Piers Jackson Is the Game Director at Frontier Developments. He's Also A

Piers Jackson Is the Game Director at Frontier Developments. He's Also A

FLAREGAMES MILESTONE FRONTIER Piers Jackson is the Game Director at Frontier Developments. He’s also a trained biochemist. Together with Principle Server Developer, Ian Pettitt, who has 15 years’ experience as a full stack developer, Piers has helped to create a sim management game that allows users to fully immerse themselves in the world of zoo ownership. Management sims form a big part of Frontier’s DNA. Through the BAFTA-nominated Elite Dangerous and Planet Coaster games, Frontier has built a reputation for incredible attention to detail, ambitious gameplay, and immersive sandbox environments. Its newest title, Planet GAME TECH Zoo, is no exception. With Planet Zoo, Frontier has taken its sim management expertise to the next level in a game that’s highly technical and incredibly detailed. Its rich realism and Issue 02 technical capabilities provide online players with near real-time insights and a fully-developed online trading economy. Simply put, Frontier has created an authentic simulation world that leaves every other zoo sim coughing in its 3D dust. FLAREGAMES MILESTONE FRONTIER Piers: “We needed to make Piers: “The animals are the stars’” Piers: “The chimpanzee doesn’t Piers: “Our management this game” want to get wet” pillar adds depth” We created three core developmental We’ve always been involved in pillars for the game. The first pillar is the In the past, sims would have been 2D. The second pillar is the zoo staff—this is management sims, especially the scientific animals. They are the stars, so everything With the technology that’s available our management pillar that adds depth ones—these are part of our company’s has to revolve around them. Every aspect is today, we’ve been able to build a 3D, fully and makes the game more than just a sim DNA and we cherish them. We wanted detailed, realistic, and based on extensive immersive experience where the animals about animals. The zoo runs because of to expand on the Planet franchise by research, from what each animal looks exhibit plausible behaviors and do things the staff, and players have to set them up, building a world-class management sim like, to exactly what they need in order to that real animals would do. If that chimp control them and keep them happy. that let us test our limits. When you thrive. We wanted a big animal list, which doesn’t want to get wet, it’s going to go The third pillar is the guests. We needed combine this passion for sims and gaming, was a challenge as it meant our team had and find shelter. That behavior would advanced AI technology that would alongside the fact that it’s been a really to make an awful lot of characters. They have been difficult to create in the past. dictate how the guests respond to the GAME TECH long time since a good zoo sim game was couldn’t just make one elephant, they habitats the players build. released, you can see why we needed to had to make male and female elephants, make Planet Zoo. plus juveniles, and every age in between. Technology has come such a long way I don’t think we’ve ever done anything since we developed the Zoo Tycoon as animation-heavy as Planet Zoo. It was Issue 02 games, so we wanted to create something a massive undertaking, and we had to that would really push the boundaries—a develop tools throughout the course of the game where people could build anything game’s development to give the animators from a small zoo to something utterly the best possible environments in which to amazing. create what you see in the game today. FLAREGAMES PRO GAME TIP... Beta reviewers lost some of their animals before they realized exactly how complex it is to raise animals in a zoo. Players are rewarded for researching the food, habitat, MILESTONE lifestyle, and foliage that will keep each animal happy and healthy. FRONTIER Piers: “We want players to care Piers: “The animals can cope with about the animals” whatever players throw at them” Once we’d agreed this was the game The navigation system is perhaps our we were going to make, we tested our most impressive technology feature. ideas, ran the sims and the numbers, and We’ve built this 3D terrain players can developed some of the technology. The manipulate into any shape or form, fur technology has allowed our artists to but the animals still have to be able to put realistic fur on the animals—fur that navigate it. And they can! This is cutting- responds to rain and movement. The eyes edge. Animals can swim, get out of the are incredibly realistic and the attention to water onto land, climb trees, and navigate detail still blows me away. We spent a lot all the other things players have put in GAME TECH of time working on the eyes, the feathers, play. Our navigation system can update the fur, and the skin. dynamically, so the animals can cope with whatever players throw at them. It took When people look at the animals, we want a lot of prototyping, blood, sweat, and them to say: “That is a living, breathing Issue 02 tears. But it’s there. animal that I care about.” FLAREGAMES MILESTONE FRONTIER Piers: “There’s a lot of foliage on Piers: “We engaged with people Earth” who work in zoos” We invested a lot of time into our foliage Our goal was to ensure the game that make up the running of a zoo. We’ve Now we have Career Mode—a narrative to ensure players could build the right emulated a real zoo in every possible way. even built a Zoopedia that lists every campaign that runs across multiple zoos biomes for their animals. There’s a lot of Even though the game includes certain animal and its husbandry—the depth is and challenges; Classic Sandbox Mode— foliage on our planet, so it was a huge mechanics, such as advanced time speeds, staggering, and it varies from animal to where creative people build whatever they undertaking. We created viable weather we’ve upheld the rules of a living zoo. animal. So a lot of the management of want and share their ideas with the online systems that send down snow, and These rules are very specific. You need to the game is based on actual requirements community; Franchise Mode—online rain and wind, and sunshine—all these get a zoo license, educate people about for these animals in captivity. gameplay that allows players to build engage with the environments incredibly biodiversity, create habitats that are multiple zoos and trade with other players online; and the new Classic Sandbox GAME TECH realistically. Snow settles; pools of water suitable for animals, ensure high animal Piers: “Thanks to our community, Mode—where players can participate in appear in the rain; and as the animals get care, avoid escapes, and manage captive we added in a fourth game mode” wet their fur flattens and gets darker. The animal breeding to release animals into challenges, but where everything is purely offline within a fuller economy. animals get up and move if they don’t feel the wild, among many other factors. We learned so much from our Beta. like being cold or wet or hot. There are a Issue 02 Authenticity has been key for us We had a lot of positive, constructive lot of reactive graphics involved in selling throughout the development of Planet feedback that led to us adding in a fourth the realism. We want players to believe Zoo. We’ve done all the research, engaged game mode—an offline Challenge Mode. they’re there, making a difference, living with the people who work in zoos, and in this world. tried to take onboard all the elements FLAREGAMES MILESTONE Piers: “Meeting fans’ expectations storage in Amazon Aurora to keep track more manageable. We’ve implemented has been the biggest challenge” of the animals, the users, the zoos, the Amazon S3 and Amazon Athena to ensure FRONTIER franchises, and the state of trading. we’re not overloading the system and, Players have expectations about what with Amazon Relational Database Service We’ve also introduced community they’re going to see and do in Planet Zoo, (Amazon RDS), make sure the game is challenges consisting of different in-game and we’ve had to fulfill these as best we responsive to players at any time of the events where we encourage all online can. That’s been the biggest challenge. night or day. players to participate in exchange for Our character artists and animal and rewards. This means we have to provide We picked Amazon Aurora because player render specialists have pulled together near real-time statistics for players and numbers differ all over the world, and we something remarkable. But the thing I the community as a whole. We use AWS have different demands at different times. love most about this game is seeing what Lambda and Amazon Athena to take on We needed a system that could scale in people do with it. We can create the telemetry data from events in the game, and out so players are never disappointed. environment and the simulation, and we and then we use AWS Glue to crunch the We’ve also found Amazon Athena is the can have ideas about what a zoo should numbers for percentiles and stats that right fit in terms of responsiveness and look like and how you should play the we then return, via API, to the players.

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