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Naughty Dog's Uncharted 2 PDF

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I n n e r P r o d u c t s t r e a m i n g v i r t u a l t e x t u r e s vol17no3MARCH2010 Hacks, kludges, and under-Handed tactics from beyond tHe matrix Production tecHniques across tHree leading studios an interview witH ncsoft illustrator and director Hyung-tae kim [ [ o www.seapine.com/gamescm r P Satisfy your quality obsession. ®d dstingstingstingstingstingsting zarzard Ted Ted Ted Ted Ted Te WiWiateateateateateate mmmmmm A A oooooo QQAutAutAutAutAutAut nt nt nt nt nt nt ® memememememe Meeeeee gggggg Caaaaaa e anananananan nMMMMMM pige ge ge ge ge ge annnnnn ehahahahahaha SCCCCCC nt nt nt nt nt nt eeeeee mmmmmm ® eeeeee MMagagagagagag nnnnnn CCaaaaaa SSMMMMMM d d n n n n n n ununatioatioatioatioatioatio oourururururur urrurronfi gonfi gonfi gonfi gonfi gonfi g SSCCCCCC © 2009 Seapine Software, Inc. All rights reserved. Get More Change Management o o g g g g g g didikinkinkinkinkinkin uuacacacacacac with Seapine Integrated SCCM ®k StStkg & Trg & Trg & Trg & Trg & Trg & Tr acacninninninninninnin TrTranananananan ttPlPlPlPlPlPl esesst st st st st st TestTrack Pro + Surround SCM = infi nite SCCM possibilities. Seapine’s integrated software change and TTTeTeTeTeTeTe confi guration management (SCCM) tools do much more than competing tools, and at a much lower price point. Start with TestTrack Pro for change management and add Surround SCM for confi guration management— two award-winning tools that together give you the best integrated SCCM solution on the market. M M ent ent ent ent ent ent mmmmmm CCeeeeee • Link issues, change requests, and other work items with source code changes. TTgggggg ® nananananana kaaaaaa • Manage simple or complex change processes with fl exible branching and labeling. cMMMMMM Traase ase ase ase ase ase • Coordinate distributed development with RSS feeds, email conversation tracking, caching proxy tCCCCCC servers, change notifi cations, 3-way diff/merge, and other collaboration features. TesTest Test Test Test Test Test • Enforce and automate processes with incredibly fl exible work item and fi le-level workfl ows. Built on industry-standard RDBMSs, Seapine’s SCCM tools are more scalable, give you more workfl ow options, and provide more security and traceability than competing solutions. Pro ent ent ent ent ent ent ®k gemgemgemgemgemgem Get more, do more with Seapine tools. Visit www.seapine.com/gamescm. acnananananana TrMaMaMaMaMaMa Testssue ssue ssue ssue ssue ssue IIIIII CONTENTS.0310 VOLUME 17 NUMBER 3 POSTMORTEM DEPARTMENTS 20 NAUGHTY DOG'S UNCHARTED 2: AMONG THIEVES 2 GAME PLAN By Brandon Sheffield [EDITORIAL] UNCHARTED 2 is Naughty Dog's latest foray into what they call the Playing God cinematic action genre. The game released to nearly-universal acclaim, and here they discuss everything from multiplayer 4 HEADS UP DISPLAY [NEWS] mechanics, to over-ambitious scope, to the power of playtesting. A report from the Art History of Games conference plus By Richard Lemarchand Xbox Live Indie Games sales analysis. FEATURES 47 TOOL BOX By Damian Kastbauer [REVIEW] Audiokinetic's Wwise 2009.3 7 DIRTY CODING TRICKS II In our second installment of Dirty Coding Tricks, programmers share 57 THE INNER PRODUCT By Jake Cannell [PROGRAMMING] their last-minute kludges and hacks all in the name of getting a game Virtual Textures out the door. Lessons abound for coders and the non-technical alike. By Brandon Sheffield 63 DESIGN OF THE TIMES By Soren Johnson [DESIGN] Theme Is Not Meaning Part II 15 TAMING THE WILD WEST Production methodologies differ from company to company. Here, 67 AURAL FIXATION By Jesse Harlin [SOUND] Matthew Burns explores the disparate tactics of Harmonix, Treyarch, Planting the Seed and Valve, to determine some best practices. By Matthew S. Burns 69 PIXEL PUSHER By Steve Theodore [ART] Zombie Apocalypse 31 BREAKING THE ICE Conversation systems are becoming increasingly prevalent in games, 74 GOOD JOB! [CAREER] with dialog trees and databases aplenty. Serious games developer Career Pavilion Tips. Brent Friedman proposes a simple language as a potential solution. By Brent Friedman 92 EDUCATED PLAY [EDUCATION] Focus on UCLA student Peter Lu's CAVE 53 INTERVIEW: HYUNG-TAE KIM Hyung-Tae Kim, currently art director for NCSoft's BLADE AND SOUL, is 104 ARRESTED DEVELOPMENT