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GDM November 2011 PDF

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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 V O L 1 8 N O 1 0 N O V E M B E R 2 0 1 1 I N S I D E : T H E G A M E D E V E L O P E R T O P 5 0 The best ideas evolve. Great ideas don’t just happen. They evolve. Your own development teams think and work fast. Don’t miss a breakthrough. Version everything with Perforce. Software and firmware. Digital assets and games. Websites and documents. More than 5,000 organizations and 350,000 users trust Perforce SCM to version work enterprise-wide. Try it now. Download the free 2-user, non-expiring Perforce Server from perforce.com Or request an evaluation license for any number of users. Perforce Video Game Game Developer page ad.indd 1 06/07/2011 19:14 DEPARTMENTS CONTENTS.1111 VOLUME 18 NUMBER 10 2 GAME PLAN By Brandon Sheffield [EDITORIAL] Journalistic Rage 4 HEADS UP DISPLAY [NEWS] Indiecade illustrated, GDC Online Award winners, and new Atari 2600 game found. 26 TOOL BOX By Jeremy Putnam [REVIEW] Autodesk Maya 2012 POSTMORTEM 29 THE BUSINESS By Dave Voyles [BUSINESS] Promoting Indies 20 CRIMSON ALLIANCE 35 PIXEL PUSHER By Steve Theodore [ART] CRIMSON ALLIANCE is one of the first games on XBLA to use microtransactions. It also went for a different angle on the action Gamma Drive Me Crazy! RPG, by emphasizing action much more than role playing or stats 38 THE INNER PRODUCT By Andy Firth [PROGRAMMING] building. It turned out that one of the most important variables to Lighter Than Air fans enjoying both of these was the messaging—which developer 40 DESIGN OF THE TIMES By Damion Schubert [DESIGN] Certain Affinity feels could have been gone much better. By Phil The senior designer mindset Wattenbarger 42 GDC NEWS By Staff [NEWS] FEATURES GDC China announces new talks, and IGF China main and student nominees revealed. 7 THE GAME DEVELOPER 50 43 AURAL FIXATION By Jesse Harlin [SOUND] We talk a lot about companies doing things well, or poorly—but how Dialog Diaries often do we celebrate the people that power our industry? Our third annual list of the best and brightest in the industry tried to do just 44 GOOD JOB By Brandon Sheffield [CAREER] that. Herein we present 50-plus game developers that made big Q&A with Kristen Bornemann, Who Went Where, and waves in 2011 and beyond. By Brandon Sheffield and Frank Cifaldi New Studios 15 THE GAME ENTITY 45 EDUCATED PLAY By Tom Curtis [EDUCATION] The game entity is a venerable but aging part of game development. IT BELONGS IN AN ANCIENT RUIN But we're still using it! This article discusses where the game entity 48 ARRESTED DEVELOPMENT By Matthew Wasteland [HUMOR] has been, where it's going, what we're doing with, and why. Developer News Network! By Michael A. Carr-Robb-John WWW.GDMAG.COM 1 GAME PLAN // BRANDON SHEFFIELD GAME DEvELOPER MAGAzINE www.GDMAG.cOM journalistic rage UBM LLC. 303 Second Street, Suite 900, South Tower San Francisco, CA 94107 Ruminations on how faR is "too faR" in developeR inteRviews t: 415.947.6000 f: 415.947.6090 subscription serVices a few weeks ago i published go right back and click on them something doesn’t match what you for inforMation, order Questions, and an interview on Gamasutra about again. Why give me the illusion saw, ask a question, no matter how address changes id’s Rage. I spoke with CEO Todd of freedom if really all I can do to “important” the interviewee may t: 800.250.2429 f: 847.763.9606 Hollenshead and artist Andy Chang, advance the story is go to the next be. Sometimes the best answers e: [email protected] and it created a bit of a stir. My node? Why give me options that can be gotten by playing devil's for digital subscription inforMation line of questioning was perceived don't actually exist? advocate. In my opinion, developers www.gdmag.com/digital by some as abrasive, rude, or I asked these questions of should be happy to have this sort of editorial even hostile. Others, journalists Chang and Hollenshead, because discussion. It allows you to explain publisher and indie developers especially, I couldn't figure out why they'd your game's worldview and defend Simon Carless l [email protected] thought I was simply asking tough done it this way. This is not some your gameplay choices, and your editor-in-chief questions and not letting up when amateur developer, this is id, so they answers should tell you a lot about Brandon Sheffield l [email protected] I didn't hear satisfying answers. had to have