating Quazal’s technology into Arcade 1,397,017 $24,244,360 maker of the Net-Z and Rendez-Vous online their game titles, developers and publishers Children's entertainment 2,348,405 $52,678,740 multiplayer middleware technologies, has can potentially open the door to novel announced that the company has been interoperable gaming opportunities Family entertainment 5,576,937 $154,203,000 approved for the Tools and Middleware between the handheld and home console Fighting 3,988,296 $122,693,000 program for Sony’s PSP, and that a version of game spaces. The company claims that, its middleware is now ready for evaluation because of the cross-platform nature of Flight 540,809 $12,920,810 by interested PSP developers. Net-Z and Rendez-Vous, which is also Other games/compilations 1,671,175 $36,365,850 “Handheld multiplayer gaming is full of available for PCs and major console systems unique opportunities and challenges, and such as the PlayStation 2, these ideas will Racing 10,530,040 $346,699,300 we’re happy to have our technology be far easier to implement than before. Role-playing 8,550,013 $268,752,800 meeting those challenges,” says Martin Recent Quazal-using titles include Ubisoft’s Shooter 7,032,452 $240,188,400 Lavoie, CTO of Quazal. “Having handheld to TOM CLANCY’S SPLINTER CELL: CHAOS THEORY, Crystal home console cross-platform capability Dynamics/Eidos’ PROJECT: SNOWBLIND, and High Sports 14,055,000 $443,180,000 adds another great dimension of Moon/Capcom’s DARKWATCH. multiplayer for developers to work with.” —Simon Carless Strategy 1,675,265 $39,913,250 None 157,357 $7,567,901
TOTAL 86,983,700 $2,678,100,000 NDL, EMERGENT IN MERGER Source: The NPD Group/NPD Funworld, 2005
NDL, THE MAKERS OF GAMEBRYO 3D GRAPHICS Emergent plans to release some details tools and engine, and Emergent Game regarding new product offerings at the Austin the company is planning Emergent’s “rapid Technologies (formerly Butterfly.net) announced Games Conference at the end of the month. “I expansion in Europe and Asia.” in late August that the two companies will merge think the industry is going to be pretty excited Talk of pipelines, as opposed to specific tools, into one middleware provider under the name about the breadth and depth of what we’re going suggests that now more than ever before, game Emergent Game Technologies. to offer in the next 16 to 18 months,” says Selzer. developers are concerned with workflow, and John Austin, president of NDL, commenting on When asked about how smaller, independent possibly creating a standardized development the merger says, “We want developers to have developers will fit into the middleware market, method, if only to keep a firm handle on larger tools to create better games so they can focus on Selzer says, “I think you’ll see some creative teams, multi-million dollar projects, and the content creation.” business models out there that will enable the not- entertainment technologies that evolve at Geoff Selzer, CEO of Emergent, adds that NDL so-well-funded developers” to stay in business. staggering speeds. saw eye-to-eye with his company about the Austin adds that the “key visible customers” for “The industry is terrified of that word, implications of the middleware market. “The Gamebryo “are mid-sized ones that can really take ‘standardized’,” Selzer says. “The need for Renderware acquisition by EA [which happened in advantage of our technologies,” and include standardization falls into the fact that the 2004, shortly after Selzer became CEO of development houses that have at least one industry is maturing. What comes out of that [for Emergent], indicated two things. One: it indicated strongly established title, such as Firaxis Games Emergent] is, yes, we believe in standardization, that middleware was accepted by one of the (SID MEIER’S PIRATES and CIVILIZATION IV), Bethesda but we also believe that standardization is going dominant publishers in games ... Two: it left a Softworks (OBLIVION, scheduled for release on Xbox to mean something else in each studio.” Selzer massive hole in the middleware market.” 360), Mythic (DARK AGE OF CAMELOT), and Irrational also believes that “modular solutions” were the The decision to join the two companies, and Games (FREEDOM FORCE). way of the future—or at least the way of ostensibly fill that hole, was spawned by the “People are going to start seeing that we’re not Emergent’s future. “Flexibility is going to be one desire to be “a broader middleware company,” just looking at middleware but tools ... not just of the keynotes,” he says. “We don’t want to says Austin. “We really needed to have a broader providing middleware, but evolving into providing confine. We want to support.” product offering.” a pipeline,” says Selzer, who also mentions that —Jill Duffy
CALENDAR
Project Bar-B-Q Women’s Game Conference Austin Game Conference 2005 Serious Games Summit DC Canyon of the Eagles Austin Convention Center Austin Convention Center Crystal Gateway Marriott Austin Austin Austin Arlington, Va. October 13–16, 2005 October 26–27, 2005 October 27–28, 2005 October 31–November 1, 2005 Cost: $2,595 (includes lodging) Cost: $115–$195 Cost: $115–$195 Cost: $795 www.projectbarbq.com www.WomensGameConference.com www.GameConference.com www.seriousgamessummit.com
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OUR RATING SYSTEM :
DA BOMB PRETTY SLICK SLICK SO-SO LAME
IDV INC.’S SPEEDTREE RT 1.7 BY TOM CARROLL
HENRY DAVID THOREAU ONCE WROTE, “I frequently tramped eight or ten miles through the deepest snow to keep an appointment with a beech tree, or a yellow birch, or an old acquaintance among the pines.” And I thought gamers had no social life. Because Atari’s PONG was still 110 years away when Thoreau penned those words, maps; and SPEEDTREE how could he know that game fans would SpeedTreeMax and SpeedTree makes not only RT 1.7 share his liking for hiking, often trudging SpeedTreeMaya, plug-ins beautiful trees, but the natural around for hours—days!