By Matthew Wasteland [HUMOR] best known for his approach to anatomy. This interview illuminates This Just In! his thoughts on the subject of character and art in general. By Brandon Sheffield COVER ART: NAUGHTY DOG ART TEAM WWW.GDMAG.COM 1 GAME PLAN // BRANDON SHEFFIELD www.gdmag.com UBM Think Services, 600 Harrison St., 6th Fl., San Francisco, CA 94107 t: 415.947.6000 f: 415.947.6090 PLAYING GOD SUBSCRIPTION SERVICES FOR INFORMATION, ORDER QUESTIONS, AND ADDRESS CHANGES A CALL FOR NEW UNIVERSE CREATION IN GAMES t: 800.250.2429 f: 847.763.9606 e: [email protected] EDITORIAL REMEMBER WHEN THE NORM FOR about what is being taught to Maybe in the past we created PUBLISHER a video game was a blue hedgehog children or impressionable folk. crazy games simply because we Simon Carless l [email protected] that ran fast and collected rings Not that this should influence couldn’t recreate reality with the EDITOR-IN-CHIEF Brandon Sheffield l [email protected] and emeralds? Or a plumber that creative decisions, but when a technology. Consider BAYONETTA. PRODUCTION EDITOR took mushrooms to become large, cartoon mouse hits someone Here you’ve got a woman whose Jeffrey Fleming l [email protected] and grabbed a flower to throw with a mallet it’s a lot different clothing is made of her hair, and has ART DIRECTOR fireballs? In reality they do none from when a prisoner in MANHUNT guns in her shoes. I’ve heard a lot Joseph Mitch l [email protected] of those things, but in the name of does it. The discussion needs to of people—journalists especially— CONTRIBUTING EDITORS Jesse Harlin a game, they make sense, inspire take place, even if the decision is talk about how crazy this is. In Steve Theodore wonder, and create a new universe. ultimately to go with reality. 1992 this would not be crazy, this Daniel Nelson Soren Johnson This isn’t another one of those would be par for the course in the Damion Schubert articles about the good old days, PANDORA'S BOX creation of a video game. ADVISORY BOARD and how everything used to be » Games that emulate reality do Hal Barwood Designer-at-Large Mick West Independent better. Rather, this is an article have the powerful opportunity to CHOOSE YOUR ADVENTURE Brad Bulkley Neversoft about missed opportunity. make people think carefully about » There is a choice that developers Clinton Keith Independent Bijan Forutanpour Sony Online Entertainment the world around them. By placing can make now. We know that we Mark DeLoura Independent TIME TO CRATE the player in real-world situations can visually emulate reality to a Carey Chico Pandemic Studios » As the graphical capabilities and applying real consequences pretty convincing level. Now is the ADVERTISING SALES of computers and home consoles in-game, a spark may well go off time when we can decide whether GLOBAL SALES DIRECTOR increased over time, and as in little Jimmy’s brain. But there’s we want to use that power to Aaron Murawski e: [email protected] demographics skewed older, the a high likelihood he still won’t see recreate reality or forge universes t: 415.947.6227 temptation to emulate and recreate the consequences as real. After all, of our own. We don’t need space MEDIA ACCOUNT MANAGER John Malik Watson e: [email protected] reality grew stronger and stronger. you turn off the TV or the monitor marines or aliens to do it, either. t: 415.947.6224 To that end, games increasingly and that entire world is gone. The world of BIOSHOCK’s Rapture GLOBAL ACCOUNT MANAGER, RECRUITMENT tried to make their systems and I’m not a fan of James captivated audiences immediately. Gina Gross e: [email protected] t: 415.947.6241 design follow realistic constructs, Cameron's Avatar, but its simple It was recognizable, but different, GLOBAL ACCOUNT MANAGER, EDUCATION boasting the most realistic cars and story resonated with a lot of and this is something that Rafael Vallin e: [email protected] licenses, or the most realistic guns, people, and I’ve heard more people resonates with people. t: 415.947.6223 or a military contractor on staff to talking about injustice and the I just downloaded and played ADVERTISING PRODUCTION advise on tactics. But games are politics of power based on having the HEAVY RAIN demo on the PS3. I PRODUCTION MANAGER not reality, they are games. watched a movie about fake blue urge readers to do the same and Pete C. Scibilia e: [email protected] t: 516-562-5134 We’ve