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G D C : 0 6 P R E V I E W G U I D E I N C LU D E D JANUARY 2006 T H E L E A D I N G G A M E I N D U S T R Y M A G A Z I N E >>2005 FRONT LINE AWARDS >>BETTER GRASS BY DESIGN >>FUN FANDANGO THE VERY BEST TOOLS MAKING VERTEX BUFFER CHARTING INGENUITY FOR GAME DEVELOPMENT GEOMETRY TEXTURES WITH TIM SCHAFER POSTMORTEM: THE BRAINS BEHIND WIDELOAD’S STUBBS THE ZOMBIE (cid:86)(cid:98)(cid:86)(cid:111)(cid:94)(cid:99)(cid:92) (cid:198)(cid:73)(cid:100)(cid:21)(cid:88)(cid:86)(cid:97)(cid:97)(cid:21)(cid:105)(cid:93)(cid:90)(cid:21)(cid:92)(cid:103)(cid:86)(cid:101)(cid:93)(cid:94)(cid:88)(cid:104)(cid:21) (cid:21)(cid:94)(cid:104)(cid:21)(cid:86)(cid:99)(cid:21) (cid:90)(cid:109)(cid:105)(cid:103)(cid:86)(cid:100)(cid:103)(cid:89)(cid:94)(cid:99)(cid:86)(cid:103)(cid:110)(cid:21)(cid:106)(cid:99)(cid:89)(cid:90)(cid:103)(cid:104)(cid:105)(cid:86)(cid:105)(cid:90)(cid:98)(cid:90)(cid:99)(cid:105)(cid:35)(cid:199)(cid:21)(cid:60)(cid:86)(cid:98)(cid:90)(cid:72)(cid:101)(cid:110) 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(cid:72)(cid:100)(cid:91)(cid:105)(cid:108)(cid:100)(cid:103)(cid:96)(cid:104)(cid:21)(cid:65)(cid:65)(cid:56)(cid:33)(cid:21)(cid:86)(cid:21)(cid:79)(cid:90)(cid:99)(cid:94)(cid:66)(cid:86)(cid:109)(cid:21)(cid:66)(cid:90)(cid:89)(cid:94)(cid:86)(cid:21)(cid:88)(cid:100)(cid:98)(cid:101)(cid:86)(cid:99)(cid:110)(cid:35)(cid:21)(cid:21)(cid:54)(cid:97)(cid:97)(cid:21)(cid:105)(cid:103)(cid:86)(cid:89)(cid:90)(cid:98)(cid:86)(cid:103)(cid:96)(cid:104)(cid:21)(cid:93)(cid:90)(cid:103)(cid:90)(cid:94)(cid:99)(cid:21)(cid:86)(cid:103)(cid:90)(cid:21)(cid:101)(cid:103)(cid:100)(cid:101)(cid:90)(cid:103)(cid:105)(cid:94)(cid:90)(cid:104)(cid:21)(cid:100)(cid:91)(cid:21)(cid:105)(cid:93)(cid:90)(cid:94)(cid:103)(cid:21)(cid:103)(cid:90)(cid:104)(cid:101)(cid:90)(cid:88)(cid:105)(cid:94)(cid:107)(cid:90)(cid:21)(cid:100)(cid:108)(cid:99)(cid:90)(cid:103)(cid:104)(cid:35) CONTENTS [ ] JANUARY 2006 VOLUME 13, NUMBER 1 FEATURES 10 GAME DEVELOPER’S 2005 FRONT LINE AWARDS Game Developer’s eighth annual Front Line Awards aim to single out those companies and products that have made significant strides in the battle to get developers home by five in the afternoon. Along with a panel of respected industry judges, we have awarded the leading tools, hardware, and book for their excellence, and inducted one distinguished tool into the Hall of Fame. 10 19 MAKING THE GRASS As 3D game worlds become more realistic, small-scale geometric details will become more and more important. While it’s vital to showcase our expanded hardware power in impressive ways, these tiny details, be they POSTMORTEM tufts of hair or blades of grass, can be computationally expensive. This technical article discusses the use of the GPU and 24 CHOMPING AT THE BIT:WIDELOAD GAMES’ STUDIO vertex buffers to create memory efficient EXPERIMENT BITES BACK WITH STUBBSTHEZOMBIE details in vibrant game worlds. Wideload is using a unique model for game development which has By Holger Gruen generated significant buzz in the industry. Similar to what Hollywood studios do, the company only hires select core staff and outsources the 19 brunt of thework to contractors. Here, Wideload founder Alexander Seropian lays out the ups and downs of his cost-effective model, sharing how it helped his team ship a successful game. By Alexander Seropian DEPARTMENTS COLUMNS 2 GAME PLAN By Simon Carless 33 THE INNER PRODUCT By Mick West [PROGRAMMING] Zombie Zoo Mature Optimization 4 HEADS UP DISPLAY 37 BUSINESSLEVEL By Philip Oliver [BUSINESS] Bioware/Pandemic, Xbox 360 launch, and Valve’s Steam Pigeonholed 7 SKUNK WORKS By Carey Chico 38 PIXEL PUSHER By Steve Theodore [ART] Softimage XSI 5.0 Anatomy for Animators Part III 48 A THOUSAND WORDS 41 GAME SHUI By Noah Falstein [DESIGN] Atlus’ MAGNACARTA Schafer on Creativity 42 AURAL FIXATION By Alexander Brandon [SOUND] The Voice Over Challenge COVER ART:JUANRAMIREZ ANDMARKBERNAL 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 [email protected] MANAGING EDITOR ZOMBIE ZOO Jill Duffy [email protected] ASSISTANT EDITOR Brandon Sheffield [email protected] ART DIRECTOR Cliff Scorso [email protected] CONTRIBUTING EDITORS Alexander Brandon [email protected] Noah Falstein [email protected] Steve Theodore [email protected] Mick West [email protected] STUBBS THE ZOMBIE, THE MCCARTHY ERA bank. Beautifully detailed tufts of grass have ADVISORY BOARD Hal Barwood