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MARCH 2012 | #125 | £4 / e7 / $13


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G A M E D E S I G N | C O D I N G | A R T | B U S I N E S S

I N T H E M O V I E S
E
YOU’tRwo documentary makers
How these vs in to f i lm s t a rs
de
are turning indie
S TA R T E R C O U P
S C H A F E R ’S K I C K
P LUS: n ce ? D
sourcing craze
ouble Fin e’s crowd
-in or s m a rt fi n a
Cash

BlitzTech. By developers, for developers BlitzTech.com

LOOKING TO THE FUTURE


Fully-featured console and browser
development solution
02 Dev125 Firelight 27/01/2012 12:10 Page 1
03 Dev125 Contents_final 14/02/2012 17:44 Page 1

26
Contents DEVELOP ISSUE 125 MARCH 2012

ALPHA
06 - 08 > gdc 2012: the show essentials
All the key information you could possibly need for attending the event, and a
special conference timetable for the time poor and the confused

14 - 18 > opinion and analysis


Rick Gibson looks at the statistics left by studio closures and the staff that lose
their jobs, David Braben ponders the details of truly universal apps, and Will Luton
offers a concise guide to mobile games design for studios of every size
Cover photo by Ian MacCausland

60 31 58 BETA
26 - 28 > inside indie game: the movie
A new documentary set to be shown at GDC shines a spotlight on the agony and
ecstacy of making a game the real indie way; plus, we look at Tim Schafer’s crowd-
sourcing triumph and how other developers can take advantage of Kickstarter

31 - 32 > kerosene revealed


There’s a new developer-centric publishing platform on the way, and it’s been
created by the man once at the helm of Unity’s Union. Develop investigates

35 - 38 > the truth about outsourcing


To some, outsourcing remains a dirty word, but for many it has become a way to
56 42 get the job done in the best possible way. We look at the facts

BUILD
48 - 54 > game engines: the essential guide
Engines lie directly at the very heart of games development making our extensive
overview of the sector and the key platforms crucial reading for developers

56 - 57 > autodesk uncovered


Marc Stevens tells Develop what’s in store ahead of some big GDC announcements
35 58 - 59 > talking heads
Speech Graphics on turning its audio facial animation service into a tool

73 – 79
studios, tools, services and courses

CODA
80 - 82 > a sideways look at development
Tweets from the industry elite, Eric Chahi grilled, Tim Schafer’s comments on
Kickstarter, Miles Jacobson quizzed, and a HTML5 vs Flash statistics showdown

6 1 8
p2 p3 p5

THIS MONTH: Indie Games: The Movie Kerosene’s first game:


Bladeslinger Speech Graphic’s audio-driven facial animation
DEVELOP-ONLINE.NET MARCH 2012 | 03
05 Dev Alpha Cover_final 14/02/2012 17:19 Page 1

Developing
real ‘universal’
apps
p16
ADVENTURES IN GAMES DEVELOPMENT: NEWS, VIEWS & MORE

The greatest
show on earth
Lost at GDC? Worried how to best use your limited time? Develop is here with the complete
guide to help you make the most of games development’s biggest event, p6

The €1 million The top ten


development free-to-play
contest games
p10 p23

DEVELOP-ONLINE.NET MARCH 2012 | 05


6,7,8 Dev 125 GDC Guide_final 14/02/2012 15:22 Page 1

ALPHA | GDC SHOW GUIDE

EDITORIAL
SHOWTIME
GDC 2012:
It is quite incredible that a whole year has
passed since the last GDC.
Your Essential Digest
And yet here we are again, moments from Develop brings you an invaluable guide to attending this year’s Game
jetting off to the games development space’s Developers Conference, including a schedule for the time pressed
most significant global event.
Which means an issue of Develop conceived
to tackle some of the most important
technogies, themes and trends in the industry.
And it’s all tied in to GDC’s big themes. So
whether you’re at the show or not, you’ll have a
finger on the pulse of the conference and expo.
On our cover you’ll have already seen the
directors of a new documentary about the
independent development scene. Their film,
Indie Game: The Movie, has already charmed the
judges of the Sundance film festival, and for its
next stop it will be premiered at GDC where –
for the first time – the industry will get to see
how it has been portrayed on the big screen.
It’s not the convergence between games and
film many have long predicted, but the
recognition in the creation of Indie Game: The
Movie serves as a compliment to independent
development’s finest hour.
There’s also a number of features in this issue
that coincide with big show announcements. It’s hard to believe that GDC is already here see the key sessions, time to make your way
Our interviews with Autodesk and Geomerics again, but the fact is that the busiest week in between venues, and even one late start so
the games development calendar is back. you can dash to Mel’s Diner for a quick
should serve as a clue that the tech companies This year’s GDC is set deliver the familiar hangover cure.
are still worth watching at GDC, and a special mix of sessions, panels, tutorials, summits, And if you’re visiting the show, remember;
feature on a new publishing service named trade booths and, of course, parties. But that’s be nice to the Conference Associates. They
not to say the show’s 26th year will mimic the make GDC happen, and as head organiser
Kerosene reveals what former Unity man Brett previous GDCs. There’s a new approach to and general manager Meggan Scavio once
Seyler has been up to since he left the engine keynotes, a host of fresh topics and said “one day they might be your boss”.
discussions, and even some new sessions. On the subject of Scavio, she’s more
company now ready to launch its 3.5 update. All of which can get a little overwhelming. excited by this year’s show than ever before.
On the matter of game engines, this issue ”The pressure was on to continue to grow
also includes a fascinating five-page guide to The industry has and evolve GDC after our exciting and
record-breaking twenty-fifth anniversary last
the most important solutions out there, with all topped itself by year. But once again, the industry has topped
the key players and promising newcomers offering up even more itself by offering up even more thrilling talks
that can only happen at GDC, where the
profiled in detail. thrilling talks that entire industry converges for the love of
So, throughout GDC, whether you are in San games and pushing the boundaries of
can only happen at
Francisco or not, keep this issue to hand, and development further and further,” says the
never stray more than a click away from GDC. GDC boss.
“There are new ways to find and appreciate
www.develop-online.net. Meggan Scavio, GDC the content that matters to you – like the
Thankfully Develop is here with all the ‘Flash Forward’, or the six discipline-specific
essential information you need. Glance over Track Keynotes, which would likely be main
Will Freeman the following pages and you’ll see times, conference keynotes anywhere else – that
will.freeman@intentmedia.co.uk dates, contact numbers, keynotes, the expo will also make this year’s GDC more valuable
and registration details all covered. to attendees than ever.”
Turn to page eight and you’ll see our By the sounds of it, this year’s event is all set
carefully considered conference schedule for to be a great GDC. If you’re at the show the
those with no time to build their own, which Develop team will see you there. And, finally, do
makes sure you have plenty of opportunity to drop us a line if you want to meet in person.

06 | MARCH 2012
6,7,8 Dev 125 GDC Guide_final 14/02/2012 15:22 Page 2

GDC SHOW GUIDE | ALPHA

THE EXPO

Along with the sessions that make up the


core conference, the expo forms one of the
most significant elements of GDC 2012.
Bringing together 100s of game
companies of every kind across the San
Francisco Moscone Centre’s vast North Hall
D and West Hall, it’s the place to network,
get your hands on tools and tech and pick
up those all-important GDC party invites.
If you’re new to the event, prepare
yourself; getting to see everything the
expo floor can offer could take a week, so
pick carefully, and leave plenty of time to
squeeze through the crowds.
Close to the Expo lies the GDC Business
Centre; a key resource at the show found at
West Hall 1st Floor.