—in various for the respective shadows that they cast. MMORPGs? Or that they’d be just as picky programs. Although all STATS about the look of those beeches, birches, these tools can work in IDV INC. and pines? Luckily, those trees and 27 conjunction with each 5446 Sunset Blvd. Lexington, SC 29072 others are found in SpeedTreeRT 1.7, the other, you can mix and 803.356.1999 latest version of IDV’s unique software match the components www.speedtree.com that’s used for creating and populating that you need to fit your also easily toggle the ground and sky virtual landscapes with trees. development environment. This review textures, various light sources, and the PRICE $5,995 per game title or Put yourself in the shoes of any game focuses only on SpeedTreeRT. wind source. project for full license producer or environmental art lead. Before I begin, let me warn you that (PC only). You’ve got to fill a landscape with realistic this review contains a really big spoiler. THE F5 TRAP $9,995 per game title or moving flora in a timely and efficient And here it is: When I first opened Nearly all other functions within the project for UNREAL Engine 3 license. manner, and within the ridiculously short SpeedTree, I saw—a tree! package require that you press the $9,995 per game title or time allotted. You have two choices. There was, in fact, a beautifully rendered Compute (F5) button before you can project for Xbox 360 First, you could do things the old school picture of a tree in a large window. see your work on the 3D tree. This was license. way, which would mean a) building a I then realized that it was the 3D tree I only a bother at first, since it took my SpeedTreeRT annual support: $2,495 per year. variety of trees within your 3D package would be working on, one that would teensy brain just a few tries to latch of choice; b) providing for lower-poly enable me to edit existing SpeedTree onto the fact that I wouldn’t see any MINIMUM SYSTEM collision objects to match each tree; c) trees or build new ones from scratch. change until I hit F5. REQUIREMENTS rigging them for animation; d) producing After my initial reaction wore off (in Once the software modified my behavior, SpeedTreeRT 1.7 works on most 3D accelerated three to five level of detail (LOD) models seconds), I observed the interface box to I started cooking with gas, partner. While platforms (major of each; and finally e) placing them onto the left of the picture and felt a bit leery some aspects of SpeedTree—most consoles, PCs, etc.). a game panorama that could be as small of it. It had all the ambiance of something notably the Wind and LOD tabs—require (Other SpeedTree family as New York’s Central Park or as big as designed by Sgt. Joe Friday (he of the you to type in values via the keyboard, products have additional requirements.) Washington, Oregon, Wyoming, and “just the facts, ma’am” fame): acres of others let you use curve editors instead. I Montana all stitched together. Most pros gray framing, lots of selection tabs, and took to these quite quickly because they PROS give up half way through step d). white numeric entry boxes, with just were more fun and intuitive. With about 1. Quick and easy to get Alternatively, you could fill your enough colored icons to give it some as much accountability as a kid in a started. 2. Provides the landscape the new school way by using graphical appeal. candy store, I began modifying my tree’s information you need SpeedTreeRT—enough said. It does it all. But get past the menu’s utilitarian look trunk, branches, fronds, leaves, wind, in a graphical way. and you find unabashed functionality lighting, and LOD values. 3. The pro’s choice.
THE $5 SPEEDTREE TOUR that’s so pure it belies the need for a One quick tip: Experiment with the CONS SpeedTree actually has a family of manual at all. Global tab right away. Within the Seeds 1. The graphs are great, offerings, comprising SpeedTreeRT, a C++ If you haven’t downloaded the free section, check Randomize for both Main but would be better if API; SpeedTreeCAD, a stand-alone SpeedTree demo, here’s my quick take on seed and Flare seeds, then hit F5 several mouse sliders were Microsoft Windows application; Tree what I experienced with the package. times. Each time, you’ll see a randomly added to number boxes. model library, which contains more than Playing with the row of graphical icons generated version of the tree you’re 2. An auto update option 170 species of trees and plants, and across the top of the screen provided me working on. Randomizing allows you to would be helpful to almost 1,000 models, representing with instant gratification, since I was quickly see how much (or little) variety a alleviate all those F5 various seasons, growth phases, and able to see or not see various object forest of your trees will have. button presses. 3. Moderate pricepoint. graphic densities for those species, as types on my visible tree (specifically But I digress. Before you could say, well as bark maps, leaf maps, and normal branches, leaves, and fronds). I could “Miracle Gro,” I had experienced all the
WWW.GDMAG.COM 7 [SKUNK WORKS]
SPACE PILOT individual textures it required and made substitute ones. Upon loading them into STATS the package, my new textures needed beautiful trees using a wide array of 3DCONNEXION madcap hi-jinks that I’m sure most adjusting to make them appear the way I mesmerizing and destructive weapons. 180 Knowles Dr. people do when they discover how easy wanted. To fix the tree, I needed to make Why not? It’s their game. Los Gatos, CA 95032 408.376.2500 SpeedTree is to use. I made a mutant Red the same changes to all four leaf types. In another game demo, a helicopter www.3dconnexion.com Oak the size of the Sears Tower, adjusted In retrospect, I should have made one being flown around terrain clad in the wind to hurricane status, and set the leaf, loaded into all of the slots for the SpeedTree-style flora generates wind that PRICE trunk values such that my tree bent tree’s leaves, observed the results, then, makes individual trees sway in a realistic $499 (though academic discounts are available) nearly horizontal. I also increased the leaf when the leaf was perfected, create three manner. Changes in prop speed are size to such an extent that they looked variations to match it. As they say, reflected in real time. Remember games SYSTEM REQUIREMENTS like elephant ears waving on pick-up stix. hindsight is 20/20. that had trees looking as though they Intel Pentium 4/III or And was I ever pleased. were frozen in amber? Those days are AMD Athlon processor based system. GETTING FROM OUT HERE TO IN THERE going, going, gone. 20MB free disk space for STEMMING BEYOND THE BASICS Once I got my custom trees in shape, it driver and plug-in Working with SpeedTree’s basic trees was time to put them to use in a real-time BARK UP THE RIGHT TREE installation (CD-ROM