seen time and time people than I have heard them see how they feel about the reality again that the closer you try to talking about Guantanamo Bay, or emulated there. Sure, there are REPRINTS emulate reality, the more the the war in Afghanistan. It doesn’t complex emotions and scenarios WRIGHT'S REPRINTS “game” aspects begin to stick out. mean these people are stupid, in place here—but when I’m Ryan Pratt e: [email protected] t: 877.652.5295 Invisible walls in FINAL FANTASY, or or even necessarily uninformed, playing, I’m just pressing random grenades spawning at your feet but it does mean that in order to buttons that come up on screen THINK SERVICES when you go the wrong way in really reach them, they had to be and have nothing to do with the CEO UBM THINK SERVICES Philip Chapnick MODERN WARFARE 2 are examples approached in a different way. I actions I’m performing. Whether GCRREOAUTPI VDEIR DEIRCETOCRTO KRa Cthliyff SScchoorsboack of kicking the player out of that think that this can be true of fun, you agree with designer David CHIEF INFORMATION OFFICER Anthony Adams illusion of reality, and letting them as well as serious messages. Cage in his choice to make the AUDIENCE DEVELOPMENT know that yes, this is a game, and We miss out on some of the game this way is not the point. TYSON ASSOCIATES Elaine Tyson yes, the rules are designed to keep great potential of this medium The important thing is that he did e: [email protected] you in the space of this world, not if we focus too heavily on the make a specific choice, as he told LIST RENTAL Merit Direct LLC t: 914.368.1000 the real world. real. We have the power to create me in a Gamasutra interview. MARKETING In reality, as a soldier I could entire worlds—isn’t using this When a game is made, MARKETING SPECIALIST Mellisa Andrade disobey my orders and go exploring power to create a shadow of think—what universe fits my e: [email protected] around the other side. I could be reality a bit of a cop-out? And view? Can I tell my story with UBM TECHNOLOGY MANAGEMENT cowardly and turn back to base. really, it’s only a conceptual cop- a Rapture? With a Pandora? CHIEF EXECUTIVE OFFICER David Levin Games shouldn’t have to plan for out. In practice, reality is quite Or does it need to exist in my CHIEF OPERATING OFFICER Scott Mozarsky every eventuality, of course, but hard to recreate. This is why the reality? If these questions are CHIEF FINANCIAL OFFICER David Wein CORPORATE SENIOR VP SALES Anne Marie Miller it’s not so hard to create universes lushly-detailed world of Avatar’s answered honestly, and with real SENIOR VP, STRATEGIC DEV. AND BUSINESS ADMIN. Pat Nohilly that are compelling but where Pandora is so compelling to thought, games will resonate SENIOR VP, MANUFACTURING Marie Myers the unusual—or even simple people. It’s new, but recognizable. better, and their messages, their backtracking—is not so unfeasible. It’s compellingly different, but not fun, and their immersion will only Emulation of reality also brings alienating. This is the potential increase in potency. with it all sorts of moral concerns that exists within games. —Brandon Sheffield WWW.UBM.COM 2 GAME DEVELOPER | MARCH 2010 GMD_FPo.indd 1 09/02/2010 16:10:44 HEADS-UP DISPLAY the art history of games in atlanta Brenda Brathwaite on creating board games about tragedies (Photo by auriea Harvey). We Were a mixed croWd. “The Atari 2600 was created to play art titled “Fountain”) put into a Bogost. This was the strongest Professional game developers, just two games.” museum. He did a great deal of commercial industry presence art aficionados, students of all Day two switched to an work involving skilled technique as of the show. These three ground varieties, and a number of folks academic perspective, digging well—including “Nude Descending breaking designers love their work, from the area that were just plain into the cultural roots of games a Staircase, No. 2,” a piece many but it was clear that they love curious. John Sharp, Ian Bogost, as art. Much of the day included of us first heard of through their work primarily as games, not and Michael Nitsche began the Art background on classical Calvin & Hobbes. Outside the necessarily as art. History of Games conference with art, including Celia Pearce’s art world, Duchamp was a chess The final night, IndieCade a claim captured from SIGGRAPH. introduction of the Fluxus master, once