Expo hours:
Wednesday, March 7th:
10:00am-6:00pm

Thursday, March 8th:


10:00am-6:00pm

Friday, March 9th:


10:00am-3:00pm

THE KEY FACTS


 9am to 6pm approximately
 March 5th to March 9th
 Moscone Center, San Francisco, CA
www.gdconf.com

 Registration starts 5pm, Sunday,


March 4th
 Registration hotlines:
(415) 947-6926
(866) 535-8997

GDC Expo: March 7th to 9th


Summits and tutorials: March 5th to 6th
Main conference: March 7th to 9th
THE KEYNOTES
This year GDC has adopted a new format for its keynote  Business, Marketing & Management Track:
sessions. Shunning the tradition of presenting one Why ‘Free’ and Cross-Platform Is The Future of
THE SUMMITS central main conference keynote, the 2012 organisers Gaming by John Schappert, chief operating
have instead scheduled six Track Keynotes, each of which officer, Zynga
The Summits occur on the Monday and
represents the various disciplines on which the main  Game Design Track: How I Got My Mom to Play
Tuesday of the show. Take your pick
conference is arranged. Meanwhile the 9am Monday Through Plants Vs. Zombies by George Fan, senior game
from the following while spaces remain:
opening slot typically reserved for the main keynote this designer, PopCap
time goes to ‘Flash Forward’; a unique presentation that  Production Track: Concrete Practices to be a Better
AI Summit
gives all main conference speakers the opportunity to Leader: Framing & Intention by Brian Sharp, lead
Game IT Summit
take to the stage for just sixty seconds each to give a brief engineer, Bungie
Localisation Summit
overview of their forthcoming session.  Programming Track: Designing a Technology
Games for Change
Strategy for a Large Publisher by Julian Merceron,
GDC Education Summit
THE TRACK KEYNOTES ARE: worldwide technology director, Square Enix
Independent Games Summit
 Audio Track: Build That Wall: Creating the Audio for  Visual Arts Track: The Art of Diablo 3 by Christian
Smartphone & Tablet Games Summit
Bastion by Darren Korb, audio director, Supergiant Games Lichtner, art director, Blizzard Entertainment
Social & Online Games Summit

KEY CONFERENCE SCHEDULE OVER THE PAGE

DEVELOP-ONLINE.NET MARCH 2012 | 07


Conference Chaos? We’ve got you covered
Sessions and meetings competing for your attention at GDC? We’ve created a minute-by-minute guide to the best sessions so you can make the most of your time

08 | MARCH 2012
MONDAY, MARCH 5TH TUESDAY, MARCH 6TH WEDNESDAY, MARCH 7TH THURSDAY,MARCH 8TH FRIDAY, MARCH 9TH
 10.00AM – 11.00AM  11:15AM - 12:15PM  9.00AM – 10.30AM  10:00AM - 11:00AM  10:00AM - 11:00PM
Guidelines for Building Cross- Animation Driven Locomotion for Flash Forward Bringing Triple-A Graphics to Mobile Real-time Sound Propagation in
Platform Games Smoother Navigation Special event (60 second Platforms Video Games
ALPHA | GDC SHOW GUIDE

Tapjoy, Funzio, others presentations by numerous speakers) Epic Games Ubisoft


Smartphone and Tablet Games Summit IO Interactive, Eidos, Big Huge Games
AI Summit GDC Ballroom, South Hall, Lower Level Programming Track Audio and Programming Tracks
Room 134, North Hall
Room 2006, West Hall, 2nd Floor Room 2002, West Hall, 2nd Floor Room 3004, West Hall, 3rd Floor
6,7,8 Dev 125 GDC Guide_final 14/02/2012 15:22 Page 3

 11:15AM - 11:40AM  2:20PM - 2:45PM  11:00AM - 12:00PM  11.30AM – 12.30PM  11:30AM - 12:30PM
Applying Game and Social Designing for Friendship: Shaping Composition Process in Batman Forgotten Tales Remembered: The Relaxed Hardcore: Why
Mechanics to Sustainable Fashion: Player Relationships with Rules and Arkham City Games that Inspired Leading Asynchronous is the Next Big Thing
Closet Swap Case Study Freedom Rocksteady Studios Innovators in Core Gaming
Inensu Thatgamecompany Audio Track Bleszinski, Molyneux, Meier, Romero, Mode 7 Games
Game IT Summit Independent Games Summit Room 3010, West Hall, 3rd Floor Dyson Game Design Track
Room 2009, West Hall, 2nd Floor Room 2003, West Hall, 2nd Floor Game Design Track Room 3007, West Hall, 3rd Floor
Room 3014, West Hall, 3rd Floor

 1:45PM - 2:45PM  3:00PM - 4:00PM  2:00PM - 3:00PM  2:30PM - 3:30PM  11:30AM - 12:30PM
Entertaining the Enterprise: Helping Iterating Design and Fighting Fires: Forza Motorsport 4 Production Designing a Technology Strategy for Relaxed Hardcore: Why
You Level Up & Conquer Work Updating Fruit Ninja and Jetpack Pipeline Architecture a Large Publisher Asynchronous is the Next Big Thing
Ian bogost, IBM, others Joyride Turn 10 Studios Square Enix in Core Gaming
Game IT Summit Halfbrick Studios Programming Track Programming Track (Keynote) Mode 7 Games
Room 2009, West Hall, 2nd Floor Smartphone and Tablet Games Summit Room 2016, West Hall, 2nd Floor Room 132, North Hall Game Design Track
Room 134, North Hall Room 3007, West Hall, 3rd Floor

 3:35PM - 4:00PM  4:30PM - 4:55PM  5.00PM – 6.00PM  4:00PM - 5:00PM  2:30PM - 3:30PM
Keys to the Asian Market Crysis Management: Localisation Art vs. Science: Fueling the Right GDC Microtalks 2012: One Hour, Ten Concrete Practices to Be a Better
PopCap from a Developer's Perspective Brain with the Left Voices, Countless Ideas Leader: Framing & Intention
Social and Online Games Summit Crytek Zynga, EA, others Bleszinski, Hennig, others Bungie
Room 130, North Hall Localization Summit Business, Marketing and Management Game Design Track Audio Track (Keynote)
Room 2002, West Hall, 2nd Floor Track Room 3014, West Hall, 3rd Floor Room 134, North Hall
Room 2000, West Hall, 2nd Floor

 5:05PM - 5:30PM  5:30PM - 6:30PM  4:00PM - 5:00PM


Growth Opportunities for Online  KEY  Visual Arts Contrastive Juxtaposition: Contrast What You Don’t Know IS Hurting You:
Games Beyond Facebook  AI Summit  Localisation Summit and Context in BioWare Story and How Aggressive User-Research
Bigpoint Cinematics Improved Resistance 3
 Audio  Independent Games Summit
Social and Online Games Summit BioWare Blizzard Entertainment
Room 135, North Hall  Business, Marketing and Management  Programming Game Design and Visual Arts Tracks Game Design Track
 Game Design  Smartphone and Tablet Games Room 132, North Hall Room 130, North Hall
 Game IT Summit  Social and Online Games
10 Dev125 Computec Competition News_final 14/02/2012 10:44 Page 1

ALPHA | NEWS

€1m games development


prize fund up for grabs
Make the Game competition to grant winner advance royalty payment and advertising budget worth a six-figure sum

by Will Freeman boon to last year’s victors, German studio help the victorious studio tap into new
SlipShift, which triumphed with browser international markets.
GERMAN MEDIA COMPANY Computec has strategy title Reborn Horizon. “Besides improving the perception of our
opened its annual Make the Game “Reborn Horizon marked a phenomenal company we subsequently adapted the
development contest for 2012. start of Make the Game,” stated Ippisch. “It’s a competences of SlipShift,” said Ahlers of
Established last year the competition, brilliant game that attracted nearly 50,000 working with Computec after the win, before
conceived for creators of browser and social users during its open beta phase since offering some advice for 2012 entrants.
games, offers a substantial prize fund of €1 October 2011.” “In the beginning one should bank on
million to its chosen winner, divided across an established game structures,” he advised.
advance royalty payment and advertising NEW HORIZONS “Coming up with your own, unprecedented
budget in Computec’s print and online titles. Ippisch adds that Make the Game is open to ideas is a good thing, but the most successful
“As we all know, there are many, many studios of every size, from microstudios and games are the ones that use existing ideas
talented developers out there – and many of newcomers to established games production and refine them with fresh elements. As soon
them are not satisfied how things went in the houses with vast headcounts. as you are established on the market you will
past with most of their products,” said In February 2012 Reborn Horizon was be given more freedom for realising your very
Computec COO Hans Ippisch of the company’s launched under the new name Reborn own ideas.”
motivation to establish the competition. Empire, and is being published internationally The winner’s prize itself is divided into two
“Major publishers took the major share of by Trip Hawkins’ operation Digital Chocolate. distinct amounts; €250,000 as a non-
the revenues if their game was a success. Or “Receiving the Make the Game award last refundable advanced royalty payment, and
Last year’s Make the Game they ignored their game completely, even year has been a huge surprise for us,” said €750,000 of advertising budget to be used
winner Reborn Horizon though they have signed a contract. Or they SlipShift communications manager Sascha with Computec titles.
(main image), and its just didn’t have the money for a reasonable Ahlers of his employer’s win in 2011. The Make the Game jury consists of
studio’s communications marketing campaign, when they tried to start “Honestly, we almost forgot about our Computec representatives, and names from
manager Sascha Ahlers on their own as an independent publisher. application, but winning the contest gave us across the games industry including Havok’s
(middle). Computec COO That’s where we come in. We have direct the opportunity to establish a cooperation VP of international development Felix Röken.
Hans Ippisch (bottom) access to millions of gamers and can support with the well-known German company Interested parties have until April 16th this
hopes the competition will developers financially.” Computec Media. year to register at the contest’s website.
appeal to studios To be more precise, through the “Since then, they have been taking care of The winner as selected by the jury – who
previously let down by advertising element of the prize fund, the all marketing, PR, and community confer in July – will be announced at the
major publishers Make the Game winners will see their project management matters for our game.” Gamescom event, which runs from August
exposed to some eight million readers Additionally, Computec aids the winner in 15th to August 19th this year.
globally; a fact that served as a significant securing new business partners, and serves to www.makethegame.de/en