enabled me to make flora that had more application: my game. If misery loves company, so does device required). USB 1.1 or 2.0. than enough verve to suit my needs, but I I had to make a composite map of all excellence. SpeedTreeRT is the choice of pushed myself still further and that’s the textures my trees would use within so many game developers because it is OPERATING SYSTEMS when I could tell I was making mistakes. the game world. After consulting the simply the best at what it does: making SUPPORTED That was when I reviewed SpeedTree’s manual (real gamers use manuals), I trees ... and bushes, and cacti, and, well, Windows 2000 & XP manual and the help section it provides. opened the package’s Export Composite whatever you’d like. Think about that when APPLICATIONS Creating an entire tree from scratch is Leaf/Frond/Billboard menu. To the left is a you’re contemplating a little eight- or nine- SUPPORTED for the birds, especially if you’re new to list of all available trees, so I selected the mile trek through the deepest snow. More than 100 the package. You’ll get going much faster new ones I had created. Once you take in the full measure of applications supported, including 3DS Max, by simply modifying one of the basic I was able to set the values of some SpeedTree, you’ll realize the amount of Maya, Softimage, Rhino, trees that are provided in the package. variables, such as the size of the resulting flexibility it gives you. The only limitation and Photoshop. For example, when I wanted to create composite map, and include various is how bad you desire to do something
PROS new foliage, I had far less to worry about billboards of the finished tree to use as cool—with trees, that is. 1. Out-of-the-box if I simply substituted my custom leaf the lowest LOD. This menu also allows for installation and startup texture for the one specified in the 360 degree views of the tree to be stored TOM CARROLL is a 3D environment were amazingly easy. aforementioned Red Oak. to provide the most convincingly real low- artist with Rockstar San Diego. He also 2. Great tutorials get the I also found that no matter how much I level LOD. user familiar with a tries not to abuse the English language pretty unusual piece of tried, my hand-painted leaf textures After clicking Add, I could preview the hardware. didn’t look as believable as when I started maps required for each tree. I then clicked (too much). Contact him at 3. Incredibly intuitive with downloaded images of real foliage. Create In Folder to move the composite [email protected]. device once the Although Photoshop allowed me to add map and all associated files to a folder of relatively short learning curve is hurdled. detail and completeness to the textures, my choosing. It was that simple. as well as the alpha channel, real leaves Although I didn’t need to use it for my 3DCONNEXION’S CONS are the best starting point. own purposes, the Export Composite SPACEPILOT 1. Moderately expensive One of the mistakes I made more often Leaf/Frond/Billboard menu also lets you By Spencer Lindsay for a peripheral device. 2. Because Autodesk than I’d like to admit (and you will too if it’s export single images of trees—to use as probably never foresaw late at night or right before a deadline) was billboards, or to use within Photoshop for ABOUT FIVE YEARS AGO, WHILE WORKING people being able to to leave the pivot point for a 3D leaf cluster numerous other reasons—as well as on a game deadline, my right wrist rotate the view and in the centered position. Once I imported various components for constructing a started to tingle. I ignored it. render simultaneously, Max freezes when the cluster and loaded it onto my tree, my self-shadowing tree. A few days later the whole edge of my moving the SpacePilot leaves tended to twirl around and around Once the correct files have been right hand had fallen asleep and was controller cap and instead of waving as they should do. You exported, a programmer can use seemingly un-responsive. I couldn’t work hitting the render have to manually move the pivot point to SpeedTreeRT to interpret and manipulate on my project and had to sit around button at the same time. the spot where the stems join together. the tree data within the framework of a testing the game instead of building it for 3. The SpacePilot is Simplicity really works well for real-time game engine. At this point, a few days. A technical artist co-worker sometimes un- SpeedTree. For example, I wanted to anything within reason is possible. For was using a Wacom tablet instead of a responsive when Max create new leaf textures for a rather instance, those crazy guys at NCsoft mouse for all of his 3D and 2D work and, is left idle for an hour or so. complex tree that had four individual leaf have made it so people playing AUTO seeing as he had no problems with his types, so I took a look at how many ASSAULT can destroy the gently waving, wrists, I ran out and got one. It was a
8 OCTOBER 2005 | GAME DEVELOPER moment of discovery that you don’t get very often. Suddenly, I could move around PILOTING IN 3D in 3D and in 2D without having to crimp The SpacePilot is compatible with more my hand into some grotesque claw. I was than 100 applications, including 3D happy. I was satisfied. Studio Max, Maya, and Adobe Photoshop. Until now. Although I didn’t try it out, I understand you can even use it with Microsoft Office. SPACE GENIUS Setting up the SpacePilot was a breeze, Now, I’ve found a new gizmo, a gizmo that and the software tutorials that started has again transformed my workflow and immediately after I finished installing comfort in ways I never thought possible. were extremely helpful. I had all the 3Dconnexion’s SpacePilot is a device information I needed to start working that sits to one side of your keyboard and with this thing within five minutes of acts as a conduit into your 3D scene. It’s opening the box. designed to work effectively for both right- The SpacePilot was recognized by all handed and southpaw artists. the applications on my system it was After a few minutes of fiddling with it, I compatible with, and I encountered very was able to edit and maneuver my 3D few problems upon starting up. scene in a very intuitive and comfortable However, if the computer was left idle way. long enough for the screen saver to come Sleek, with display panel glowing blue, on, the SpacePilot was sometimes sluggish the hardware itself is