Designer-at-Large Dave Pottinger Ensemble Studios throwback from Wideload Games’ first title, meets never been so accessible. Ellen Guon Beeman Monolith George Sanger Big Fat Inc. the Game DeveloperFront Line Awards in the gory Elsewhere, programming columnist Mick West Andy Gavin Naughty Dog Harvey Smith Midway Joby Otero Luxoflux Paul Steed Microsoft cover image of this issue—or at least it would be adds a highly relevant feature about code ADVERTISING SALES gory if the statuette could bleed. Fending off optimization; Pixel Pusher’s Steve Theodore DIRECTOR OF SALES monsters with one hand and giving out plaudits continues his anatomy lesson; longtime design Afton Thatcher e:[email protected]:415.947.6217 SENIOR ACCOUNT MANAGER, EAST COAST, EUROPE & EASTERN CANADA for game tools with the other has left us feeling columnist Noah Falstein interviews Double Fine’s Ayrien Machiran e:[email protected]:415.947.6224 slightly zombie-fied, too. Tim Schafer about game originality; Heads Up ACCOUNT MANAGER, SO. CALIF., SOUTH WEST, CONTRACTORS, & Display explores the key BioWare/Pandemic MARKETPLACE Susan Kirby e:[email protected]:415.947.6226 TRENCHANT WARFARE merger; and the A Thousand Words art section ACCOUNT MANAGER, NO. CALIF., NORTHWEST, ASIA & WESTERN CANADA In a year when game tools and other products to showcases Korean RPG MAGNACARTA. Nick Geiste:[email protected]:415.947.6223 ACCOUNT MANAGER, GLOBAL RECRUITMENT/EDUCATION & TEXAS aid game professionals are even more important, Aaron Murawski e:[email protected]:415.947.6227 especially as game budgets increase during a SLUMPING? MAYBE JUST A LITTLE ADVERTISING PRODUCTION market transition, we’re delighted to present the As I write this, the full ramifications of the U.S. video ADVERTISING PRODUCTION COORDINATOR Kevin Chanel 2005 Front Line Awards (pg. 10), honoring the game holiday season sales are yet to be realized, REPRINTSJulie Rapp e:[email protected]:510.834.4752 best products related to video game development but it’s pretty clear that game sales were, at the GAMEGROUP MARKETING DIRECTOR OF BUSINESS STRATEGYMichele Maguire in multiple categories, such as middleware, game very least, somewhat disappointing in the key post- DIRECTOR OF MARKETING Tara C. Gibb engines, hardware, and a number of others. Thanksgiving weeks. A fully fledged crash? Hardly, CMP GAMEGROUP Thanks to our panel of experienced judges, we but an uncomfortable pause, perhaps. SENIOR VP, GROUPDIRECTOR, APPLIEDTECHNOLOGIESPhilip Chapnick whittled down first the nominated products and Of course, critics are already pointing to a sagging CONFERENCE DIRECTOR Jamil Moledina then winners in each category. Plus, one tool has game industry that produces tired sequel after tired CONFERENCE MANAGEREvelyn Donis EXECUTIVE WEB PRODUCERPeter Leahy earned its way into the Game DeveloperFront sequel, and, as usual, they’re largely wrong. Sure, EDITOR, GAMASUTRA.COMSimon Carless Line Hall of Fame, joining the ranks of DirectX there are plenty of follow-ups this holiday season, as FEATURES EDITOR, GAMASUTRA.COMQuang Hong (2002), Photoshop (2003), and Renderware in any holiday season, and since companies are CIRCULATION (2004) for its continued dedication to improving working on early versions of next-gen titles, it may CIRCULATION DIRECTORKevin Regan e:[email protected] game development. be difficult for them to produce all-new games for CIRCULATION ASSISTANTManager Jessica Ward e:[email protected] CIRCULATION COORDINATORMiguel Mendiolaza e: [email protected] current generation hardware. There’s only so much CIRCULATION ASSISTANTMichael Campbell e:[email protected] INTESTINAL FORTITUDE production game companies can endure. CIRCULATION ASSISTANTAdrea Abidor e:[email protected] When former Bungie Software co-founder But iterating on the same game template and SUBSCRIPTION SERVICES Alexander Seropian set up shop on his own with gameplay engine often makes titles better in the FOR INFORMATION, ORDER QUESTIONS, AND ADDRESS CHANGES t:800.250.2429 f:847.763.9606e:[email protected] Wideload Games, he decided to do things a little long-term, and there have still been plenty of INTERNATIONAL LICENSING INFORMATION differently. Company-owned IP? Check. Small, interesting, original titles on the market this Mario Salinas manageable internal team and lots of external season. Naturally, I’m not saying that GAME t:650.513.4234 f:650.513.4482 e:[email protected] contractors to complete the game? Check. FRANCHISEVOL. 