10 | MARCH 2012
11 Dev 125 News teepee_final 14/02/2012 09:02 Page 1

NEWS | ALPHA

TeePee Games CEO Tony Pearce


realised early on in the
company’s work that its userbase
could be useful to developers

TeePee debuts
testing service
Recommendation engine outfit to offer developer-
focused beta testing from specially recruited ‘Super Users’
by Will Freeman and to drive further acquisition through
the use of ‘social influencers’. Designed
DISCOVERABILITY specialist TeePee around gamification theory, TeePee
Games is to expand its offering with a Loyalty rewards players for participating
new developer-focused beta testing it yet to be confirmed activities.
program, Develop can reveal. “TeePee Games has always strived to
Named Tomahawk, the service deliver something that is above and
grants access to a specially recruited beyond, both in terms of actual
pool of members of the TeePee content and technological innovation,”
platform, which itself serves as a explained CEO Tony Pearce. “The
recommendation system that allows launch of the loyalty programme is in
casual players access to the games best line with our Q2 plans for this year,
suited to their individual profiles. whereby we aim to drive double digit
The group of Tomahawk testers, user growth as we move into Q3.
named ‘Super Users’, will be made “As well as this, we realised very early
available to developers, at what on that by leveraging the huge, varied
promises to be a minimal cost, so that and influential audience we have
they can give early feedback on titles within the TeePee world, we could offer
that are due to be published via TeePee. a service to our development clients
The existing TeePee platform – that would benefit them in their work.”
available to users in browser and as a Presently TeePee has more than 350
Facebook app – is built around a Facebook games at its disposal, and
recommendation engine by the name has agreements with significant
of Geronimo, that uses social data, content providers and developers
gaming profiles and behavioural across the industry, including Zynga,
analytics to recommend titles. Playfish and Digital Chocolate.
The company has also unveiled a The launch date of Tomahawk is yet
new TeePee Loyalty programme, which to be revealed.
has been designed to help retain users www.teepeegames.com

DEVELOP-ONLINE.NET MARCH 2012 | 11


12 Dev125 News_final 14/02/2012 14:01 Page 1

ALPHA | NEWS

Scotland ‘emerging as a globally


important development hub’...
UK’s northerly games industry hot spot to demonstrate show of force at GDC

Mike Shiel (inset) of Scottish Development international says areas like those on the Clyde waterfront are becoming increasingly important dev hubs

“At this year’s GDC we’ll have 18 investment in the region for start-ups
by Will Freeman
companies and two universities At this year’s looking for a home for their business.
SCOTLAND IS FAST becoming a represented at our stand. Then there’s GDC we’ll have Also in the SDI’s toolbox are region
globally competitive games our Talent Scotland initiative, which specific initiatives like The Creative
development hub. offers a database of people locally and 18 companies and two Clyde project, which, along with other
That’s according to Scottish internationally who wish to work in gaming industry clusters such as
Development International, an Scotland, including a lot of people in
universities Dundee, the organisation says
international arm of the Scottish the creative industries and video represented at demonstrate in a ‘very tangible way’
Government, which is charged with games development. Scotland’s track record in – and
attracting inward investment to the “Scotland has a long history in our stand. commitment to – supporting the
country while helping to promote its creative innovations and that has set it growth of the sector.
local studios’ interests globally. up well to emerge as one of the world’s
Mike Shiel, SDI “Alongside this, the future success of
“To that aim we have 23 offices most important games hubs. This is the Creative Clyde project in Glasgow
around the world, and we run various where world leading games consider the country as a destination depends to a large extent on SDI’s
missions and exhibitions, GDC being an development is done.” for data centres for cloud gaming, and proven ability to attract foreign direct
example of one of the biggest,” said Shiel also highlighted Scotland’s pointed to the likes of Abertay investment,” concluded Shiel. “It’s a
Mike Shiel, head of Creative Industries communications infrastructure as a University’s on-going Prototype Fund real partnership”.
at Scottish Development International. reason for company’s globally to as evidence of the high levels of www.sdi.co.uk

...as UKIE opens Scottish base


Fat Bob Games’ managing director Euan Mackenzie to head up UK trade body’s recently established Scotland office
by Will Freeman
content, and last year contributed for
FAT BOB GAMES MD Euan Mackenzie is charity project Play for Good, which saw
to head up the newly formed Scottish money generated by the app Drop
Office of UK trade body UKIE. Catcher donated to games industry
“Scotland has long been a world charity Special effect.
leader in the creation of games and UKIE’s Scottish Office has been
interactive entertainment and we are established to offer Scotland’s
pleased to announce that Euan development and publishing
Mackenzie will be heading up our community support and services to
Scottish Office,” confirmed UKIE CEO Jo ensure the area – famous for hubs like
Twist. “As head of Fat Bob Games, Euan that at Dundee – can thrive.
knows first-hand some of the challenges “We will be officially launching our
facing the interactive entertainment UKIE Scottish Office with an event this
industry in Scotland and he will be able Spring but if anyone has any questions
to spread the benefits of UKIE before then, Euan will be happy to help,”
membership to all Scotland-based added Twist.
developers and publishers.” Mackenzie can be reached on
Edinburgh studio Fat Bob Games euan.mackenzie@ukie.org.uk.
specialises in mobile and browser www.ukie.info Fat Bob Games MD Euan Mackenzie (left) is now also a colleague of UKIE CEO Jo Twist (right)

12 | MARCH 2012
'(9(/23$')(%LQGG 
14 Dev125 Gibson_final 14/02/2012 14:58 Page 1

ALPHA | OPINION

//COMMENT: BUSINESS
Turning the corner
by Rick Gibson, Games Investor Consulting

decline. 216 start-ups have launched since


2008, mostly focused on network gaming in
its many forms. This is steadily changing the
British games development landscape, where
only 33 per cent of companies now work
exclusively on retail product.
The start-up rate is encouraging, but is
balanced by almost as many companies going
bust. About ten per cent of 2010’s start-ups
didn’t make it to 2011. Games companies fail
for many reasons, but since many were
focused on the supposedly booming market
of network games, why did they fail?
There’s no deficit in creativity, design and
technical skills – the UK has always excelled
in these. Arguably the problem is access to
finance and a deficit in suitable commercial
skills. Time and again I hear ex-founders
blame platform choice, failure to find a
market, and inadequate monetisation.
The silent killer is that studios have almost
no access to finance in the period between
coming up with an idea and taking it to
Nick Gibson says that GAMES INVESTOR Consulting’s latest census late 1990s, its staff relocated en masse, market. While they may bootstrap the
since the fall of Blur of British games development companies for triggering a near-collapse in French development or get prototype financing
developer Bizarre TIGA is now out. developers reliant upon Ubisoft for 60 per from Abertay University’s fund, it is
Creations, 35 per cent of Its headlines: The decline in UK games cent of their financing. inadequate bank lending, sparse VC interest
former employees have development headcount is continuing, albeit The UK is nowhere near as dependent on and inexperience in raising money that
now moved overseas at a slower rate; brain drain took 40 per cent one finance source, but we can now combine to create a finance gap for small
of jobs lost in recent years; and almost as conclusively say Britain is experiencing studios, leaving no money to build an audience
many companies have failed as have started significant brain drain. The census includes after burning through cash on production.
up over the last four years. This month I’ll new data on staff numbers lost to it: Over 40
look at what’s happened to UK games per cent of jobs lost between 2009 and 2010 THE BRAIN DRAIN
development and what to do about it. went overseas, mostly to Canada. So we have a picture of a UK industry with
Meanwhile, a map of Bizarre Creations’ ex- global quality console studios that is finally
A CLOSE CALL staff shows that 35 per cent of contributors restructuring towards network gaming but
Despite optimism about job growth amongst are now overseas, and that three times as still facing challenges. We have significant
studios, the UK’s games cluster overall is still many senior Bizarre staff left the UK as stayed. brain drain of disproportionately senior
contracting, albeit more slowly than in recent console staff to subsidised territories, and
years. High profile big studio closures are healthy start-up levels, but in conditions
well publicised, but many more tiny to mid- If this new data does hardly conducive to staying afloat.
sized independents have failed, and not put down the To slow brain drain, you need a measure to
companies of all kinds have downsized. keep global companies’ studios in the UK. To
The closure of large studios has largely Treasury’s astonishingly trigger a market for financing games (that
been driven by high costs versus other will inevitably favour more sustainable
locations and, in some cases, exacerbated by
misguided mantra that network games), you need a measure around
under-performance of specific titles, mostly British games staff which new financial instruments can cluster.
at retail. Other studios have closed or To stop more companies falling into the
downsized for many and various reasons, do not leave the UK, finance gap, you need a significant fiscal
including cost and performance, but also nothing will. intervention that doesn’t tinker at the edges.
declining demand for work-for-hire contracts France has added 500 new development staff
and failed attempts at self-publishing. since 2008. Ubisoft has been hiring in the
The UK’s overall fall is far from catastrophic, HEADHUNTING HIGH AND LOW country again, and it has also been
and it still retains a strong foundation of Finally, a new survey of British staff overseas experiencing a burst of start-ups, 20 per
triple-A studios, both independent and (Canada and US) shows that a disproportionate quarter at the last count. At the same time
publisher-owned, creating world class retail number of senior staff are leaving the UK, the UK has lost 1,000 development staff. The
product. With roughly ten per cent of taking under a month to be headhunted or only major differentiation is France’s 2008 tax
development headcount lost in four years, find and accept a new job. If this new data credit. Can the UK government join the dots?
this is nowhere near the 60 per cent decline does not put down the Treasury’s
experienced by France in the early 2000s. astonishingly misguided mantra that British Nick Gibson is a director at Games Investor
France’s lost games developers didn’t stay games staff do not leave the UK, nothing will. Consulting, providing research, strategy
in the country; they emigrated to build Significant levels of new company consulting and corporate finance services to the
Canada’s games industry. When Ubisoft formation combined with a few publishers games, media and finance industries.
began building its giant Quebec studio in the still growing their UK studios have slowed the www.gamesinvestor.com