both attractive and for a few seconds when I came back to it. ergonomic. It looks like something Captain Also, 3DS Max would crash if I rotated the Picard would have embedded in his model and hit the render button at the command chair. A series of six buttons same time. (This last issue will no doubt be across the top allows for a vast array of handled by a new driver release.) user settings so you can set it to have different functionality based on which LAUNCH task you’re performing. In order to give the SpacePilot a fair shake, In addition to the user-configurable I decided to use it for the full cycle of one buttons across the top, there are four of my modeling and animation projects. For The SpacePilot is a peripheral hardware device for artists—and handy keyboard modifier keys to the left of the first few hours, I found it to be a bit indispensible for carpal tunnel syndrome sufferers. the controller cap (Shift, Escape, Control, disorienting. I wasn’t used to being able to and Alt) that allow for fast selections and pan, zoom, and roll simultaneously; but de-selections without having to return to once I broke through the rather shallow efficiently while simultaneously rolling my the keyboard. This feature may seem learning curve, and after a solid day of work around the screen. It gives you the superfluous at first glance, but after using working with it, I found that being able to do ability to move the model and tweak verts, this piece of hardware for a few hours, I all three of these functions at the same animation keyframes, and shader found I could do all the maneuvering I time sped up my modeling and animation parameters, all while maneuvering around needed without putting my left hand on the tasks dramatically. the object like a dogfighter. keyboard at all. Being able to rotate and pan my camera I’ve also noticed that the cramped To the right of the controller cap is a very while scrubbing the animation slider gives feeling I usually have in my mouse hand useful set of buttons that provide access artists the ability to view and edit models after a few hours of modeling has to Top, Side, Bottom, and Front views as and their keyframes at the same time. This disappeared. well as a handy Fit button that I used quite is something I hadn’t been able to do In the projects I’ve used it with so far, the a bit while figuring out how to operate this before without making a camera rig to maneuverability and ease of use of the thing; it lets you easily jump from looking attach to parts of my animation. SpacePilot has made for some of the at large and small scale models. Above the My animation tasks were greatly sped fastest and most accurate production I’ve orthogonal Fit button is a set of tuning up by virtue of the SpacePilot because I been able to accomplish. * keys which let you adjust the sensitivity of didn’t need to stop the animation, move the device, a feature that really comes in the camera, and restart the animation. I SPENCER LINDSAY is an independent handy when learning how to use the simply scrubbed back and forth through consultant who works with game SpacePilot. my keyframes while keeping the camera Not only is the device itself easy to install on the object of interest. development teams and design firms. and use, but the customer support system The SpacePilot also increases modeling Email him at [email protected]. that 3Dconnexion provides is stellar. productivity. I was able to edit quickly and
WWW.GDMAG.COM 9
>> tristan donovan
>> THIS YEAR MARKS THE THIRD ITERATION OF THE GAME DEVELOPER TOP 20 PUBLISHERS RANKING, and we’re confident that while the list certainly has its share of familiar faces, it’s also home to a TRISTAN DONOVAN is a freelance journalist few surprises. As the market shifts and consolidates, so too do the denizens of our ranking. based in the U.K. Email him The obvious non-appearance this year is Acclaim, which lapsed into bankruptcy between last at [email protected]. year’s guide being written and published. Stronger international showings by Bandai and Capcom Brandon Sheffield have knocked Koei and Empire out of the top 20, and with more acquisitions in 2005, and more contributed to this article. likely on the horizon, our list is likely to be even more interesting as time goes by.
ELECTRONIC ARTS IS ONCE AGAIN, FOR THE THIRD straight year, the Top 20 Publishers’ top dog. The company boasts an annual revenue of more than $3.1 billion, and EA also shows the biggest number of releases of any top 20 publisher, thanks to its commitment to multi-format releases. EA increased its 1. ELECTRONIC ARTS internal development division with the incorporation of Year formed: 1982 Criterion Software in 2004, upped its investment in cell Headquarters: Redwood City, Calif. phone games, and has growing plans to establish a Studios: Criterion (Guildford, U.K.); EA Black Box (Vancouver); studio in China. In late 2004, EA bought a 19.9 percent EA Canada (Montreal and Vancouver); EA Los Angeles (Playa Vista, Calif.); EA Japan (Roppongi, Japan); EA Redwood Shores (Redwood share of Ubisoft, which was met with strong resistance City, Calif.); EA U.K. (Chertsey, U.K.); Maxis (Walnut Creek, Calif.); from the French publisher. EA also struck long-term EA Tiburon (Orlando) deals with ESPN and the NFL, giving EA Sports’
WWW.GDMAG.COM 11 forthcoming football titles the distinction of being the only games that may been added to the Activision empire. Even after those purchases, the company, bear official player names, stats, and logos. which has joined the ranks of publishers boasting an annual turnover in excess The company also took on retail publishing duties for HALF-LIFE developer Valve, of $1 billion, has more than $700 million in cash to play with, proving that which had previously been held by Vivendi Universal Games, and co-founded a Activision’s policy of leaving studios more autonomous after purchasing them record label, Next Level Music LLC. EA’s particularly notable titles for 2004 works just as well as EA’s consolidation method. Always adventurous, Activision include BURNOUT 3: TAKEDOWN, from aforementioned newly-incorporated studio released games on even the most obscure of consoles, with games licensed for Criterion, successful THE LORD OF THE RINGS and THE SIMS franchise extensions, and the now-defunct Tapwave Zodiac PDA game system and Nokia’s N-Gage. of course, multiple branded sports titles across multiple genres.