8is always the best idea, but I don’t CMPMEDIA MANAGEMENT In early 2004, when Seropian first announced think that sequels are what disrupted the market PRESIDENT & CEO Steve Weitzner EXECUTIVEVP & CFO John Day this route, it was thought to be a sign of things to this year. Rather, it was the promise of next- EXECUTIVEVP, CORPORATE SALES & MARKETING Jeff Patterson come, and, to many, an important test of alternate generation gaming that got in the way. SENIOR VP, AUDIENCE MARKETING AND DEVELOPMENT Bill Amstutz production methods. Now that the quirky 1950s Am I blaming Microsoft’s undersupply of the Xbox SENIOR VP, INTERNET BUSINESS Mike Azzara brain-eatin’ Xbox action title STUBBSTHEZOMBIE: 360 for all the industry’s woes? Not entirely, SENIOR VP, CMP INTEGRATED MARKETING SOLUTIONS Joseph Braue SENIOR VP & GENERAL COUNSEL Sandra Grayson REBELWITHOUTA PULSEis complete and on retail although it certainly has not helped. But knowing SENIOR VP, CORPORATE SALES Anne Marie Miller shelves, Seropian has had a chance to sit down that a new, allegedly transformative graphical and SENIOR VP, MANUFACTURING Marie Myers and write a definitive account of its creation. How online experience is just around the corner (even if SENIOR VP, COMMUNICATIONS Alexandra Raine did these new business attitudes affect the game, you can’t find the bloody hardware) will make SENIOR VP, CORPORATE MARKETING Kate Spellman VP, AUDIENCE DEVELOPMENT Michael Zane both positively and negatively? Wideload’s founder anyone back off from buying current-gen games PRESIDENT, CHANNEL GROUP Robert Faletra spills the beans in the STUBBSpostmortem (pg. 24). for a while. And that’s exactly what happened. PRESIDENT, CMP ENTERTAINMENT MEDIA Tony Keefe Suddenly, the gold at the end of the rainbow is PRESIDENT, CMP HEALTHCARE MEDIA Vicki Masseria MOW NO MORE more important than the riches piled around us SENIOR VP, GROUP DIRECTOR ELECTRONICS & SOFTWARE GROUPS Paul Miller We’re also pleased to feature some fresh right now. * SENIOR VP, ENTERPRISE GROUP Fritz Nelson technical features and columns this month, with SENIOR VP, GROUP DIRECTOR COMMUNICATIONS GROUP Stephen Saunders Holger Gruen’s full-length article on vertex buffer- based geometry textures (pg. 19), which discusses ways of adding geometric details to the game world without breaking the processing Simon Carless, editor Game Developer is BPA approved 2 JANUARY 2006 | GAME DEVELOPER WWW.CMPGAME.COM HEADS UP DISPLAY [ ] GOT NEWS? SEND US THE BIG SCOOP AT [email protected] PANDEMIC, BIOWARE: SOLD! ELEVATION PARTNERS, A PRIVATE EQUITY FIRM assuring that their power isn’t wrestedaway. which includes notable personalities such as ex- Riccitiello will assume the role of CEO for the EA CEO John Riccitiello and rock star Bono among holding company, which will be headquartered in its board members, announced that the company Elevation’s offices in Menlo Park, Calif. Both has purchased a majority share in developers developers will remain in their original locations— BioWare and Pandemic. with BioWare, which was recently named one of The developers will continue to operate Canada’s top 100 employers, staying in Alberta, independently of one another, but will have a and Pandemic keeping its Los Angeles home. This effective construction of a super-developer is a markedly new tactic for Elevation, and for the industry at large. Traditionally, publishers buy developers in order to fill out their product portfolios and streamline workflow. In April 2005, in fact, Elevation was in the running to purchase U.K. publisher Eidos, but was beaten to the punch BioWare’s KNIGHTSOFTHEOLDREPUBLIC. by the publisher SCi. Acquiring developers is not typically seen as a money-making venture for Partners) to pursue growth in a whole bunch of potential investors, given that they do not always areas we had thought of as longer term receive royalties for their games and have high opportunities in the past,” Muzyka adds. overhead between projects. “Relative to the broader business, the new “I think things will change only for the better as company will offer something different to a result of this deal at both BioWare and publishers,” says Pandemic CEO Andrew Goldman. Pandemic,” says Ray Muzyka co-head of BioWare. “We will provide them with well-developed product “On a day-to-day basis, Greg Zeschuk and I will against commercial IPs where they do not continue to act as joint CEOs of BioWare, but we shoulder