14 | MARCH 2012
17 Dev125_Final 11/02/2012 14:27 Page 1
16 Dev125 David Braben_final 13/02/2012 15:59 Page 1

OPINION | ALPHA

//COMMENT: DESIGN
‘Universal’ Apps
by David Braben, Frontier Developments

Platforms like the ‘UNIVERSAL APPS’ on Apple’s App Store are updates are easy. Only a few days after the Realistically, few people buy a game on
PlayStation Vita offer an great. As we all know the same app works update went live, the majority of users had multiple platforms, but many have the ability
oppotunity for broader across iPhone, iPad and iPod, so as a user you already added it, which included a new to play them on multiple devices if the
‘universitality’ between do not have to agonise over which version to control scheme as well as the old one, and opportunity presents itself. With the rise of
platform ecosystems, buy if you have more than one of these this was very well received. high-powered mobile platforms like the
suggests Braben platforms, as many now do. Even with the same interface, the usage high-end Android and iOS devices, 3D, and
This is not much of a practical change, as cases can be different, but when it comes to Vita, there is an opportunity for broader
within the code of ‘non-universal’ Apps ‘cross interface’ development, some big universality across ecosystems, though it will
typically there are already components challenges arise for developers. We saw it a be a big commercial challenge.
specific to different screen parameters, great deal with the Wii – where many games
rendering and performance options, to cater regressed to using the D-pad rather than SHARED WORLDS
for different generations of hardware. embracing motion control – to make cross The presumption is this will not happen as
The question is how universal are platform development easier. But in my these ecosystems are separated by a strict
they/should they be, and can this principle experience true cross-interface development commercial divide, but even this is changing
be extended further? is much harder than cross-platform. fast with interoperability across platforms –
At Frontier, we released two Universal for example, Kinectimals across Xbox 360,
Apps on the App Store at the end of last year, Windows Mobile and iOS.
Kinectimals and LostWinds. But it highlighted One frustration as a The big question is if or when free-to-play
to me that in many ways this covers quite comes to console, do they share game worlds
different platforms – an iPad differs more
developer is seeing or are they separate instances?
from an iPhone than say, a non-Kinect Xbox someone restricted to If it is the former, then we truly could have
360 differs from a non-Move PlayStation 3. universal apps with just one set of purchases
OK, from a software viewpoint, the iOS playing on one platform, – even if the actual code run by each platform
platforms are quite similar, but that is just a but unable to is different. This does not address how funding
small part of the equation. is divided between those platforms to the
migrate to another. manufacturers, given we would want an
THE MATTER IN HANDS equivalent of the manufacturer levy. Perhaps
The issue is the different styles of play. With There is a wider point on ‘universality’, this could be done by play-time stats rather
an iPad, the tendency is to place it flat on a especially for a cross-platform developer like like how the PRS operates in the music world?
table or lap, whereas with an iPhone or iPod Frontier, and that is how far we can extend it. Our industry is changing faster than ever.
it is to hold it with one hand and use the One big change is the commercial nature
other on the screen. of making a game available on different David Braben is the founder of Frontier
This alone tends to affect which control platforms as a single purchase. I think this is a Developments. Best known as the co-creator
schemes work best, and can make a big good thing as one frustration as a developer of Elite, Braben has contributed to a number
difference to the difficulty of a game if you is seeing someone restricted to playing a of other projects including Frontier: Elite II,
are not used to it. We learned this lesson with game on one platform, but unable to migrate Thrillville, LostWinds and Kinectimals.
LostWinds, but the beauty of online sales is to another, even when the game exists on both. www.frontier.co.uk

16 | MARCH 2012
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18 Dev125 Will Luton_final 13/02/2012 16:05 Page 1

ALPHA | OPINION

//COMMENT: MOBILE
Mobile Game Design 101
by Will Luton, Mobile Pie

DON’T FORGET PUBLISHERS


Self-publishing on mobile is a dream, yet the
freedom can blind you. The constraints and
advantages of having a publisher needs to be
in your mind.
Make something that would be hard, but
not impossible to get funded. Your
investment is low and your risk is less, so your
game should reflect it. It needs something
exciting but not excluding.
Replicate publisher reviews by using the
public. The public give the most honest
feedback because they don’t owe you shit.
Run a closed Beta before launch and listen
to – but not bend to – every comment.
If you stay in a vacuum you will end up
releasing crap.

DON’T FIRE AND FORGET


Even more honest than the voice of the
public is the actions of the public. Analytics is
a big topic; half art, half science. Every single
Will Luton says the most THIS MONTH I’m writing about mobile LONGEVITY design choice you make can be validated or
successful mobile games design, for two entirely selfish reasons. Making a simple game is easy. Making a otherwise with the data you gather.
are the ones that focus on Firstly, to prove that I am a creative and not simple game that is fun beyond the first hour You don’t need a sequel, react with an
a single core mechanic just some money-hungry suit (which the is tough. Either your base mechanic throws update. Keep improving and giving more
and work on a playtime regular reader may think). up continued nuance, complexity or until your game is dead or a hit.
duration of minutes,
Secondly, I want to help a specific type of dexterity requirements, or you build lots of
rather than hours. Spilt
start-up: The talent that comes out of a content which produces it. WHAT VIRAL MARKETING IS NOT
Milk’s Hard Lines offers a
shuttered console studio. These new teams Putting a Facebook or Twitter share link next
perfect example
make the development community a more Forget casual, forget to a top score is not making your game viral.
exciting place to be. Welcome, my friends.
However, sometimes, teams come out
core, but instead People do not share arbitrary numbers with
their friends. People share the cool, the
laden with ego and peacocking around the focus on the restrictions and incredible, the weird and funny, in both the
press, huffing and puffing words about real world and online.
‘console pedigree’ that translate as: ‘amateur
the new opportunities in
hour is over, move aside shit munchers’. This mobile. The way things TO CONCLUDE
will not win you friends. But, more importantly, In the two days in which I have taken to write
these teams release rubbish games. always were are not this piece, two console studios have
Wanting to help, I called my buddy Andrew
Smith of Spilt Milk Studio, and we came up
the future. shuttered and others have trimmed staff in
the UK alone. As sad as this is, it’s forcing a
with a big list of design mistakes we’ve made If you decide to go down the content huge, brilliant change.
and the ones we see others making constantly. route, make sure you present it in such a Mobile – and social too – is a new world
manner that shows an obvious route through and it requires new thinking. You can
YOU CANNOT CORE-IFY THE CASUAL the game, clear goals and where there is probably find exceptions to all of the truisms
The thinking is like this: core gaming is replay opportunity. Study how the hits have I’ve written here, so what I hope you will take
inherently better than casual and you can accomplished it. away is a set of thinking.
transfer new casual players to the joys of core Players will not search for your content, so Forget forcing similarities in order to apply
with some half-way house or by dressing one sign post everything you’ve made for them. your advantage. The real benefit is found in
up as the other. Don’t do it. Especially if they can’t get access to it yet. looking for what is different, what has
Forget casual, forget core, but instead changed and what you don’t know. There
focus on the restrictions and the new FORGET STICKS, BUTTONS AND PADS you can flourish and go on to make great
opportunities in mobile. The way things Flick, tap, tilt; not click, push, yank. Touch mobile games.
always were are not the future. screen is not better or worse than a If you think the trials of making console
controller, it’s just different way of doing games equips you for mobile, history will
SIMPLICITY things. D-pads on touch screens are square repeat itself.
Players play mobile games in very short pegs in round holes.
blasts and they pay very little money for Plus, don’t forget the rest of the toolbox: Will Luton is creative director at the award-
them. Think minutes and minutes for 69p (or Location, microphones, cameras, gyroscopes, winning boutique studio Mobile Pie. They
nothing at all), not hours and hours for £40. compasses, proximity sensors, multi-touch, create delicious own IP and work on licenses,
Players aren’t invested from the start, so bluetooth and multiple screens. with a partner list that includes the BBC,
they will ditch, negative rate and move on in Ask yourself: Is there another way to do Orange and Hewlett-Packard. Follow Will on
an instant. Choose one simple core mechanic this better? The answer is yes, even if you Twitter at @will_luton, or visit
and make it great from the first minute. don’t know how yet. www.mobilepie.com