good reasons for their your own product. production editor Jade Kraus l [email protected] While the latter is closer to the systems, and the makeup of the Did I look like a jerk? Maybe art director truth, I had no real angle—we were universe they'd created. The hostile a little. I would say a lot of the Joseph Mitch l [email protected] just having a conversation. tone people may have picked up cutting done to the article makes designer on was likely a misinterpretation my questions appear to come from Kurt Voklmann anger ManageMent of my surprise at their responses. nowhere, rather than being part of contributing writers Tom Curtis I played Rage about two months I was surprised that there wasn't a the hour-long conversation-space Jesse Harlin before launch, in a hotel space in reason that all the different factions they occupied. But the interview Dave Voyles Jeremy Putnam San Francisco, with decent screens in the game use different accents. I addressed some rough spots that Steve Theodore and nice headphones. At the was surprised there wasn't a better few had mentioned before, and Andy Firth beginning of the game, you wake explanation for why the mutants which only surfaced once the Damion Schubert Matthew Wasteland up in an "Ark," and stumble outside. were so artistic. I asked, in a part game was reviewed. The evening adVisorY board You're almost killed by mutants, but of the interview that was cut, why the interview went live, I received Hal Barwood designer-at-large are saved by someone in a nearby they didn't just include the character an email from an anonymous "AAA Mick West independent Brad Bulkley microsoft car. The next thing you're meant to introductions with the mission creative director," saying that "on Clinton Keith independent do is get in the car with him. But briefings. Hollenshead told me this the basis of your hostile and clearly Brenda Brathwaite lolapps Bijan Forutanpour sony online entertainment game players tend to like to test the was because they couldn't know biased line of questioning I have Mark DeLoura thQ limits of systems, so I looked around when the player would want to do instructed my PR manager to refuse Carey Chico independent Mike Acton insomniac to see what else I could do. There the missions. Maybe they'd just any and all future requests from you was another path leading the other want an intro. This makes sense in and your outlet regarding our game. adVertising sales direction—I figured I'd see what was some games, but if there's nothing Having spoken to industry peers in global sales director up there. "Oh!" I heard behind me. It else to do...? similar leadership positions, I can Aaron Murawski e: [email protected] t: 415.947.6227 was Andy Chang. "What's wrong?" I The oddest thing was the assure you that I am not alone." Media account Manager asked. "Nothing,” he chuckled. “You'll surprise felt by Hollenshead and While I highly doubt the veracity John Malik Watson e: [email protected] see.” I walked up the path, and was Chang at my questions. How had of this email, which also CCed our t: 415.947.6224 killed instantly by a bullet from an nobody broached these subjects sales department incidentally, global account Manager, recruitMent Gina Gross e: [email protected] invisible enemy. I got game over, with them before? It felt as though it's interesting that something t: 415.947.6241 and had to start anew, calibrating the game had been developed as simple as asking follow-up global account Manager, education Rafael Vallin e: [email protected] my controller all over again. This in a bubble, where they were questions and not letting go of a t: 415.947.6223 time I got in the car. told everything they were doing topic would be viewed as biased This would be the trend was great, without question. I and hostile. I have no bias against adVertising production throughout my play experience. can understand that, it's id after id. How could I? They're an amazing production Manager Pete C. Scibilia e: [email protected] My character, instantly ready to kill all. But Hollenshead seemed to developer, and have some of the t: 516-562-5134 anyone on command if someone genuinely appreciate that I had best talent in the industry. It's out of reprints suggested it, was given tasks taken a laser-focus to the game’s respect for id that I called them out WRIGHT'S MEDIA by the fellow who saved him in systems, and the air in the room on what I saw. I gave them an early Jason Pampell e: [email protected] the car. I would have to go up to was