the full risk of development and Pandemic’s DESTROYALLHUMANS. will also take on roles at the larger BioWare/ commercialization. We believe this will help them Pandemic headquarters, serving as corporate VPs to manage their risk portfolio, grow their centralized executive team and share resources within the larger organization.” businesses and bring additional innovation to the and technology under the banner of the newly- “BioWare as a whole will continue to grow in a industry,” he said. formed holding company BioWare/Pandemic careful, controlled manner, and we now have the “This deal was our ideal scenario for continuing Studios. The founders of both developers will financial backing (with infusion of significant to build Pandemic.” retain shares in their respective companies, working capital into the company from Elevation —Brandon Sheffield DEUS EX SPECTOR GAINS STEAM ACCORDING TO INFORMATION NOW is continuing to sign deals that allow don’t fall under Valve’s available on the official Junction it to sell PC titles directly through bundle deals for its Point Studios web site, DEUSEX Steam—both games that use its own games. The first creator Warren Spector’s new firm is Source Engine, as HALF-LIFE2 did, of these is the “currently working with Valve on a and games running their own innovative action title new game using the Source Engine, technology. RAGDOLLKUNGFU, from to be delivered via Steam,” Valve’s This latest high-profile deal with Lionhead artist Mark online game distribution site. Spector is a continuation of Valve’s Healey, and other Spector, whose past work includes wish to expand Steam into an effective Valve-developed titles ULTIMAUNDERWORLD, SYSTEMSHOCK, method of digital distribution for PC are now also available for THEYHUNGER: LOSTSOULS, PIRATESOF and THIEF, had been without an games from multiple developers. individual purchase. THEBURNINGSEA, and SIN EPISODES, announced project since early 2005 In early October, Valve announced The most recent games to showing an intriguing blend of when his previous studio closed, its long-term plans for Steam anounce distribution via Steam are indie PC titles, expansions to Austin-based Ion Storm. He founded alongside the latest changes to its UNREALmod extension RED popular mods, and episodic efforts Junction Point shortly thereafter. client, which have completely ORCHESTRA: OSTFRONT41-45and cult from larger developers. Following the success of HALF-LIFE redesigned the client’s GUI, and title DARWINIA. Other titles that are —Simon Carless 2’s online distribution via Steam and added a discrete “Shop” area to available or will soon be available the resulting large user-base, Valve allow separate purchases which on Steam include NARBACULARDROP, 4 JANUARY 2006 | GAME DEVELOPER BGT ACQUIRED FOR SERIOUS GAME AI A LUCRATIVE FIRE HAS BEEN KINDLING version 3.6, software that’s IMAGE COURTESY OF BGT between the simulation industry and used in a number of the serious games market. Engenuity prominent video games; Technologies, a global player on the recent deals include an visualization and simulation software agreement with Midway to side, recently stoked its flame by use the technology as its adding a little kindling: BioGraphic preferred AI engine for Technologies (BGT). products such as JOHNWOO’S BGT develops AI software for games, STRANGLEHOLD, and a deal with visual simulation uses, and other Sony to use it for MAJOR electronic media. The Montreal-based LEAGUEBASEBALL2006. company counts among its game The details of the customers Sony Computer acquisition are as follows: Entertainment America, Midway Engenuity acquired all of Games, and Kuju Entertainment. BGT’s outstanding shares (in When Engenuity announced the exchange for around acquisition the company stated that subsuming strategy to expand our presence in the broader $835,000 of its shares), about $162,000 in BGT will allow it to “offer a broader range of simulation market,” said Patrice Commune, CEO cash, and a promissory note of $250,000 to be applications to its existing simulation of Engenuity at the time of the announcement. paid in 12 months from closing. Engenuity also customers, and to penetrate new vertical “We are excited about the standalone strength assumed nearly $1.5 million of BGT’s debt, markets, such as urban simulation, homeland of the AI.implant product in its existing games, about a third of which was repaid at closing. security, and serious games.” entertainment, and