18 | MARCH 2012 DEVELOP-ONLINE.NET


IMH_v1_Layout 1 08/02/2012 09:54 Page 1
20 Dev125 Diary dates_final 14/02/2012 10:49 Page 1

ALPHA | EVENTS

THE MONTH AHEAD A look at what March has in store for the
industry and beyond

MARCH 2nd MARCH 8th MARCH 17th MARCH 23rd


Mario Party 9. Yet another International Women’s Day. St Patrick’s Day. Time to Resident Evil: Operation
party for Nintendo’s mascot, Men traditionally ‘honour’ celebrate the famous Irish Raccoon City. Like a good
who seems to be enjoying the wives and even colleagues saint by drinking copious zombie horde, there seem to
celebrity life a bit too much. with flowers and small gifts. amounts of alcohol. be lots of these games lately.

MARCH 5th MARCH 9th MARCH 22nd MARCH 28th


Game Connection America. Mass Effect 3. The World Water Day. Turning F2P Summit. Speakers
Providing an opportunity for blockbuster trilogy comes to the world’s attention to the discuss the benefits of the
industry professionals to a close... until the next set of serious problem of food and free model and how devs can
network and do business. sequels in the franchise. water wastage. take advantage.

MARCH 5th MARCH 9th MARCH 23rd MARCH 31st


Game Developers Street Figher X Tekken. Ninja Gaiden 3. Don the MCM Expo Birmingham. Yet
Conference. More than Could the next sequel feature Dragon sword and cut your another chance to let your
18,000 attendees are expected Mortal Kombat and Smash enemies down to size in a inner fanboy loose with more
at this huge industry event. Bros? We can hope/worry. bloody mess. Again. Cosplay shenanigans.

DEVELOP DIARY
Your complete games development event calendar for the months ahead
CASUAL CONNECT ASIA
march 2012 april 2012 May 22nd to 24th
Suntec, Singapore
GAME DEVELOPERS CONFERENCE LAUNCH: MEET THE PRESS asia.casualconnect.org
March 5th to 9th April 4th
San Francisco, US Birmingham, UK NORDIC GAME 2012
www.gdconf.com www.launchconference.co.uk May 23rd to 25th
Malmo, Sweden
INDEPENDENT GAMES FESTIVAL THE GADGET SHOW LIVE nordicgame.com
March 5th to 9th April 11th to 15th
NORDIC GAME 2012 San Francisco, US Birmingham, UK
june 2012
May 23rd to 25th www.igf.com www.gadgetshowlive.net
Malmo, Sweden
nordicgame.com GAME CONNECTION AMERICA FESTIVAL OF GAMES E3 EXPO
March 5th to 7th April 19th to 20th June 5th to 7th
The ninth Nordic Game conference San Francisco, US Utrecht, Netherlands Los Angeles, US
brings together developers in the www.game-connection.com www.festivalofgames.nl www.e3expo.com
region to showcase their latest projects.
The event will include an Indie F2P SUMMIT UBIQ PARIS
Night, the Nordic Game Awards, as March 28th
may 2012 June 18th to 19th
well as the main conference tracks. London, UK Paris, France
Speakers scheduled to keynote www.f2p-summit.com DEVELOP QUIZ 2012 www.ubiq-europe.com
include Square Enix art director May 16th
Jonathan Jacques-Belletête and Secret MCM EXPO BIRMINGHAM London, UK GAME HORIZON
Crunch director Ste Curran. March 31st to April 1st www.develop-online.net June 27th to 28th
Organisers are also promising to Birmingham, UK Newcastle, UK
introduce new elements to the event, www.birminghamcomiccon.com www.gamehorizonconference.com
including an enhanced career and
recruitment focus

20| MARCH 2012


Scotland.
Famous for golf
and innovative
games development.
All the best players
come here.

We’ve got quite a reputation for invention, innovation developing new and converging technologies across
and discovery. And it stretches way beyond basketball, a range of platforms.
the bicycle and golf. We were the first to award a Above all, our people are dedicated, committed and
degree in Computer Games Technology and our passionate for success. And this passion, combined
pioneering games work ranges from the creation of with our world-class academic institutions, outstanding
Grand Theft Auto to Bloons and Quarrel. The fact is, research and superb facilities make Scotland financially
Scotland is one of Europe’s top games development irresistible. We can develop your products and help
locations. We have a growing hive of creative and shape your business. And that’s what makes Scotland
talented games developers and our universities are such a popular place to live, work and play.

To see what we can do for your business, visit www.sdi.co.uk/games

SCOTLAND. SUCCESS LIKES IT HERE.


AD Develop print feb.pdf 2012-01-31 11:44:17

CM

MY

CY

CMY

K
23 Dev125 Free2Play Top 10_final 14/02/2012 13:43 Page 1

FREE-TO-PLAY | ALPHA

The 10 F2P
(And steal ideas from)
games you must play
Getting free right isn’t easy. Fortunately in March there’s two ways to learn how to do it right; the forthcoming F2P
Summit, and – inspired by the event – Jon Jordan’s motivational list of the world’s finest free-to-play games
ALTHOUGH WE CONSIDER free-to-play games a
fashion that’s exploded in recent years, it’s
actually been around for over a decade,
especially in Asian countries hamstrung by
piracy and access to PCs.
It was the likes of MySpace and Facebook
that kickstarted the market in the US and
Europe, however. And now with mobile
platforms dominated by the model, it’s truly
cross-platform and global.
So, with the first F2P Summit kicking off in
London on March 28th, let’s take a look at ten of
the most interesting games that let you play for
free, if only because they are happy to lighten
your wallet in return for your enjoyment.

RuneScape (Jagex)
Arguably the most successful UK game of that
decade, RuneScape’s release back in 2001 meant
it’s not what we’d now consider a pure free-to-
play title. Instead of micro-transactions, it is
monetised via a monthly subscription
payment; much more friendly in terms of its
young audience. It claims ten million active
accounts per month, and 156 million total
registrations.