contemplative, not hostile. We chance to defend issues with the t: 877-652-5295 a person who had a task for me, spoke for an hour, and smiled and game that others were undoubtedly audience deVelopMent click on them, and they'd introduce shook hands at the end. going to have upon release. If tYson associates Elaine Tyson themselves. They'd then wait treating someone else's work the e: [email protected] around for me to click on them blacklisted? way you'd treat your own—that is to list rental Merit Direct LLC again to get a mission. I could just In my opinion, my interview with say with scrutiny and criticism—is t: 914.368.1000 wander away if I wanted, and do the Rage folks was not spectacular. disrespectful, then we clearly have something else. But there was It was the bare minimum we should different definitions of the word. nothing else to do! If I wanted to expect from journalists. If you're —Brandon Sheffield progress in any way, I had to just curious about this or that, or if twitter: @necrosofty www.ubM.coM 2 GAME DEvELOPER | NOvEMBER 2011 HEADS-UP DISPLAY This year’s Indiecade conference has ended, so for those of you who couldn’t take part, we present an illustrated version of Jonathan Blow (BRAID) and Mark ten Bosch’s (MIEGAKURE) talk, “Designing to Reveal the Nature of the Universe,” as illustrated by Gabriel Gaete. Indiecade 2011 4 GAME DEVELOPER | NOVEMBER 2011 New retail Atari 2600 game found Most astute game fans are aware of Atari 2600’s Personal Computer Museum, which describes the Bolton is currently looking for help to dump E.T. THE EXTRA-TERRESTRIAL, of which thousands event this way. the ROM to make the new find available for of cartridges are reportedly buried in the desert. “Museum curator and founder Syd Bolton anyone. But apparently there was another 2600 EXTRA found himself in a state of disbelief when fellow —Eric Caoili TERRESTRIALS game developed for the system, that volunteer George Yallop delivered a ‘contribution’ wasn’t discovered until mere weeks before this ffrroomm ssoommeeoonnee hhee kknneeww,, wwhhoo hhaadd rreecceennttllyy issue went to print. vviissiitteedd tthhee mmuusseeuumm.. TThhee eennvveellooppee ccoonnttaaiinneedd aann Skill Screen Games, a now-defunct three- Atari 2600 cartridge called EEXXTTRRAA man studio that was based in Ontario, and TERRESTRIALS. which only released one game, produced EXTRA Searches of the web didn’t TERRESTRIALS in 1984, shortly after the crash. The rreevveeaall aannyy iinnffoorrmmaattiioonn aabboouutt tthhee company only managed to sell a couple hundred ggaammee.. IItt wwaass aatt tthhiiss ppooiinntt tthhaatt SSyydd of the game’s shorter-than-usual cartridges to rreeaalliizzeedd hhee mmaayy hhaavvee ffoouunndd aa lloonngg local retailers. lloosstt ggaammee.. TThhiiss wwaass aann iimmppoorrttaanntt Somehow, the game escaped the attention discovery to the museum and of even the most hardcore collectors, and only the Atari community as well.” surfaced when a family member of one of the The game is a two-player- developers donated the cartridge (without only combination of “FREEWAY, packaging materials, unfortunately) to the E.T., and PAC-MAN.” Game Developers Choice Online Award winners announced At this year’s GDC Online Awards, which took BEST ONLINE VISUAL ARTS BEST AUDIO FOR AN ONLINE GAME place October 12, 2011, a jury of peers recognized DC UNIVERSE ONLINE (Sony Online CLONE WARS ADVENTURES (Sony Online the best games in the online space, across a host Entertainment) Entertainment) of categories. The biggest winners this year were RIFT and MINECRAFT, which took home awards in BEST SOCIAL NETWORK GAME BEST NEW ONLINE GAME two categories each. GARDENS OF TIME (Playdom) RIFT (Trion Worlds) EVERQUEST was the second-ever title ushered into the hall of fame, largely due to its BEST ONLINE GAME DESIGN BEST LIVE GAME incredibly long and successful run as a live SPIRAL KNIGHTS (Three Rings Design/Sega) MINECRAFT (Mojang) service. The game has been actively served and updated since 1999, and had its latest expansion ONLINE INNOVATION AUDIENCE AWARD in late 2010. SHADOW CITIES (Grey Area) WIZARD101 (KingsIsle Entertainment) Finally, John Taylor and Kelton Flinn, creators of DUNGEONS (and ISLAND) OF KESMAI, were BEST ONLINE TECHNOLOGY ONLINE GAME LEGEND presented with the online game legend award. RIFT (Trion Worlds) John Taylor and Kelton Flinn The duo are honored for creating one of the first pseudo-graphical MUDs. BEST COMMUNITY RELATIONS HALL OF FAME We present here entire list of