2. ACTIVISION 3. MICROSOFT GAME STUDIOS Year formed: 1979 Year formed: 1975 Headquarters: Santa Monica, Calif. Headquarters: Redmond, Wash. Studios: Beenox (Quebec City); Infinity Ward (Encino, Calif.); Studios: Bungie Studios (Redmond, Wash.); Ensemble Studios Luxoflux (Santa Monica, Calif.); Neversoft (Encino and Woodland (Dallas); FASA (Redmond, Wash.); Rare (Twycross, U.K.); Hills, Calif.); Raven Studios (Madison, Wis.); Shaba Games (San Microsoft Game Studios Japan (Tokyo); Redmond, Wash. Francisco); Toys For Bob (Novato, Calif.); Treyarch (Santa Monica, Calif.); Vicarious Visions (Mountain View, Calif. and Troy, N.Y.); SINCE THE LAUNCH OF THE XBOX, MICROSOFT’S RISE UP THE TOP 20 HAS Z-Axis (Foster City, Calif.) been swift. In 2003 it came in respectably at ninth, but has since pushed its way up the charts. Aided by smash hits like HALO 2, Microsoft is increasingly A HIGH NUMBER OF RELEASES AND BOOSTED REVENUES HAVE PROPELLED focused on Xbox titles, and has arguably focused less on its PC game Activision to number two on our list, well up from last year, on the back of releases, though some, such as RISE OF NATIONS and ZOO TYCOON 2, still thrive. strong releases such as the critically acclaimed ROME: TOTAL WAR, a second Because the Xbox has continued to struggle with market penetration in iteration of the TONY HAWK’S UNDERGROUND series, and a host of successful license Japan, a significant part of the market is largely closed to Microsoft titles tie-ins, from X-MEN LEGENDS to SPIDER-MAN 2. Armed with years of know-how as (though the Microsoft Game Studios Japan-developed title PHANTOM DUST was the first ever third-party publisher and a healthy bank account, Activision has critically appreciated in all markets). With the impending launch of the Xbox also been expanding its already sizeable roster of internal studios during the 360, Microsoft will increasingly focus its efforts in that direction, also signing past year. As a result, Toys For Bob, Beenox, and Vicarious Visions have all high-profile deals with several Japanese developers, such as FINAL FANTASY
Rank No. of Percent of externally Producer Milestone Pay and Average game Publisher 2005 2004 2003 Score releases developed titles rating payment rating perks review score
Electronic Arts 1 1 1 254 126 17 8.52 8.50 8.91 81
Activision 2 7 4 229 76 63 9.25 9.60 9.40 65.40
Microsoft 3 2 9 227.5 20 60 9.60 9.85 10.00 80.56
Nintendo 4 10 3 219 69 32 8.50 10.00 8.50 76.08
Sony Computer Entertainment 5 3 2 213 41 37 9.18 9.55 8.50 75.07
Ubisoft 6 5 12 205 65 55 9.48 8.05 9.25 70.25
Konami 7 15 8 203 78 15 8.80 10.00 8.50 67.03
THQ 8 4 13 199.5 94 55 9.31 9.42 8.50 65.68
Sega Sammy 9 14 10 198.5 75 31 8.65 7.60 9.40 70.55
Take Two 10 8 6 195.5 42 67 9.40 7.60 8.50 69
Namco 11 20 16 194.5 35 51 9.10 9.40 10.00 74.30
Vivendi Universal Games 12 11 5 180 43 72 8.73 8.92 9.00 68.93
Atari 13 9 7 174.5 67 70 8.84 7.68 8.20 67.63
SCi/Eidos 14 6 19 167 35 51 9.70 9.70 8.50 70.94
Capcom 15 – 14 142 39 21 8.50 8.50 8.50 73.39
Square Enix 16 16 11 134.5 19 21 8.50 8.50 8.50 71.90
Bandai 17 – 15 123 49 51 8.50 8.50 8.50 63.44
Codemasters 18 12 – 121.5 17 29 7.60 9.40 8.50 75.86
Midway 19 17 20 121 22 32 8.50 8.50 8.50 78.20
LucasArts 20 – – 115.5 9 89 8.50 8.50 8.50 81.60
12 OCTOBER 2005 | GAME DEVELOPER creator Hironobu Sakaguchi’s new company WindWalker and Tetsuya studios into a single entity, Nintendo Entertainment Analysis and Mizuguchi’s Q Entertainment. Development. This brings the makers of WARIO WARE together with the makers of While Microsoft has some important studios under its wing— Bungie, THE LEGEND OF ZELDA, which could potentially produce some interesting properties. Ensemble, and Rare—it continues to use external studios heavily, with outsiders producing around 60 percent of its titles. 5. SONY COMPUTER ENTERTAINMENT Year formed: 1993 Headquarters: Tokyo Studios: Bend, Ore.; Cambridge, U.K.; Contrail (Tokyo); Foster City, Calif.; Incognito Entertainment (Salt Lake City); Liverpool, U.K.; 4. NINTENDO London; Polyphony Digital (Tokyo); San Diego; Year formed: 1933 Naughty Dog (Santa Monica, Calif.); Seoul; Headquarters: Kyoto, Japan SN Systems (Bristol, U.K.); Tokyo; Zener Studios: Brownie Brown (Tokyo); Intelligent Systems Works (Tokyo) (Kyoto, Japan); NDCube (Tokyo); Nintendo Entertainment Analysis and Development (Kyoto, Japan); Nintendo of America THE ARRIVAL OF THE PSP AND THE EVENTUAL RELEASE OF THE PLAYSTATION 3 (Seattle); Retro Studios (Austin); Systems Research & have prompted a small expansion in Sony’s impressive collection of internal Development (Kyoto and Osaka, Japan) development studios. To help produce games for the PSP, it set up a studio in South Korea and more recently purchased British middleware developer ANOTHER YEAR OF STRONG SALES FOR ITS SOFTWARE, AND THE SUCCESS OF SN Systems to aid PlayStation 3 game creation. Interestingly, as the console the DS and Game Boy Advance show that Nintendo can still hold its own hardware market leader, Sony’s internal development has been largely against Sony and Microsoft. Software for the DS in particular has been strong, original IP-focused. Games such as the critically acclaimed GOD OF WAR and and Nintendo continues to develop its POKEMON franchise on the Game Boy RATCHET AND CLANK 3 have served to boost Sony’s credentials as a triple-A Advance and elsewhere, which has boosted the company back into our top developer and publisher, but without the sheer software revenue volume of five. Though Nintendo certainly likes to reuse its characters, there’s no an EA, and releasing on fewer SKUs than the third parties, Sony slips to shortage of innovation from the granddad of Japanese game developers. The number five this year. DS was a bold hardware-based move, and Nintendo has followed that with bold, critically acclaimed software, such as ELECTROPLANKTON and NINTENDOGS, also strengthening revenue by virtue of first-party game dominance. Internally, 6. UBISOFT there have been some changes: the firm has merged its main Kyoto-based Year formed: 1986 Headquarters: Montreuil-sous-Bois, France Studios: Annecy, France; Barcelona; Blue Byte (Düsseldorf, Germany); Bucharest; Casablanca; Milan;
