December 1999

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December 1999 DECEMBER 1999 GAME DEVELOPER MAGAZINE ON THE FRONT LINE OF GAME INNOVATION GAME PLAN DEVELOPER 600 Harrison Street, San Francisco, CA 94107 t: 415.905.2200 f: 415.905.2228 w: www.gdmag.com Publisher Down With Global Cynthia A. Blair cblair@mfi.com EDITORIAL Editorial Director Alex Dunne [email protected] Homogenization! Managing Editor Kimberley Van Hooser [email protected] think most of us in this industry As an American, however, I must Departments Editor are pretty happy about the fact admit to having reservations about an Jennifer Olsen [email protected] Art Director that interactive electronic enter- influx of foreign talent. It’s not that I Laura Pool lpool@mfi.com tainment has rapidly become a think American jobs will be stolen by Editor-At-Large I Chris Hecker [email protected] widespread form of entertainment immigrants, nor that I adhere to isola- Contributing Editors around the world. And in case you tionist beliefs. On the contrary, I say Jeff Lander [email protected] didn’t notice, game development itself the more the merrier here in the U.S. Paul Steed [email protected] has spread around the globe with simi- What I fear is the result of a slow, Omid Rahmat [email protected] Advisory Board lar speed. This fact was made abundant- steady exodus of game developers from Hal Barwood LucasArts ly clear to me last year when entries for countries whose game industries are Noah Falstein The Inspiracy the GDC’s Independent Games Festival just beginning to form. I don’t think Brian Hook Verant Interactive Susan Lee-Merrow Lucas Learning poured in from far-flung countries like that’s good for the countries in ques- Mark Miller Harmonix 4 Poland and Pakistan. (That was a bit of tion, nor for their burgeoning commu- Dan Teven Teven Consulting a mind-blower.) It really makes you nities of game developers. Sometimes Rob Wyatt DreamWorks Interactive realize that there’s much more to this all it takes is a few key people leaving a ADVERTISING SALES industry than meets the eye at E3, team to kill a game, and in some coun- National Sales Manager Jennifer Orvik e: jorvik@mfi.com t: 415.905.2156 ECTS, and the Tokyo Game Show. tries, the development of a single com- Publisher Relations Manager What’s becoming increasingly clear to mercial game is a real feat. Ayrien Houchin e: ahouchin@mfi.com t: 415.905.2788 me is that many overseas game develop- I also feel (and I think many would Account Executive, Eastern Region ers want to come to America. I know agree) that our industry needs to Afton Thatcher e: athatcher@mfi.com t: 415.905.2323 this firsthand, because I regularly get explore more game designs, and I fear Account Executive, Western Region Darrielle Sadle e: dsadle@mfi.com t: 415.905.2182 asked to write letters of reference for for- anything that will homogenize game Account Executive, Northern California eign game developers trying to make development. Cultural differences Dan Nopar e: [email protected] t: 415.356.3406 their way through the U.S. Immigration between countries make many titles Account Representative, Silicon Valley and Naturalization Service bureaucracy. extremely entertaining, simply due to Mike Colligan e: [email protected] t: 415.356.3406 While my experience is just anecdotal, their (for lack of a better term) exotic ADVERTISING PRODUCTION I’ve spoken to enough game executives design. When I first saw PARAPPA and Senior Vice President/Production Andrew A. Mickus around the industry to know that many DANCE DANCE REVOLUTION, I knew Advertising Production Coordinator Dave Perrotti American companies actively recruit they weren’t developed in America. Reprints Stella Valdez t: 916.983.6971 overseas game development talent. There is something distinctly Japanese MILLER FREEMAN GAME GROUP MARKETING It’s probably not too tough to entice a about them which I really enjoy. It Marketing Director Gabe Zichermann foreign developer over here. It’s no would be a pity to lose some of that MarCom Manager Susan McDonald secret that American companies pay diversity in favor of Yet Another FPS. Junior MarCom Project Manager Beena Jacob game developers more than those in In the newspaper this morning I read CIRCULATION most other countries (and that probably that French chefs staged a protest in Vice President/Circulation Jerry M. Okabe holds true for most professions). A Paris, in part to voice their anger against Assistant Circulation Director Sara DeCarlo Circulation Manager salary survey conducted last spring by America’s growing economic and mar- Stephanie Blake Assistant Circulation Manager Craig Diamantine the Miller Freeman Game Group (which keting muscle overseas — in this case, Circulation Assistant Kausha Jackson-Crain this magazine is affiliated with) and McDonald’s was the object of their Newsstand Analyst Joyce Gorsuch Market Perspectives revealed that the scorn. The French want