Crazy Racing Kart Rider (Nexon)


Released in 2004 in Korea, Crazy Racing Kart
Rider is one of the best early examples of casual
free-to-play based on micro-transactions.
Inspired by Mario Kart, the multiplayer PC racer
was a massive domestic success, also going on
to international glory with over 230 million
players to date. boardgame mechanic and sprinkling it with My Horse (NaturalMotion Games)
the gold dust of asynchronous multiplayer. From middleware based on AI-controlled
Mobsters (Playdom) animation to a free-to-play iOS game about
Hey, do you remember when MySpace was the Smurfs’ Village (Capcom) horses, UK outfit NaturalMotion’s business has
hottest social network on the planet? Yeah, One of the big surprise stories of 2010, clearly taken a new direction in recent years.
way, way back in 2009, Playdom’s mafia game Capcom’s skill with Smurfs’ Village was realising Now focused on the smartphone freemium
was the don on the platform that News Corp the value the previously ignored licence sector, the high-end graphically realistic 3D
dropped $580 million on to acquire. possessed, at least for a certain age of players. game My Horse has been a big hit, with over
Yet for those very reasons, it also became a seven million downloads and over 500,000
FarmVille (Zynga) lighting rod for wider concerns about the daily active users grooming, feeding and
Not the first in the genre or on the platform, virtual goods business model, resulting in treating their equine pets.
but Zynga’s social time management game Apple tweaking its iTunes log-in process. It has
remains the title that’s come to define free-to- since become successful on Facebook.
play Facebook gaming. Love it or loathe it, this
THE F2P SUMMIT
is where the Ville-style grew from, and even if Tiny Tower (NimbleBit) The F2P Summit will explore everything
the mechanics and graphics now seem dated, Proving that even two-man indies can get in on game developers need to know about
it remains massively popular. the free-to-play action, US outfit NimbleBit free-to-play strategy and how they can
actually prototyped Tiny Tower without any in- make it work for them. The Sims Social (main
GodFinger All-Stars (ngmoco) app purchases to ensure it was fun to play. Created with independent developers, image) is EA’s biggest
Not as well as known as the ngmoco-published Combined with excellent sprite graphics and traditional publishers, IP and media casual title yet. Other free-
owners as well as brand marketers in to-play triumphs include
We Rule, nevertheless GodFinger was an obvious attention to detail, its reward was
mind, topics will include: FarmVille (centre) and
interesting approach to free-to-play gaming on being Apple US’s Game of the Year, boasting
iOS. Taking more of a core gamer attitude, it over one million daily active players. iOS hit GodFinger
 User acquisition All-Stars (bottom)
combined god game mechanics with a neat 2D  Effective customer retention
sidescrolling playfield that incorporated The Sims Social (EA/Playfish)  Community management
terraforming elements. Following its $400 million acquisition in 2009,  Monetising business models
Playfish has led EA’s casual business, with an  The differences between the App Store
Words With Friends (Zynga) increasing focus on bringing the publisher’s and Google Marketplace
An interesting release, considering the brands to Facebook. Its biggest success has
developer’s past experience at RTS-heavy been The Sims Social, which quickly became Date: March 28th, 2012
Ensemble Studios, Words With Friends is the one of the platform’s most popular games, with Venue: Rich Mix, London, UK
prime example of taking a well-loved over 20 million monthly active users. www.f2p-summit.com

DEVELOP-ONLINE.NET MARCH 2012 | 23


IMH_v1_Layout 1 23/02/2012 10:20 Page 1
25 Dev125 Beta cover_final 14/02/2012 17:14 Page 1

Inside
Indie Game:
The Movie
p31
DEVELOPMENT FEATURES, INTERVIEWS, ESSAYS & MORE

Crowdfunding Tim Schafer proved

triumph
new wave funding
platforms work.
But how can YOU use
Kickstarter? Turn to p28

Outsourcing The sound Region


in the of Sesame Focus: The
spotlight Street Middle East
p35 p40 p42

DEVELOP-ONLINE.NET MARCH 2012 | 25


26,27,28 DEV125 documentary_final 14/02/2012 17:38 Page 1

BETA | INDIE GAME: THE MOVIE

Shooting games
A duo of filmmakers have created a project that cuts to the very heart of what it means to be a games developer. They
spoke to Michael French about their documentary, Indie Game: The Movie

The creative duo behind MEET THE hottest duo in indie games: entertainment is made. We might still be all-at-once describe those resurgent
Indie Game: The Movie: Lisanne Pajot and James Swirsky. waiting for the game equivalent of Citizen bedroom coders working on PC games, iOS
Lisanne Pajot (left) and Since 2010 they have worked tirelessly on Kane, but Indie Game: The Movie might just be devs with years of experience who left the
James Swirsky (right) a Kickstarter-funded project with a growing the game development’s Citizen Kane. confine of a safe corporate studio, 15-year
audience of gamers and developers. They veterans who run 50-strong teams working
have already won awards and critical with publishers on and off… and students.
plaudits. A TV deal has been done. And at
When we did this ‘Indie’ has stopped referring to the
GDC their work will finally be showcased to documentary it blew developers who take matters into their own
the industry. hands to craft games that are either
But their creation is not a game. It’s a us away that this movie uncommercial, uncompromising or
movie about making games. didn’t actually exist. No one underground, it now refers to those games
Develop readers are an astute lot – you released without mainstream publisher
probably know a fair bit about Indie Game: had told the support. In an age of games made for
The Movie. You might even have been one of smartphones, Facebook or digital
those who threw a few dollars in the pot to
designers’ story. distribution, indie is almost the majority
get it started. You might have met Pajot and James Swirsky, filmmaker amongst games development.
Swirsky at GDC when they scoured it for Indie Game: The Movie boils back down to
interview subjects. You might even be one of The timing of Indie Game: The Movie’s arrival the core of what making an independent
the interview subjects. couldn’t be better. game is all about by focusing on people
But what you might not realise is how ‘Indie games’ are more prevalent than ever. behind productions that put indie games on
much the movie, and its creation, holds up a So much so that the phrase is more elastic the map. In actual fact, it aims to boil down
mirror to how interactive electronic and abused than at any other time, used to to what making a game is about, no matter