Titles by platform (percent) No. of internal Montpellier, France; Montreal; Quebec City; Paris; Red Storm Computer Console Handheld Mobile studios (Morrisville, N.C.); Shanghai; Wolfpack (Austin)
17.46 66.67 14.28 1.59 10 WITH 13 STUDIOS AND ABOUT 3,000 EMPLOYEES, UBISOFT’S INTERNAL
39.48 39.48 18.43 2.63 10 development setup is one of the largest in the world. The company has long been keen to reduce its reliance on external development, and the continuing expansion 10 85 5 0 6 of its internal studios in Quebec and Shanghai will, in the short term, doubtless 0 24.64 75.36 0 7 help. The company also fended off an acquisition attempt from American rival EA, 0 78.05 19.51 2.44 14 with several potential methods floated before ultimately settling on restructuring, and a push toward further expansion, to that end buying up the development 30.77 58.46 10.77 0 13 division of Canadian publisher Microids, and announcing a new line of sports titles. 10.26 61.54 23.07 5.13 6 The company continues to intelligently balance original IP, such as RAYMAN 20.21 32.97 22.34 24.47 11 and PRINCE OF PERSIA: THE WARRIOR WITHIN, with key licenses, such as the Tom Clancy
16 66.66 11.99 5.33 7 line of games.
7.14 88.10 4.76 0 13
0 71.42 28.57 0 2 7. KONAMI
37.21 37.21 20.94 4.65 6 Year formed: 1973 Headquarters: Tokyo 32.84 44.78 20.89 1.49 6 Studios: Hudson Soft (Tokyo, Sapporo, 28.57 65.57 3 2.86 5 San Francisco); Konami Computer Entertainment (Tokyo); 2.56 64.10 25.65 7.69 4 Konami Digital Entertainment (Honolulu, San Jose); Konami
15.79 31.58 15.79 36.84 5 Software Shanghai (Shanghai); Kojima Productions (Tokyo)
28.57 60.57 8 2.86 3 AFTER YEARS OF KEEPING ITS INTERNAL DEVELOPMENT GROUPS SEPARATE, 23.53 76.47 0 0 2 Konami has rolled its Japanese studios into a single Tokyo-located entity. 9.09 81.91 9 0 6 Improved efficiency is the main impetus behind this move, Konami claims,
33.33 66.66 0 0 1
WWW.GDMAG.COM 13 9. SEGA SAMMY HOLDINGS Year formed: 1952 (Sega); 1975 (Sammy) Headquarters: Tokyo which doesn’t seem to have slowed it down any. The company also Studios: Creative Assembly (Horsham, divested itself of all interest in Japanese niche game company and U.K. and Fortitude Valley, Australia); toymaker Takara (through stock owned by Atlus), which went on to merge Racing Studio (Birmingham, U.K.); Red with fellow toymaker Tomy. As a result, Konami now owns just three Entertainment (Tokyo); Sega Shanghai Studios (Shanghai); Sega Konami-branded studios and three under the brand of Hudson, a developer Studios (Tokyo); Sega Studios USA (San Francisco) and publisher it acquired in April 2005. These studios pump out games at a regular pitch, so just 15 percent of WITH THE MERGER WITH SAMMY DONE AND DUSTED, SEGA HAS UNDERGONE Konami’s games originate outside its own studios. Konami’s American some serious changes in a bid to get the company back to profitability after a publishing arm has been working hard to increase that number, though, decade of losses. Among the changes were the sale of Kush Games and Visual bringing externally-developed games such as DEATH JR. to consoles, while Concepts to Take Two, the purchase of Creative Assembly (developer of ROME: maintaining popular internal series such as METAL GEAR SOLID, CASTLEVANIA, and TOTAL WAR), the loss of high-profile developer Tetsuya Mizuguchi, who formed his PRO EVOLUTION SOCCER/WINNING ELEVEN. own studio (Q Entertainment), and the merging of Sega’s seven Tokyo studios. In addition, Sammy’s U.S.-based internal development team Sammy Studios became an independent company called High Moon Studios, and Sega’s 8. THQ American and European management was merged. Finally, Sega has begun Year formed: 1989 putting together a U.K.-based studio dedicated to developing racing games. But Headquarters: Calabasas Hills, Calif. while the restructuring has been significant, troubles remain. In Japan the Studios: Blue Tongue Entertainment company was hit by a tax-evasion scandal and the death of a customer at one (Melbourne); Concrete Games (San Diego); Cranky Pants Games of its amusement arcades. Even so, the merger has largely been successful, (Kirkland, Wash.); Heavy Iron Studios (Culver City, Calif.); Helixe with Sega back in the black, floated by tie-ins with Sammy’s lucrative pachinko (Burlington, Mass.); New York; Rainbow Multimedia Group business and somewhat more cautious development and publishing choices. (Phoenix); Relic Entertainment (Vancouver); THQ Australia Sega loves original IP and has continued its SONIC, SHINING FORCE, and PHANTASY STAR Studios (Spring Hill, Australia); THQ Wireless (Calabasas Hills, brands to decent success, and in this year of restructuring, has spent more Calif.); Volition (Champaign, Ill.) time re-releasing its back catalog, and developing unique licensed IP.