declaring that “all and IGDA Atlanta hosted an Indie “Games: 18.25% art.” movement, and John Sharp’s chess players are artists,” and Game Slam, giving 14 indies each No matter our background, discussion of games taking on most photos of him include a a three-minute window to show attendees could all agree that new cultural roles during the chessboard. Game makers and off their projects. Jesper Juul putting a percentage on game art Renaissance. Projects by the Jodi traditional artists alike seemed and Brian Shurtleff showed their was nonsense. This set the tone art collective—such as those thankful to have a common hero. projects from the Global Game Jam, that carried through the entire changing the rendering process The third day, each of the Connor Fallon shared a student event: we would welcome bold, of existing first-person shooters artists from a gallery opening game from Carnegie Mellon’s Game over-generalizing statements, if WolFenstein and Quake to be more the previous night had a chance Creation Society, and Nathan only to have something to talk abstract—were offered by Jay to share with us their visions for Jerpe demonstrated his ASCII epic about. This was going to be fun, David Bolter and Brian Schrank future games. Tale of Tales kicked legerdeMain. I took the opportunity not clinical. during their talk as examples off the “Not Games” movement. to share a few highlights from my Each presentation brought of avant-garde game art. Jason Rohrer created a Gamist Manifesto, 219 daily experimental projects. something unique and valuable. Rohrer’s Passage received frequent suggesting that games should The Art History of Games crowd Unfortunately 18 talks spread allusions, and Rod Humble’s not try too hard to be like films responded very well to the across three days can’t fit on one Marriage had a few references as or novels in terms of narrative. original concepts. page, so I’ll present a few highlights. well. Cory Arcangel’s suPer Mario The panel of designers afterward The event was a success, from John Romero delivered the clouds was brought up the most was intense, partly because it beginning to end. It came together opening keynote. His main point times in terms of video game art immediately followed an emotional with the right mix of perspectives, was that the innovators of our that has made it into museum presentation by Brenda Brathwaite backgrounds, and attitudes. industry are still alive today, and culture. (suPer Mario clouds is about her current board game More questions were created we ought to be learning everything suPer Mario Brothers with only the project, which is about the than resolved, but for this type of that we can from them. In 1998 clouds displayed.) struggles of Native Americans. gathering, that was the point. The John Romero caught up with the Marcel Duchamp was declared The last panel put Richard next time this event rolls around, legendary programmer from Final the patron saint of the conference, Lemarchand (uncharted 2), I can only hope attendance will Fantasy i–iii and secret oF Mana, and referenced more than any John Romero (dooM, Quake), and grow, and more people can share in Nasir Gebelli, for an interview. “Our other artist. For readers unfamiliar Harvey Smith (deus ex), on stage the conversation. masters worked within a lot of with his work, he famously along with art curator Christiane constraints.” Romero pointed out. achieved getting a urinal (Dadaist Paul, moderated by professor Ian —Chris DeLeon 4 gAmE DEvELoPEr | mArcH 2010 ANALYSIS: XBOX LIve INdIe GAMeS SALeS FOR 2009 GamerBytes.com has Been keepinG a than $17,500. That’s more than a grand close eye on the Xbox Live Indie Games per week for that game’s development. scene and while the service had a bit of One of the main complaints about a rough beginning, XBLIG now includes the XBLIG space is that people just aren’t a ratings system, avatar support, an looking at it. However, the numbers are entirely new name, and new pricing tiers. increasing—55,000 people downloaded Finding the sweet spot for hobbyist and the trial to liTTlE rAcErS, 26,000 people user-submitted indie games has been a have played the trial version of AvATAr long process, but there’s definitely been SnOWBAll fight, and nExTWAr had 30,000 progress. people give it a go. People are looking Larry Hryb, Microsoft’s director of at more games, especially those in the programming