award-winners. MINECRAFT (Mojang) EVERQUEST (Sony Online Entertainment) GDC Online is run by the UBM TechWeb Game Network, as is this magazine. WWW.GDMAG.COM 5 GDmag11_OCT GDC12_F.indd 1 8/29/11 2:04 PM so has struck a chord with both the traditional art and game worlds—an unusual feat. Ren Yamazaki /// GRASSHOPPER MANUFACTURE Grasshopper has long been known for its unique visual styles, with titles like Killer 7 pushing game B R A N D O N S H E F F I E L D F R A N K C I F A L D I BlacK Knight Sword visuals into the realm of the We’ve done our best to credit the experimental. With the upcoming right folks for achievements in art, downloadable title BlacK Knight design, programming, business, Sword, game and art directed by Ren and evangelism, but it should be Yamazaki, the company has found a noted that these are not ranked curious puppet show and theatrical lists. And there are certainly more production hybrid art style, layering than 50 important individuals in 2D images in three dimensions to Shadow of the coloSSuS this industry, but our pages would create a new and instantly engaging never fit them all. visual theme. The game’s characters are also different from the norm, Thanks to those mentioned with lumpy not-quite-human GAMES ARE A COLLABORATIVE ART, TO BE SURE, BUT (and apologies to those not) for forms that lope along with their continuing to shape our rapidly purposefully halting animations. changing industry. There’s no time Here’s hoping for more big things THE INDIVIDUAL MEMBERS OF A TEAM CAN BE to slow down now! from Yamazaki’s altered brain. [ART] Jonathan Jacques- IMPORTANT TOO. FOR THE THIRD YEAR RUNNING WE’VE Belletête Craig Adams /// EIDOS MONTREAL /// SUPERBROTHERS deuS ex: human revolution’s bold COMPILED A LIST OF 50(ISH) PERSONS WHO HAVE It’s not often that someone tries art style combines cold cyberpunk to create a new style of pixel art, sensibilities with, of all things, but that’s what Craig Adams has Renaissance-era artwork. The result, MADE A SIGNIFICANT IMPACT ON THE GAME INDUSTRY done through his ambiguously which art director Jacques-Belletête pluralized one- has dubbed “Cyber-Renaissance,” man company is the poster child of proper art THIS YEAR, THROUGH GUIDING TEAMS, COMPLETING Superbrothers. design: The game looks like nothing He has chosen else out there, and its aesthetic to call his actually manages to say something SOLO PROJECTS, OR SIMPLY SETTING A STANDARD FOR style “rustic about body manipulation and the 21st century discovery of self, both of which are minimalism,” persistent themes in the game. OTHERS TO FOLLOW. and if you can get past that As Jacques-Belletête tells it, mouthful of a description, you’ll find the team could have easily gone full he’s on to something. Blade Runner and made a gorgeous In Sword and Sworcery for iOS game, but he didn’t think that would (cocreated by Capy Games), Adams say anything new. demonstrates a style that is at once efficient in its use of space and Brian Min incredibly emotionally evocative. /// DOUBLE FINE His simplified pixel work is more Brian Min is lead sound designer for representative than realistic, and Double Fine, and makes our list for WWW.GDMAG.COM 7 his unique take on audio for StacKing life. Inhabiting her world brings us (XBLA/PSN). The game blends an back to our childhoods in ways that excellent scene-setting score with most other media can only dream “dialog” that’s full of character, of. She’s now off to work at Pixar, all without using traditional presumably because she hates language. The game’s denizens being on “best of video game” lists. use unintelligible chatter to communicate, with a charming and Josh Randall somehow understandable result. /// HARMONIX The game uses tropes and How does one describe vidrhythm, techniques from silent film the iOS debut from Rock Band and (including text, of course) to Guitar Hero creator Harmonix? It’s communicate themes and ideas, not quite a game—there are few el Shaddai which are at times complex. On top rules to abide by, and no failure/ of the individual character “dialog,” cohesive look, rather than becoming a surprise hit of this magnitude reward system—but it’s not just a a dynamic walla system helped to a scattered pastiche. almost certainly wouldn’t have tool either. fill out the backgrounds with vocal In one section of the game, happened without such creative All we know is that it’s a lot of noise that made each place feel like you’ll find amorphous shifting and artistic marketing. fun to play with, and turns even