no more of our average total salary — including any fast food, music, and movies. They INTERNATIONAL LICENSING INFORMATION Robert J. Abramson and Associates Inc. sort of cash bonus — for an American probably still hold Euro Disney against t: 914.723.4700 f: 914.723.4722 game programmer in the U.S. was us. And while I used to write these com- e: [email protected] $49,991, and the median total salary for plaints off as poor sportsmanship in the a game programmer was $50,000. arena of international business, I’m CEO/Miller Freeman Global Tony Tillin Compare that to a Polish company that coming around to see that it’s impor- Chairman/Miller Freeman Inc. Marshall W. Freeman we recently talked to, which pays its tant to grow our industry outside the President & CEO Donald A. Pazour staff programmer the equivalent of clutches of Uncle Sam. Executive Vice President/CFO Ed Pinedo about five hundred U.S. dollars per Sigh. Maybe a croissant will cheer Executive Vice Presidents Darrell Denny, John Pearson, ■ Galen Poss month. Though the cost of living in the me up. Group President/Specialized Technologies Regina Ridley U.S. is substantially higher, that magni- Sr. Vice President/Creative Technologies KoAnn Vikören tude of a discrepancy lures many for- Sr. Vice President/CIO Lynn Reedy eign game developers away from their Sr. Vice President/Human Resources Macy Fecto native lands. GAME DEVELOPER DECEMBER 1999 New Products: Lips Inc. yaks it up with Ventriloquist, Microsoft whips out new CE for Dreamcast, and Sonic Foundry takes another trip. p. 9 Industry Watch: Sony seeks desktop real estate, Titus nibbles at Virgin Interactive, and Sierra lets fly an avalanche of canned titles. p. 10 Product Review: Jeffrey Abouaf puts Mirai, Nichimen’s new 3D modeling and animation package, through the News from the World of Game Development wringer. p. 12 es they’ve already saved a lot of time, Dreamcast development is its browser New Products which they can then spend tweaking support. Internet Explorer 4 HTML those faces to perfection instead of Control enables developers to give by Jennifer Olsen sweating the set-up. players access to HTML content from Ventriloquist is appearing first for within a game so they can post high 3D Studio Max 3 at a suggested price scores, link to hints and cheats, and But Does It Walk the Walk? of $595. Versions for Lightwave, Soft- lose some of that excess disposable image, Maya, and others are to follow income with e-commerce functionality. LIPS INC. has developed Ventriloquist, a soon. ■ Microsoft Corp. plug-in designed to aid animators by ■ Lips Inc. Redmond, Wash. 9 automating the complex task of lip- Cary, N.C. (425) 882-8080 synching facial animations to audio (919) 468-7005 http://msdn.microsoft.com/cetools/ files. Typically, facial animation is a http://www.lipsinc.com platform/support.asp grueling process for animators. To do it correctly, one practically needs an advanced degree in linguistics to figure Common Environment Still Uncommon Another Loopy Trip for Musicians out all the phonemes, visemes, and for Consoles every other -eme one needs to master SONIC FOUNDRY introduced a new ver- before a speaking character is ready for MICROSOFT has released the Windows sion of Acid Pro, its groundbreaking its close-up. What Ventriloquist aspires CE Toolkit 2 for the Sega Dreamcast. loop-based music production tool. to do is to let animators plug character With the advent of the Dreamcast, con- When it debuted in 1998, Acid thrilled dialog straight in from one of numer- sole development is finally emerging music professionals with its ability to ous standard audio file formats, and from its smoke-filled room, no longer change tempos without altering pitch. then quickly and painlessly deliver an the arcane process associated with the New to Acid 2 is Sonic Foundry’s output stream of precise morph targets. current, aging generation of consoles. XFX 1 DirectX audio plug-in which The immediate results from this Sega is banking that it will be able to enables real-time tweaking of mixes. It process look admittedly stilted, but a attract more developers already familiar also includes Sound Forge XP 4.5, a one-size-fits-all answer to the infinite with the Windows CE development digital audio editor that lets users cre- range of human (or animal, or robot, environment to their new console. ate and edit loops, synchronize audio or alien) emotion and expression is a Windows CE for Dreamcast means and video, and manage file conversion. tall order. By the time animators are that porting games between Dreamcast Hundreds of royalty-free loops are ready to keyframe the finishing touch- and PC will be relatively easy, and is available that users can simply drag sure to encourage more and drop from the explorer window simultaneous cross- into their track view and arrange into platform development multiple-track creations.
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