for Xbox Live recently top 20 lists. Just having them download released a list of the Top 20 XBL Indie the demo is a huge step—that means Games for 2009 on his majornelson.com the premise has piqued their interest, blog, and thanks to the participants of or the box art has made the game look the official XNA forums—including many interesting, or that the developer has developers—the list has been fleshed strong marketing skills. out with sales data for the Top 20 games. To expect the same top-line numbers James Silva’s GAM3 W1TH ZOMB1ES from Xbox Live Indie Games you see on become the top selling game of the the iPhone’s App Store—as some critics year. Like many top tier indie games do—is short-sighted. The App Store is a it features simple play mechanics, an different animal. Top games sell up to unusual art style, quirky music, and 30,000 copies a day, but often at bargain FiGUre 1 the graph shows sales of the top 20 XBLiG games, the amount of trial versions that were downloaded, the conversion an extremely low price. All these points basement prices—and the vast majority percentage from trial to sale, the price and the money made by the helped bring the game to the attention of sell very few. developer itself. note that the money made by a developer on any gamers and game blogs. The release volume for XBLIG is XBLi game is 70 percent of its selling price—microsoft picks up 30 Applications are also getting a somewhere between Xbox Live Arcade percent of each sale. lot of attention on XBL Indie Games. and the App Store. It’s worth noting that DruMKiT allows players to take control with only one or two Xbox Live Arcade of their rOcK BAnD or GuiTAr HErO drum games released weekly, developers are controllers. AquAriuM HD and MyFiSHTAnK guaranteed at least a little prominence. turn Xbox 360s into habitats for digital Yet XBLIG titles can get lost in the fish, while ruMBlE MASSAGE and A PErFEcT shuffle swiftly after they move off the MASSAGE let users go crazy with the “New Releases” page. After that, they controller’s rumble ability. EZMuZE+, a can’t do much to get back up—or at least, complex audio looping system, made it to price cuts like those implemented in the list even at a $10 asking price. Apple's App Store seem to have less of Other games that have done well are an effect. usually simple but direct—HEADSHOT and To succeed developers need to HEADSHOT 2, AvATAr DrOP, and THE iMPOSSiBlE keep the awareness up. Send out press GAME, all of which sport very simple releases to blogs, create trailers, Twitter concepts, have also made it into the Top 20. about it, get on NeoGAF, IndieGames.com, The Xbox Live Indie Games scene and TIGSource and talk about your games. has been criticized for less-than-epic The more people you get to download your game sales, but looking at the numbers demo, the more purchases you ultimately helps put this into perspective. SOlAr has get. For mid and high-level performers, sold around 10,000 copies over its nine XBLIG is fast becoming a viable platform months on the market. The game took for hobbyists and single-man shops to about four months of work during the make some cash and get their game developer’s spare time. For the majority of seen—and for end users to pick up some FiGUre 2 additional indie game sales data gathered from the the time the game was sold at its original genuinely interesting games. majornelson.com and Xna.com forums. $2.50 price point, overall making a bit less —Ryan Langley www.gdmag.com 5 It’s time once again to revisit the mighty kludges and well-meaning hacks that are occasionally required to get our games into the hands of eager consumers. As we did last year, we’ve compiled a host of stories, this year using both voluntary submissions and online comments. These hacks and heroics span the entire history of computer and video games, even extending laterally into the business software sector. Delight at the ingenuity, marvel at the audaciousness, learn from the mistakes of your predecessors, but most importantly, release games that work—on time, too. —Brandon Sheffield WWW.GDMAG.COM 7 Wing Commander. Thanks For Playing! the map. To this day, I don't know why this happened, but I believe that the » Back on the first Wing Commander engine’s BSP compiler added brushes to the BSP tree in a random order, and we were getting an exception from certain combinations would just ... randomly