MAKING GREAT GAMES This page intentionally left blank MAKING GREAT GAMES An Insider's Guide to Designing and Developing the World's Greatest Video Games MICHAEL THORNTON WYMAN AMSTERDAM BOSTON HEIDELBERG LONDON NEW YORK OXFORD PARIS SAN DIEGO SAN FRANCISCO SINGAPORE SYDNEY TOKYO Focal Press is an imprint of Elsevier Focal Press is an imprint of Elsevier The Boulevard, Langford Lane, Kidlington, Oxford, OX5 1GB, UK 30 Corporate Drive, Suite 400, Burlington, MA 01803, USA First published 2011 Copyright Ó 2011. Published by Elsevier Inc. All rights reserved. No part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or any information storage and retrieval system, without permission in writing from the publisher. Details on how to seek permission, further information about the Publisher’s permissions policies and our arrangement with organizations such as the Copyright Clearance Center and the Copyright Licensing Agency, can be found at our website: www.elsevier.com/permissions This book and the individual contributions contained in it are protected under copyright by the Publisher (other than as may be noted herein). Notices Knowledge and best practice in this field are constantly changing. As new research and experience broaden our understanding, changes in research methods, professional practices, or medical treatment may become necessary. Practitioners and researchers must always rely on their own experience and knowledge in evaluating and using any information, methods, compounds, or experiments described herein. In using such information or methods they should be mindful of their own safety and the safety of others, including parties for whom they have a professional responsibility. To the fullest extent of the law, neither the Publisher nor the authors, contributors, or editors, assume any liability for any injury and/or damage to persons or property as a matter of products liability, negligence or otherwise, or from any use or operation of any methods, products, instructions, or ideas contained in the material herein. British Library Cataloguing in Publication Data Thornton Wyman, Michael. Making great games: an insider’s guide to designing and developing the world’s greatest video games. 1. Video gameseAuthorshipeCase studies. 2. Video gameseDesigneCase studies. I. Title 794.8-dc22 Library of Congress Control Number: 2010934101 ISBN: 978-0-240-81285-4 For information on all Focal Press publications visit our website at focalpress.com Printed and bound in the United States 10 11 12 11 10 9 8 7 6 5 4 3 2 1 CONTENTS Acknowledgments ............................................................................................. ix Introduction ............................................................................................................... xi Permissions ....................................................................................................... xv Part 1 THE GAMES Chapter 1 LittleBigPlanet......................................................................................3 Team Role Interview: Lead Game Designer .....................................................19 Chapter 2 World of Warcraft .............................................................................23 Team Role Interview: Development Director....................................................36 Chapter 3 Diner Dash ..........................................................................................39 Team Role Interview: Producer ...........................................................................50 Chapter 4 Half-Life 2 ............................................................................................53 Team Role Interview: Game Writer.....................................................................65 Chapter 5 Uncharted 2: Among Thieves .........................................................67 Team Role Interview: Senior Environment Artist.............................................83 Chapter 6 Rock Band ...........................................................................................85 Team Role Interview: Music Composer .............................................................99 Chapter 7 FarmVille............................................................................................ 101 Team Role Interview: Programming Lead .......................................................111 vi CONTENTS Chapter 8 Bejeweled Twist..............................................................................115 Team Role Interview: Presentation Art Director............................................127 Chapter 9 Madden NFL 10 ................................................................................129 Team Role Interview: Voice Actor ....................................................................138 Chapter 10 World of Goo ....................................................................................141 Team Role Interview: Art Director ....................................................................151 Part 2 ANALYSIS Chapter 11 Commonalities: What Goes Right ................................................157 Iteration Is Paramount ................................................................................. 158 Cabals Taking Over?.................................................................................... 160 Beg, Borrow, and Steal ............................................................................... 162 Focus on Talent............................................................................................ 164 Use Your Whole Company ......................................................................... 165 Playtesting as Production Driver................................................................ 166 Miscellaneous............................................................................................... 168 Wrap Up........................................................................................................ 171 Chapter 12 Commonalities: What Goes Wrong .............................................173 Test, Test, Test ............................................................................................. 174 Bite the Bullet ............................................................................................... 176 Don’t Ignore the Tutorial ............................................................................. 178 Every Project Is Different............................................................................. 179 Beware the Prototype.................................................................................. 181 Plan for Success........................................................................................... 182 Wrap Up........................................................................................................ 183 CONTENTS vii Chapter 13 The Nature of High-Performing Teams ......................................185 The Goal........................................................................................................ 186 The People .................................................................................................... 187 The Environment.......................................................................................... 189 The Process .................................................................................................. 190 Wrap Up........................................................................................................ 193 Chapter 14 Applying These Learnings to Your Game Projects..................195 Team Roles ................................................................................................... 195 Development Phases................................................................................... 198 Wrap Up........................................................................................................ 206 Chapter 15 Hiring and Managing for Success ..............................................207 Hiring............................................................................................................. 207 Managing ...................................................................................................... 210 A Word on Outsourcing .............................................................................. 212 Wrap Up........................................................................................................ 212 Team Role Interview: External Producer.........................................................213 Index ................................................................................................................. 215 This page intentionally left blank ACKNOWLEDGMENTS A project like this rests squarely on the shoulders of its contrib- utors. I feel unbelievably fortunate to have had the privilege to visit with so many wildly talented (and astoundingly busy) people who are creating some of the world’s greatest video games. Without their willingness to share their insights and expertise, this book would not exist. For their openness, honesty, and generosity, I am deeply indebted to J. Allen Brack, Ron Carmel, Ian Cummings, Rich Curren, Richard Dansky, Tim Fields, Kyle Gabler, Clint Jorgenson, Jason Kapalka, Rob Kay, Stephen Kearin, Greg LoPiccolo, Peter McConnell, Wade Mulhern, Siobhan Reddy, Stefan Sinclair, Mark Skaggs, Bruce Straley, Chris Trottier, Robin Walker, Robyn Wallace, Don Walters, and Eric Zimmerman. While their words don’t appear in the text, several games industry leaders were also extremely helpful to me with this endeavor. A huge thank you to Patrick Buechner, Robert Cogburn, Phillip Holt, Steven Meretzky, Brian Robbins, and Jessica Tams. Thanks also to my tireless development editor, Beth Millett, and to Laura Lewin, Chris Simpson, and Anais Wheeler at Focal Press. And, of course, thank you to my family e Evelyn, Jules and Leisy e for putting up with all of the early mornings and late nights it took to ship this one.