28 | MARCH 2012 DEVELOP-ONLINE.NET


26,27,28 DEV125 documentary_final 14/02/2012 17:38 Page 2

INDIE GAME: THE MOVIE | BETA

JS : And older gentlemen. It seemed people BEHIND THE


over 30 really had their eyes opened. They SCREENS
would come up and say ‘I’m not a gamer’ or
even ‘I hate games, but’ and then step up to Indie Game: The Movie was
acknowledge how they had learned about shot over a number of
games, or saw them in a new light, or might months from mid-2010
even go out and buy Super Meat Boy. onwards. Although the final
LP : We had a lot of developers attend the cut only focuses on three
screenings at Sundance. Even though every games productions, film-
game is different, and every team is maker duo Pajot and
different, we have seen people come to the Swirsky filmed over 20
film and respond to it, or appreciate what’s developers - even more if
on screen. Because our movie is just about you include the number of
one or two guys in a heightened situation game jams they attended.
and a dramatic soundtrack – it’s a dramatic “We were shooting a lot
film. I was worried the people in the wider of material, but as we were
industry wouldn’t get it, but they did. going, the timelines started
JS : We really had to strike the right balance, to line up with the
and so far so good. But the real test will be development of Super Meat
The film at times shows devs like Team Meat’s Edmund McMillen at their most vulnerable
the showing at GDC. Boy, and Fez’s first showing
your commercial position. The film looks Turning the art of coding into The opening day of GDC this year will at PAX,” explains Pajot.
at the pressure on Super Meat Boy compelling footage has not been without finish with a screening of Indie Game: The “The original cut of the
creators Edmund McMillen and Tommy its challenges – which goes some way to Movie to attendees of the Indie Games movie had four other
Refernes, Braid’s Jonathan Blow and up- explain why this hasn’t been done before. Summit, the very birthplace of the developers in it but it was
and-coming designer Phil Fish and his JS: Video game development is inherently documentary. three hours long.”
game Fez. But really, the overarching un-cinematic. It’s… It promises to be a defining moment Also on the cutting room
story is the struggle it takes to put LP : …it’s ugly. for the film, the sort of narrative climax floor; much of the footage
together anything even remotely creative. JS: It’s people sat at computers for stretches too perfect for even the most of actual coding.
of time. And when you have indie games uncontrived screenplay. Pajot adds: “There is some
Lisanne Pajot and James Swirsky told us development it’s just one person at a JS : It’s extremely exciting and stressful. This computer work shown. But
about the documentary: computer for a long stretch of time, so is the best possible audience in every way to the heart of the film is the
LP: When people watch the film, I hope that there’s not even an interpersonal dynamic ask for – but it’s also a huge test because it’s emotional journey of
whether they are a filmmaker, or a web going on there. You don’t see the immediate their story. It might be Ed, Tommy, Phil and creating something. It’s
developer, or a musician, they will take drama or story. Jon’s story on screen - but everyone in that about how people pour
something form it. When you watch LP : When you approach making a film, room can relate to it. So the reception there their souls into something
someone struggle it’s… well, it’s you’re told to ask what’s going on, work out will be the real test. We’re pretty optimistic and how people understand
comforting. There are disappointments on going in, but this audience knows what is it on the other side. I think
the road to a good work. It’s not easy to talked about, and there will be 500 of them that’s why we’ve had such a
make something, and it’s reassuring to see You really see there with microphones. positive response to it at
other people have a hard time. people pour their LP : I think people in the industry get what places like Sundance, where
JS: Even though this movie is very much the we’re trying to do – make a movie for them, like-minded people have
story of Ed and Tommy, it’s also very much hearts into these games, but also for a broader audience. That’s why, faced the same struggle.”
our story. And many other peoples’ too. We and the heartbreak and for instance, a lot of technical stuff hasn’t Independent film festival
were a two-person team using accessible been included. Sundance offered a strong
technology to film individuals making jubilation that Don’t be fooled. The film wasn’t debut for the pair. Indie
something with accessible technologies devised to satisfy an ulterior motive on Game: The Movie won a
that they would pour their heart into before comes from that. changing how games are perceived – it festival prize for documentary
releasing it to the world. In turn we poured was to tell the stories of three developers. editing, and during the
Lisanne Pajot, filmmaker
our hearts into releasing their story into the To tell the stories that populate week-long event it was
world. So that’s not lost on us. We didn’t Develop every month, pepper forums announced HBO planned to
exactly realise it at the time, but we were what happens, or else it’s just a number of each week, and keep Twitter chattering adapt the concept into a
essentially filming ourselves six months in people talking. around the clock. dramatic TV show.
the future. We’d be filming Tommy and JS : And in making games, drama isn’t And yet… Pajot and Swirsky are Not bad for a film about a
Edmund crunching to hit their Microsoft always guaranteed. We knew it was there, hopeful that they can teach the world technology subculture made
deadline date, and there we would be doing having heard all the stories while at GDC, about what it means to be a developer, as with a small chunk of change
the same thing to hit our Sundance but the question was whether or not you well as what a developer does. Gamers, made from crowdfunding
deadline later on. can capture it with a camera. after all, more often than not only hear site Kickstarter.
about the game, not the game developer. This whirlwind Cinderella
SHINING A LIGHT THE MESSAGE LP : To random people on the street when it tale even has a bit of dramatic
But a deep emotional look at the But going by the accolades, Indie Game: comes to the games that they play, the irony - Swirsky had once
universal act of creation isn’t Indie Game: The Movie has captured that drama person that makes it isn’t on their mind – turned his back on a dev
The Movie’s only virtue. It offers to throw a perfectly. And it’s done so to the extent I’m sure that’s true for most games and career, having once been a
light on a world which many, even those that it could even help educate audiences most teams. tester for EA Canada.
in the industry, don’t understand. untouched by video games. JS: There seems to be two camps - an He explains: “I grew up as
LP : You really see people pour their hearts LP: At every screening it felt like someone in audience that doesn’t think about them or a gamer, back before when
into these games and you see the the audience had an epiphany – they would doesn’t want to, and an audience that does. they called gamers. Up to a
heartbreak and jubilation that comes raise their hand after and tell us what it was But what we’re hoping to show is that there while, until… I worked in
from that. about. ‘So these people who make the is an immediate connection between a QA. That was the death knell
JS: When we did this it blew us away that this games – they are artists too, right?’ The film developer and their game. for my love of video games.
movie didn’t actually exist. No one had told never talks about art, the word art is never If you see our movie, and understand At the end of that, which
the designers’ story. Games are a massive used. But still, it has turned a light on in how the developer crafted that game, then was a horrible job, I went
industry. But we have all these documentaries people’s heads. play their game, your experience will be away from games for a
about film making and the music business, They see what these people go through richer. People will appreciate more if they while. It wasn’t until we
but not video games. The documentaries to make games. And funnily, a lot of the understand what went into the passion went to GDC for a corporate
there are always about players, or Second people who responded in that way were that goes into any game. video filming that I rekindled
Life, or how games are damaging. women, aged from 30 up to 60. www.indiegamethemovie.com my love of games.”

DEVELOP-ONLINE.NET MARCH 2012 | 27


26,27,28 DEV125 documentary_final 14/02/2012 17:38 Page 3

BETA | KICKSTARTER

THE WISDOM OF CROWDFUNDING


Indie Game: The Movie did it. And now Tim Schafer has cashed in too.
Is Kickstarter really all it’s cracked up to be?

GAME: THE MOVIE was funded in part using


crowdsourcing site Kickstarter. Pajot and Swirsky
raised $23,341 on the site after posting a pitch and
details of the movie they wanted to make. They
raised, in fact, $8,341 more than their original
proposed funding budget of $15,000.
Of course, you know about Kickstarter. Every
developer has this month has heard about it after
famed designer and Double Fine founder Tim
Schafer sought $400,000 to make a new point and
click adventure game with former LucasArts
colleague Ron Gilbert. Thousands of fans invested
around $50 each within hours, propelling the fund
past its $400,000 target immediately. In a day it had
phenomenally raised $1m. At time of writing it’s at
$1,739,588 with 28 days to go, with 50,190 having
invested anywhere from $15 each up to $10,000 or
higher for pledges that offer perks such as lunch
with the developers.

CASHING IN
Hyperbole on the wave of cash has come quick and
fast. It’s the defining moment of the year for games
already, predict some; it’s changing the model for
funding, claim others. The more fanciful claims say
this is gaming’s ‘Radiohead moment’, referring to the
UK band’s pay-what-you-want strategy for a
suddenly released album (hopefully our description
alone there can help you understand how the two
are nowhere near similar).
Double Fine’s own pitch is similarly enthusiastic:
“For anyone interested in the inner workings of CROWDFUNDING’S
the game industry, either professionally or as a fan, UK CHALLENGE
this project will be a landmark in exploring the art of
development.” In the UK, there are
“Kickstarter is just a place - it’s not a massive many businesses offering
Kickstarter is a tool to money generator. We had to put two months of pre- crowdfunding or
work into our first kick-starter campaign, and just as crowdsourcing platforms
create a campaign to much or more for our second. You have to set all such as
those networks up beforehand, and when you www.sponsume.com,
get your project done. But it’s launch you want to have your contacts list ready, www.wefund.com,
not a place where people are and your blog distribution list ready. You need to www.crowdfunder.co.uk,
give people a reason to talk about you, you need a www.pleasefund.us. But
trolling to donate good pitch video, you need to show that people it is restricted by the
money. should be interested in what you want to do as well current legal and regulatory framework in
as what you can do. Britain which limits the potential of investing in
Lisanne Pajot, film maker “I’m sure that’s where a lot of things stumble - the projects for financial reward. The barriers exist
pitch isn’t strong enough, or they haven’t made it to protect consumers from risk or fraud.
Certainly, the success for Double Fine is not to be clear enough what their objectives are. Some Trade body UKIE is in the midst of finishing a
ignored – and this is shaping up to be the most people think Kickstarter is just a site that can get Crowd Funding Report and Access to Finance
public, openly developed game with a huge budget. you free money, but there’s a lot of work that goes proposal for the government that offers a way
But this singular success needs to be understood into getting people there.” to improve the regulatory environment so fans,
with some reasoning. Tim Schafer’s big money Pajot adds: “Our first campaign on there was content producers and crowdfunding
boom on the site is just a one-off; a blip driven by definitely how we gained momentum but to get platforms can take advantage of the
the word of mouth that only top-flight status as an that you need work. If you’re doing open increasingly popular funding method.
iconic designer can encourage. development, you need to maintain constant UKIE chief executive Jo Twist told Develop:
Less hyped projects from less reputed developers communication because people want to know how “Crowdfunding offers a fantastic new way for
simply won’t attract that amount of money – and you’re spending their money. It creates another companies, especially start-ups, to fund their
you would be foolish to think the site is a goldmine. layer, another conversation on top of what you’re projects and grow their businesses. We are
Just ask the makers of Indie Game: The Movie, who already doing.” already seeing many crowdfunding models
say that instead Kickstarter is best viewed as a part Swirsky: “Then once you’re done, there is real and platforms being used; UKIE’s Crowd
of an overall dialogue with fans. post-campaign… I don’t want to call it Funding Report will recommend how the UK’s
“Kickstarter is a tool to create a campaign to get maintenance, but it is something you need to current regulatory environment can be
your project done. But it’s not a place where people maintain. You need to keep the conversation going.” improved to further allow fans, content
are trolling to donate money,” explains film maker Pajot concludes: “And you have to be willing to do producers and crowdfunding platforms to all
Lisanne Pajot. that. You can’t do a Kickstarter campaign, take the take full advantage of this exciting new way of
“No one is ever looking to donate money or give money, and then go away and never say anything getting money and rewarding fan loyalty.”
you cash,” adds co-director James Swirsky. for two years. You have to be ready to talk. A lot.”