break things. At the time, I had our EMM386 memory manager when never heard of a randomized algorithm, but I invented one regardless—a we exited the game. We'd clear the preprocessing stage was added to the BSP compiler that shuffled the order of screen and a single line would print the brushes before they were fed to the engine's BSP compiler. That way, if the out, something like "EMM386 Memory level geometry broke the BSP compiler, we could just try shuffling the brushes manager error. Blah blah blah." We had to ship ASAP, so I hex edited the error in with different random numbers until we found a combination that worked, the memory manager itself to read "Thank you for playing Wing Commander." and then we stuck with it until the next time the BSP compiler broke. The —Ken Demarest game itself was a disaster, and both the engine and the game were featured in a Penny Arcade cartoon that contained the first ever appearance of the 100 PercenT PUre FrUi T JUices Fruitf*cker 2000. This remains a milestone in my personal career. » When I first started working in the game industry I spent most of my time —Nicholas Vining shuffling between various small, underfunded startups. Here is a horror story from the good old days when men were men and used DirectX 7. Flash ForWarD » I worked for a company that had been forced to use a certain 3D engine I was working on nBa Jam Te for the Genesis, which used a flash chip to by the publisher. The engine shall remain nameless, but the publisher had store game data. The game had been tested for months, and everything was been persuaded to buy a number of licenses for it as part of a bulk licensing ready to go, so the publisher ordered 250,000 copies of the cart. But it soon deal, and insisted that we use it. To be blunt, the engine did not work, and became apparent that no one, for months, had reset the flash chips on the I spent most of my time at the company making the 3D engine do obvious test carts to make sure the flash init routines worked correctly. Nor did things correctly, such as fixing the engine company’s implementation of anyone order any carts for testing. single-pass multi-textured lightmapping. It was only after all the carts had been ordered that we discovered the One of the more interesting things that did not work was the BSP compiler. flash init code was dead, and that the carts could not save games properly! Level designers would build level geometry with correct visibility, and then The studio went into meltdown trying to figure out how to ship 250,000 minor geometry adjustments would break visibility on the other side of broken carts. Suggestions of production lines adding extra resistors and other hacks to every cart were tried and failed. When all seemed lost, someone figured out if you played the games in an odd, and very specific order, the flash memory would sort of work. So an extra leaflet was added to every box explaining how to use this "feature." —Chris Kirby sMoking secT ion » My favorite last-minute hack was in the four-player mode of niTroBike il PS2. As usual, the level designers and the artists had done their work l U without the slightest concept of real-world feasibility, and as usual, the job s Tr of "finishing" the game was left entirely to me. a Tio After much battling and butting of heads, I got them to simplify the level n c artwork, create visually occluding features, and remove excessive dynamic oU objects, but that couldn't save one particular movie-themed level. The level r Te design itself resisted occlusion; it consisted of two large rooms (sound s y stages, in the fiction) with no occluding features, connected by two open o F P doors. One door was in the middle of the wall. There was no possible way to en arrange occluding polygons to block one room from seeing the other room in n y any effective way, and there was no way to cut out any more level artwork a rc without completely ruining the character of the level. a D I really needed a way to put one big occluding polygon in the wall, covering e 8 game developer | march 2010

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Mar 3, 2010 Lessons abound for coders and the non-technical alike. By Brandon Sheffield .. future games. Tale of Tales kicked .. —Anonymous (taken from Reddit.com replies . technical support engineers take pride in providing fast.
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