VizSim markets.” —Jill Duffy “This is the first step in our acquisition BGT’s latest product release was AI.implant XBOX 360 LAUNCHES WORLDWIDE CHIP SHORTAGE CITED AS REASON FOR SOME ORDERS GOING UNFILLED THE XBOX 360, MICROSOFT’S million and 3 million consoles considered successful, with good holiday. While coordinating a console newest console, achieved instant worldwide within the first three reactions to the console’s wide- launch across multiple continents is sellout status during its November months of the system’s life implied ranging 18 launch titles and an truly a massive undertaking, a 22 U.S. launch—but while demand that reasonable restocks would especially positive reaction to the company as massive as Microsoft was certainly great, that wasn’t the follow. Unfortunately, as of press Xbox Live and Xbox Live Arcade has no excuse for being so grossly only reason you couldn’t find an time, some pre-orders at U.S. stores service, which offers new unprepared.” Xbox 360 the day after the U.S. and such as GameStop had still not been opportunity to independent —Brandon Sheffield, Simon Carless U.K. launches. In the Ottawa Citizen filled, due to continuing lack of developers. newspaper, Microsoft CEO Steve hardware, and the European launch of But the major supply Ballmer cited difficult chip the console on December 2 suffered problems have affected CALENDAR production as the primary reason for from similar problems. The Japanese game professionals’ the crushing Xbox 360 shortage, debut on December 11 was reportedly opinions of the launch, The Mobile Games Forum commenting, “In these new better, due to less severe demand with Coray Seifert of London Marriott Hotel Grosvenor Square consumer electronics devices based for the console. Large Animal Games London on new chips, there’s always the R. Richard Fontaine, chairman and sharply critical of January 25 and 26, 2006 question of what yield will you get CEO, GameStop commented in Microsoft in his Cost: £1,299 out of the manufacturing process of November that “the total hardware response to a www.osneymedia.co.uk the new chip. We’re getting a little released to date in the U.S., and to Gamasutra.com less, but not much less than the GameStop, are far less than we had Question Of The Week, How to Break Into the Game Industry yields we expected, and we know anticipated,” leading worldwide game commenting that the Pickle Research Campus that the yields we expected will retailers, including The GAME Group company had “suffered Austin, Texas probably outrun supply.” in Europe, to warn of possible profit- a huge setback when it January 21, 2006 Though limited initial numbers are related issues due to reduced supply. failed to get enough Cost: $45–$60 to be expected, Microsoft’s publicly Aside from the supply issues, the machines to the market www.gameconference.com stated plans to ship between 2.5 Western launches were largely for the Christmas WWW.GDMAG.COM 5 SKUNK WORKS [ ] OUR RATING SYSTEM : DA BOMB PRETTY SLICK SLICK SO-SO LAME SOFTIMAGE XSI 5.0 BY CAREY CHICO A SMALLER NUMBER OF TOOLS WHICH, property weight maps, envelope weights, when combined together, produce a U.I. FAMILIARITY HURDLE and shape animation from one object to larger number of results—that’s the The software now sports an additional another. These models need not share Softimage XSI way of thinking. And in interaction mode that clearly targets Maya any component, attribute, or even vertex version 5.0, Avid has given game users by implementing the QWERTY key or triangle count to permit transfer. The developers (as well as film creators) a set that they’ve used for years. Whether results are remarkable, and the benefits few new toys to play with. Luckily for the this move is an olive branch to make the of using Gator in next-gen game pipelines game-making group, many of the new environment easier and more comfortable are clear. I tried it on numerous objects, tools in XSI 5 are designed for building for new users, or a stepping-stone to transferring high-resolution UV, texture, next-generation games. It's clear that convert them is something of a moot and vertex color data onto lower- Softimage is taking next-generation point. Since XSI has always had a very resolution LOD models, and it worked game development seriously and is in flexible control UI, offering the QWERTY key magically well. serious competition with both Autodesk set option can only be seen as yet another