DESPITE SLIPPING BACK DOWN THE TOP 20 A LITTLE, THQ HAS BEEN building its industry presence greatly during the past 12 months. It now 10. TAKE TWO INTERACTIVE boasts 11 internal development studios, including the recently acquired Year formed: 1993 Blue Tongue Entertainment, and is now the Top 20’s second most prolific Headquarters: New York publisher—only Electronic Arts beats THQ in this department. Studios: Cat Daddy Games (Bellevue, Wash.); Frog THQ is one of the foremost developers with interest in Australia, with two City (San Francisco); Indie Built (Salt Lake City); studios in the up-and-coming area, and is still best known for its licensed Kush Games (Camarillo, Calif.); PopTop Software (Fenton, Mo.); titles, publishing everything from Sega- and Rare-branded Game Boy Rockstar Leeds (Leeds, U.K.); Rockstar North (Edinburgh); Advance titles, to its lucrative Nickelodeon and Pixar licenses and Game Rockstar San Diego (San Diego); Rockstar Toronto (Toronto); Boy Advance titles, through major wrestling licenses. Even so, the Rockstar Vancouver (Vancouver); Rockstar Vienna (Vienna); company is moving further into original IP, DESTROY ALL HUMANS! being one of Venom Games (Newcastle, U.K.); Visual Concepts the more notable, thanks to developer Pandemic. (San Rafael, Calif.)
WITH THE MULTI-MILLION SALES OF GRAND THEFT AUTO: SAN ANDREAS (12 million at the last count), Take Two has enjoyed another bumper year. The methodology cash from its flagship series has fueled the buyout of several developers,
The Game Developer Top 20 ranks payments; and the quality of staff pay sites and dedicated gaming web sites. The received a rating of 30. This was repeated publishers using a score calculated from and perks. average review score ratings were based for all measures and the totals were each publisher’s performance in several Annual turnover figures come from the on information from gamerankings.com. A weighted and added together to give a measures. First, a list of the top 30 publishers’ annual accounts or, when confidential online survey of developers final score which determined the Top 20 publishers is drawn up based on revenue these are not public, from our own provided the data for the quality of Publishers list for 2005. or, when revenue data is unavailable, estimates based on the sales of games producers, reliability of milestone Every effort has been made to ensure estimates. they release. The number of releases, payments, and the pay and perks. the accuracy of the information contained Then each publisher is given a score which counts the publication of the same The top 30 publishers were ranked within this article. But we cannot based on the following six measures— game on different formats as separate according to each of the six measures. The guarantee its accuracy or completeness. annual turnover; number of releases; releases, comes from the publishers or, lowest scoring publisher received a score We do not accept liability for any direct, average review score; quality of when they were unable to provide this of one, the next lowest a score of two and indirect, or consequential loss arising producers; reliability of milestone information, from information on their web so on until the highest scoring publisher from its use.