a living world—but one which you colors with a cel-shading technique the least astute amateur into a are visiting as a foreigner. And in that brings to mind CG cutscenes Gustav Tilleby music video director. It’s almost fact, isn’t that what games are, in of the 56-color era. In another, /// EA DICE impossible to make a vidrhythm their essence? you’ll find neon-on-black '80s-style EA DICE’s Frostbite 2 engine, which video that isn’t at the very least futurism. In yet another, a two- made its debut with Battlefield entertaining, an achievement only Andy O’Neil, Marco Thrush dimensional platforming scene 3, has an impressive number of true masters of interactive rhythm /// BLUEPOINT GAMES will call to mind moving Japanese toys and tricks to make its lush could have pulled off. Creative Bluepoint’s high definition Ukiyo-e. The game’s art style, environments among the most director Randall and his team are recreations of the god of war and directed by game director Sawaki, realistic in games. But deferred those masters. metal gear Solid series—and more boldly embraces the unreal, a rare shading and real-time velocity [DESIGN] recently Sony’s the ico and Shadow and admirable quality. lighting can only get you so far: It of the coloSSuS takes a real artist’s touch to make a collection— Stuart Aitken scene look great. Michel Ancel are beautiful /// AXIS ANIMATION Art director Tilleby and his team /// UBISOFT examples of Prior to February, dead iSland have proven themselves masters Michel Ancel is a designer of unique bringing a was not really on the radar. Polish at staging a scene and making sure vision, finding new ways to make game into the developer Techland (call of the player is seeing exactly what action games modern era Juarez) was not a household name. she needs to see. It’s an art form meaningful O'Neil while lovingly Publisher Deep Silver had a small that’s often overlooked because, like with every preserving the source material. cult following with titles like curSed any good storytelling, it’s best when project. Now, Textures have been redrawn, mountain and Sacred 2, but never you don’t notice it. with rayman and certain liberties had to be originS, he has taken to get the games running in Tasha Harris distilled what widescreen, but all to great effect. /// PIXAR (EX-DOUBLE FINE) makes 2D The games look and run just We all let out a collective cheer platformers great, and added four like your rose-tinted nostalgia when we heard that Double Fine players alongside inspired beautiful remembers them, not how they was switching its business model level design. rayman originS is actually were, and the tweaks to from releasing one triple-A title unfiltered fun, and feels humorous dead iSland modernize them were done with every few years to pumping out and accessible without sacrificing a level of respect worthy of their had a real hit. dead iSland was several smaller, more experimental challenge or lacking precision. source material. Bluepoint president shown at E3 2010, but was only digital games. This is a studio full This is the kind of project that Andy O’Neil and CTO Marco Thrush mentioned as a footnote. of creative rarely gets major financial backing, have built a company that perfects All of that changed in 2011 thinkers and so one has to praise Ubisoft for nostalgia. when a gripping three-minute tinkerers, so indulging in this experiment. CGI trailer debuted on YouTube, freeing itself originS is also the proving ground Takeyasu Sawaki featuring a haunting piano theme from long and for Ancel’s design-oriented /// IGNITION JAPAN and a tragic story of a vacationing arduous dev development toolset, which he El Shaddai is one of those rare family succumbing to a zombie cycles is the hopes will be used for many future commercial games that pushes the attack. The trailer, directed by best thing it projects. concept of what we consider HD Stuart Aitken of Axis Animation, could have done. visuals. The game constantly shifts attracted over 7 million views, and Harris, a Double Fine animator Kim Swift its form and challenges the player’s the game shipped 1 million units for five years, made her directorial /// AIRTIGHT GAMES visual perceptions in unexpected in its debut week. We don’t mean debut with coStume QueSt, which Portal and left 4 dead designer ways, but manages to retain a to undermine Techland’s work, but brings her charming art style to Kim Swift is not afraid of 8 GAME DEVELOPER | NOVEMBER 2011

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