Softimage also included a great (Max) and Alias (Maya)—or, given their layer on top of that very agile system. surprise for modelers hidden in the latest news, should I say “Maya Max?” My personal feelings on this new plug-in manager. Under File>Plug-in On the whole, Avid has tweaked and interaction mode are mixed, however. It Manager>Workgroups, you can click refined XSI, giving it a fresh coat of paint seems the time it took to create and Connect and find a button called Try without changing the color. But what implement this feature would have been SDK Example Workgroup. Once makes the new release stand out is a better spent investing in even more installed, you'll find a newly realized handful of new tools within. From GATOR tools for this release or expanding some version of the User Normal Editing (Generalized Attribute Transfer of the Texture editor controls into the script. This tool, once found as a script OperatoR) to the refined Ultimapper tool main 3D Viewport. in the NetView, now is found in the Alt- (previously known as GPUSurfaceFX), RMB menu and has an actual PPG XSI gives us ways to acquire and GATOR GOODNESS window. With it, developers can directly manage new texture data types and One of the most astounding and industry- manipulate all or any normals on an handle the higher-resolution models leading features to come out of this object as desired. It’s a great tool that that the influx of new games is bringing release is the GATOR toolset. Gator has provides a needed solution for the to the table. Moreover, these new tools been getting a lot of industry attention, game developer crowd. are primed to bring game developers and once you hear what it can do, you’ll into the next generation without losing understand why. TWEAK AWAY too much hair. With Gator, users can transfer Let’s revisit the Softimage philosophy materials, texture UVs, vertex colors, and restate it more fully as “a smaller number of tools which, when combined together, produce a larger number of SOFTIMAGE XSI 5.0 results.” The bit about “smaller number of tools” basically means that similar operations are grouped together as STATS Pentium III or higher processor See www.softimage.com for full single tools. When invoked by typical Softimage Co. • OpenGL accelerated graphics card, at requirements and recommendations. modifier keys such as Alt, Shift, and 3510 St-Laurent Blvd. least 64MB RAM (recommended) Montreal, Quebec, H2X 2V2, Canada • 710MB available hard disk space PROS Ctrl, each of these tools contains a 514.845.1636 • TCP/IP service protocol installed on 1. New tools like Gator and Ultimapper larger number of specific features. www.softimage.com both client and server computers will rock the gaming world. Following this line of thought, the • 512MB RAM (minimum) 2. Still an excellent melding of UI PRICE • 200 to 300MB swap space simplicity with underlying tool Tweak Component tool bulges with new $495 (foundation version), $1,995 • 1,280x1,024 screen resolution complexity. feature goodness. Replacing the classic (essentials), $6,995 (advanced) (recommended) 3. Superb customer service and support. Move Point tool previously mapped to the • Three-button mouse REQUIREMENTS • Web browser. CONS ‘m’ key, the Tweak Component tool is Softimage XSI 5.0 supports the following ADDITIONAL RECOMMENDATIONS 1. New QWERTY UI options not much replete with quick manipulation controls operating systems: XSI for Windows XP use for veteran users. for directly moving vertices, edges, and PWrionfdeoswsiso,n Lailn; uXxS, Ia fnodr LIriinxu. x; SPM for IDnVteDr nderitv ceonnection 2. Nleeawrn p.hysics engine not intuitive to polygons. Users can just grab and Software DVD 3. Would like to see an expansion of translate components any way they like The listed requirements are for WinZip tool some of the Texture editor controls in any coordinate system. Windows XP Professional. Ata pbea cdkruivpe d, reevmiceo,v saubcleh haasr da DdiAsTk,, 1o/r4” into the main 3D Viewport. Additionally, the tool includes weld and • Workstation with AMD K7 or higher DVD/CD-R/CD-RW drive magnet features that allow users to processor or workstation with Intel WWW.GDMAG.COM 7 [SKUNK WORKS] The GATOR tool, new to XSI 5, lets you transfer materials, texture UVs, vertex colors, property weight maps, envelope weights, and shape animation from one object to another. single texture out visualize and animate the weighting of of six. each shape, watching