14 OCTOBER 2005 | GAME DEVELOPER . . image courtesy of Ubisoft™ image courtesy of Ubisoft™ Chaos Theory™ ® Tom Clancy’s Splinter Cell Splinter Cell Clancy’s Clancy’s Tom
Idea: Create the most gripping and realistic stealth action game on the market. So real it renders fear. Realized: Ubisoft™ modeled and animated the realistic characters and backgrounds of Tom Clancy’s Splinter Cell® Chaos Theory™ with Autodesk’s 3ds Max to build on one of the most popular series ever. The work-horse capability of 3ds Max helped Ubisoft stay on top of their grueling production schedule and garner a 9.9 out of 10 by Offi cial Xbox Magazine. To see how Autodesk can help you realize your most innovative ideas, visit www.autodesk.com
Autodesk and 3ds Max are registered trademarks of Autodesk, Inc., in the USA and/or other countries. All other brand names, proproductduct names, or trademarks belong to their respective holders. © 2005 Autodesk, Inc. All rights reserved. including Venom Studios and Sega’s Visual Concepts and Kush Games. The 13. ATARI expansion has prompted the creation of two new publishing labels for the Year formed: 1983 firm—2K Games and 2K Sports—to add to its existing ones: Rockstar Games Headquarters: Lyon, France and Global Star. But there has been some bad news too. The “Hot Coffee” mod Studios: Atari Interactive (Beverly, Mass.); for SAN ANDREAS, which allows players to access previously inaccessible sex Atari Melbourne House (Melbourne, scenes, has forced a recall of the game. An SEC investigation into the Australia); Eden Studios (Lyon, France); Paradigm Entertainment publisher’s accounting has ended with Take Two paying out a $7.5 million civil (Dallas); Reflections (Newcastle, U.K.); Shiny Entertainment penalty, while neither denying nor admitting any wrongdoing. Our current (Newport Beach, Calif.) methodology lumps reviews for any given company’s titles into one group, and Global Star’s value brand has hurt Take Two here, as budget titles are STILL STRUGGLING TO COPE WITH A CASE OF INDIGESTION AFTER ITS LATE generally reviewed less well. These factors account for Take Two’s slip in the Top 1990s buyout bonanza, Atari has steadily been descending the Top 20. 20, but as the company aggressively turns out its well-rated 2K Sports brand Though Humongous Entertainment was still internal for the financial year with content from Visual Concepts, and continues pushing the boundaries of the ending March 2005, Atari sold Humongous to parent company Infogrames for M rating with innovative original IP, next year is anyone’s game. $10.5 million in April. As has been its modus operandi for the past few years, Atari is still largely relying on key, potentially large-selling titles such as THE MATRIX: PATH OF NEO, and is banking on its original IP (MISSILE COMMAND, CENTIPEDE) for 11. NAMCO use in a range of retro compilations. Year formed: 1955 Headquarters: Tokyo Studios: San Jose, Calif.; Yokohama, Japan 14. SCI/EIDOS Year formed: 1988 (SCi); 1990 (Eidos) NAMCO SEEMS TO BE AGGRESSIVELY PURSUING TWO VERY DIFFERENT Headquarters: London directions with its two studios. First, the Japanese branch seems keen on Studios: Beautiful Game Studios (London); Core Design (Derby, developing original IP, such as TAIKO NO TATSUJIN and KATAMARI DAMACY, both cult hits U.K.); Crystal Dynamics (Palo Alto, Calif.); IO Interactive in the U.S. as well as their native Japan. The company also fleshes out its (Copenhagen); Pivotal Games (Bath, U.K.) established series whenever possible, with new iterations in the TEKKEN and RIDGE RACER series, the latter of which seems to show up as a launch title for WHILE SMALL UK PUBLISHER SCI FAILED TO MAKE THE TOP 20 IN 2003 AND every new console. 2004, its ambitious takeover of Eidos (a far bigger company) has propelled Second, the U.S. division is ramping up its publishing business with a it to global attention. Since the merger has only just gone through, SCi is still number of deals in the children’s sector. The company has supplemented working out the new structure for the firm, but so far Eidos’ four studios and this with the creation of a handheld game division at its San Jose studio SCi’s Pivotal Games (CONFLICT: DESERT STORM) remain in place. But one studio and a significant push to improve its presence in the PC games market. that won’t be part of the new venture is Ion Storm, the former Eidos studio The company’s efforts in these various areas have boosted them up the that was shut down prior to the merger. Since a joint revenue figure for the Top 20 into a stronger position. Also of note: Namco announced this year post-merger company is not yet available, we calculated the group’s that it will be merging with Japanese toy, game and animation maker revenue by adding the last year-end results from both firms. SCi/Eidos has Bandai, a deal that will be official in late 2005, and will marry Namco’s also made another major shift, though this one is internal—the key TOMB internal original IP development with Bandai’s marketing power and RAIDER franchise has made a lateral move from original developer Core multimedia approach. Design to Crystal Dynamics, a team with more contemporary critical acclaim after the popular LEGACY OF KAIN series. 12. VIVENDI UNIVERSAL GAMES Year formed: 2000 15. CAPCOM Headquarters: New York Year formed: 1979 Studios: Blizzard Console (Aliso Headquarters: Osaka Viejo, Calif.); Blizzard Studios: Clover Studios (Osaka); Entertainment (Irvine, Calif.); Studio 8 (Sunnyvale, Calif.); Team 1 (Osaka); Team 2, (Osaka); Massive Entertainment (Malmö, Sweden); Radical Entertainment (Vancouver); Sierra CAPCOM HAS ALWAYS ROOTED FOR THE UNDERDOG, WHICH LED TO THE Entertainment (Bellevue, Wash.); Swordfish Studios company’s rash of exclusive titles for the GameCube throughout the life of (Birmingham, U.K.) the console. The years 2004 and 2005 marked a generic end to this exclusivity, though, as the tactic was hurting Capcom financially. As such, VIVENDI UNIVERSAL GAMES HAS SPENT THE PAST YEAR BOLSTERING ITS critically lauded titles RESIDENT EVIL 4 and KILLER 7 have made their way from internal development activities with a hat trick of buyouts—Radical GameCube exclusives, to a PlayStation 2 port for the former, and Entertainment (most notable for reviving The Simpsons brand in video PlayStation 2 simultaneous launch for the latter. Capcom has also been games), Swingin’ Ape Studios (now Blizzard Console), and Swordfish Studios. investing in other developers, partnering with Grasshopper Manufacture Coupled with the massive success of WORLD OF WARCRAFT both in the U.S. and for the development of KILLER 7 and Nudemaker for TEKKI. The Japanese internationally, things are looking up for the firm. The rather bitter, lawsuit- parent is now trusting the U.S. branch far more than in the past, granting spawning end of its relationship with HALF-LIFE developer Valve is a bit of a the FINAL FIGHT license to Capcom USA’s Studio 8. Capcom has also become blow, but even so, while a relatively new entity, Vivendi Universal remains a increasingly bold when it comes to publishing the work of others. It has potent player, and studio names such as Blizzard only strengthen its position. brought the GRAND THEFT AUTO series to Japan, and with it, the wrath of
16 OCTOBER 2005 | GAME DEVELOPER "ADDA BING "ADDA BOOM &OR