the results in the Since Mental Ray 3D viewport. Shape Editor greatly automatically writes enhances the organization and process out the alpha of shape animation. channel data—you Two big changes were made to XSI 5 on get that too—I tried the data management side. First, the OBJ this on a tree model importer was improved to import and transferred not complex Zbrush geometry and only the 3D alpha, displacement maps for rendering. but the texture alpha Second, the dotXSI file format has into a single texture. grown up since version 3.6, and users Behind the major finally get the source code for the format, “slide” components across surfaces. You new upgrades and tools, there are some a long-time wish list item which now can even loop select with the Alt key and smaller features that should get some gives the users support for multiple UV slide that over the surface! I tried this on notice, too. The Texture Editor can now and Vertex Color sets with the freedom to a medium-resolution head model and handle multiple UV coordinate editing add what they need to the format. watched with glee as I adjusted entire simultaneously. For example, if you edge loops across the model’s face. Very select as many as four objects, a drop- SWEET CHANGES nicely done. down menu allows you to access and XSI 5 gives users even more reasons to view their multiple UVs, a very useful stay with Softimage and gives other 3D ULTIMAP THIS resource when you’re attempting to package users, in light of recent industry Texturing has not been left out of the v5 group multiple object UVs onto a single developments, an alternate patch of upgrades—some new features improve normal map texture page. green grass to rest their heads on. It’s upon existing ones to make generating There’s also a brand new dynamics hard to find a cleaner integrated feature special data-rich textures even easier. engine implementation using PhysX from set with a more fluid interface than What does the Ultimapper do, you ask? Ageia. That is the new “physics-on-a-chip” Softimage’s. The Ultimapper generates a variety of engine that provides hardware While I clearly enjoy working with XSI, I texture map data types. In addition to acceleration to dynamics in the same do question why a new interaction model normal maps in both tangent and model way Nvidia provides hardware was incorporated into this release. Other space, it also outputs ambient occlusion, acceleration to visuals. As more card packages aren’t doing this, and as a user, depth, and albedo map types. (It also vendors get on board, Softimage users I’m fully capable of transitioning between outputs material tag image maps.) It will have support already built in. key maps from one software package to operates on a cage-based system and another when needed. takes full advantage of Mental Ray while ANIMATION AND DATA MANAGEMENT Ultimately, these issues are small in doing so. Also, it generates tangent data On the animation front, there’s improved comparison to the new tools that target and creates preview shaders so that you support for viewing keys on the time line. the game industry such as Gator and can view the results in real time using any You can copy, paste, and move these Ultimapper. These two tools alone make variety of real-time shader formats like keys without reverting to the Animation our working lives immensely easier and CG, DirectX, and OpenGL. And incidentally, Editor. There’s also a brand new more efficient. this release also delivers .FX support. Parameter connection editor, which XSI’s 4.0 release was considered a fully I found a great use for the Ultimapper speeds up the creation of linked robust tool, but 5.0 is all icing on the in generating texture data for LOD parameters. cake—the whipped cream kind. * objects. I tried taking a higher-resolution The Shape Editor also makes editing model with six textures and translating and animating shape keys a snap. With CAREY CHICO, a 10-year veteran of that data onto a very low-resolution this new interface, you can save separate model using only one texture. shape keys, which automatically get put the game industry, is the executive art Ultimapper chewed up the data and spit into a list with sliders. You can then both director at Pandemic Studios. Email him out virtually identical texture data all at [email protected]. spaced out on my UV set, deriving a 8 JANUARY 2006 | GAME DEVELOPER

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