28 | MARCH 2012 DEVELOP-ONLINE.NET


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31,32 Dev125 Brett Seyer_final 14/02/2012 10:46 Page 1

MOBILE | BETA

Publishing Refuelled
Why did Brett Seyler leave a
strong firm like engine outfit
Unity? To start a new
developer-centric publisher
named Kerosene, he tells
Will Freeman
LAST TIME DEVELOP caught up with Brett
Seyler he was the general manager of Unity’s
egalitarian Union publishing initiative.
When he left the popular engine outfit
amicably last year he all but vanished, taking
himself out of the spotlight to work on his
next project. For months he gathered resources
and undertook research, expanding on years
of study while readying something that
remained a mystery to the rest of the industry.
And now, Develop can reveal, the former
Garage Games man is ready to lift the lid on
his newest venture; a developer-centric
publishing infrastructure for mobile games
studios by the name of Kerosene.
The origin of the concept of Kerosene came
about as Seyler began to consider how he
could do more to help a number of mobile
developers in which he had personally
invested capital. Working with these
companies, he found himself relishing the
sector’s unstructured, unconsolidated nature,
but was equally dismayed by the limitations
imposed by existing publishing methods.
“As soon as I left Unity, I knew I’d want to
help give some of these studios the luxuries
and advantages of larger studios with great
publishing technology and services, data
science and design expertise,” Seyler tells
Develop. “So, in rolling all that up, and sharing
it across multiple studios, I quickly realised
that I should just back a publishing venture of
my own, complete with its own social
plumbing, analytics, user acquisition I quickly realised
partnerships, and so on.”
And so it was that Kerosene was born, and that I should just
Seyler’s vision to offer a mobile-focused game
publisher with a ‘new school’ approach to
back a publishing venture
helping developers was realised. of my own, complete with
TOOLS FOR THE TRADE
its own social
Presently focused on iOS and Android, plumbing.
Kerosene essentially offers studios a suite of
tools and services that can be integrated at Brett Seyler, Kerosene
various stages of a games development in a
variety of ways. That on its own isn’t a unique
proposition, but Seyler is confident he can wanted to help with the same problems so Seyler is confident that numerous studios Many mobile publishing
offer enough to make Kerosene a distinct many studios are facing; the ones in the App are capable of designing those kind of games. offerings lack the
publishing model. Store to do with managing their games and But he believes that a lack of quality social sophistication required,
In conversation Seyler mentions certain customer bases and deal with user acquisition. plumbing in the mobile space means it has claims Kreosene founder
core values over and over; he insists there is a “I spent a lot of time looking at publishing been hard for them to learn from the most Brett Seyler
devotion to developing IP and story, an options for the studios I’ve worked with, and I valuable lessons in the online space.
emphasis on keeping customers interested just didn’t like what I saw. There just hasn’t Kerosene can change this, he claims, and in
through quality of gaming experience rather been much sophistication around user doing so bring to being a new category of
than ‘click addiction’ mechanics, and a respect acquisition for publishers willing to really work games for mobile – those illustrious ‘gamer’s
for the developers that he believes larger fairly with third party games. games’ that he defines as “fun to play, hard to
publishers fail to prioritise. “There’s not been the tech infrastructure put down, with lots of passive progress and
And then there’s the technology itself. that developers need right out of the gate to multiplayer engagement”.
“The technology is what separates it from build truly social games, or at least to use truly Seyler repeatedly compares the current
being a normal publisher,” Seyler asserts. “I social mechanics.” social mobile space to the early days of

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BETA | MOBILE

One of the first games Facebook gaming, when studios were faced games successful on their own budget, build he’ll be starting from zero and hoping that the
Kerosene is to publish is
with a new realm in which to master their cool IPs, manage their customer bases and App Store treats him well again, but I think
Bladeslinger, itself built in
craft. And he believes his time at Unity can then have to figure out the latest and greatest that will become rarer and rarer.”
Unity, and a new poster
help turn that hostile frontier into fertile land. tactics to get noticed.” In that context, Kerosene offers a more
child of triple-A on
Kerosene also hopes to serve as a counter attractive ecosystem, in that it presents
mobile and tablet
A NEW FRONTIER to what Seyler describes as ‘consolidation’ in independent spirits like Tiny Wings room to
“As a company we were trying to think of the mobile space; that being the process get noticed without having to make huge
game-agnostic ways to help all that content prevalent in the App Store – and further afield investments or have to sign away IP or equity
we were seeing excel in the market,” says in Facebook – whereby giant organisations to a traditional publishing giant.
Seyler of Unity. “We came up with some like Zynga dominate such large networks of With Seyler at the helm, Kerosene has every
technical solutions and some service users, the playing field is anything but level. chance of becoming a success.
solutions, and I did a lot of research for Unity And if you were in any doubt that the
in the space, so it became pretty natural that We may have seen departure from Unity wasn’t amicable,
when I left I knew what the best third party consider this; the first Kerosene published
solutions were, the problems for which there the last of the games game is one of the games currently cited as an
were no third party solutions and roughly how that can succeed on the key example of what Unity is capable of as an
much work it would take to build those.” engine. Announced at Unite 2011, Luma
From then for Seyler it was a matter of effort of one guy with no Arcade’s Bladeslinger will be arriving soon,
building what he calls a ‘unified stack’ for the fuelled by Kerosene.
likes of analytics, user acquisitions, social
publisher and no www.kerosenegames.com
plumbing and a game-agnostic back-end, infrastructure.
mixing third party tech with an amount of QUALITY, NOT QUANTITY
proprietary tech. Brett Seyler, Kerosene
Like many other digital publishers, Kerosene boss Brett Seyler describes the
Kerosene will deliver the game in the typical “Zynga can move existing users around so like likes of Zynga, TinyCo and Pocket
manner under its publisher’s App Store much less expensively to feed their new Gems as ‘true pioneers’ of user
account. Where it differs is in the distribution games,” explains the Kerosene boss of the acquisition, but he isn’t afraid to criticise
of the game, where it will help secure the title process of consolidation in the social the giants of social, mobile and browser
chart-boosting attention outside of the remit networking space. “They can easily acquire a gaming, and believes there is much to be
of the tools provided by the App Store. new critical threshold userbase for those learned from what he sees as a
“There are all sorts of crazy tactics involved games that means it is really hard to compete. significant shortcoming.
in increasing visibility, and they change every It’s not impossible, but it became very difficult “My criticism of those kinds of places is
three months, and developers have to work in that space.” that they are creating the kind of content
with so many different advertisers – which Seyler even subscribes to the school of that is designed to optimise for local
also have models that change frequently too,” thought that moves like Zynga’s acquisition of maxima,” he says. “In other words, I don’t
Seyler says. “Economies of scale matter so Words With Friends developer Newtoy for a think that they are creating content that
much when you work with those kinds of guys, reported $53.3 million in November 2010 are can form any surviving bond or memory
with gamers.”
and there are so many other things to consider.” possibly primarily about the procurement of
Seyler makes it clear that he doesn’t
The Android space, for example, is one users to move between other games held by
have a problem with what he calls casual
Seyler describes as very ‘Wild West’ in the way the purchasing company.
content, and says that succeeding with
it allows devs to merchandise their games And he sees that the same process is vast, mainstream audiences can
without them having to rely the rankings of starting to spread in the mobile space, where absolutely be a good thing. But what is
the Android Market. Then there are the he predicts either a dominating rise by missing today from his vision of what the
numerous distribution services for different ambitious publisher-independent studios like mobile space can offer is the equivalent
global regions, including networks like Papaya, Backflip or Halfbrick, or by the few existing of Pixar movies; entertainment giants that
and the carriers and OEMs with which direct publishers in the space. strike a chord with the masses and boast
deals can be negotiated for featured spots. He does, however, recognise that the space the quality needed to continue to charm
“There’s a lot you can do, and its getting may grow at such a rate it will be hard for any in years to come.
harder to bottle a successful approach, even entity to consolidate the space completely. In a world of design by compulsion
just for iOS, down into something simple, “Even so, I think we may have seen the last loop and click-addiction game
especially when things move so fast. It’s so of the games that, like Tiny Wings, can succeed mechanics, Seyler hopes Kerosene will –
tough,” admits Syeler. “From what I’ve seen on the effort of one guy with no publisher and by focusing on originality and less
with the developers I’m working with, it’s just no infrastructure or userbase management to casualised product – put quality gaming
too much for them individually to make great lean on. If and when he makes another game at the forefront of the mobile space.

32 | MARCH 2012
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OUTSOURCING | BETA

Inside Outsourcing
Sending work to external studios has become a prominent practice in the games industry. Craig Chapple talks to
those in the business about why this is, and considers the delicate issue of shifting asset creation off-site
HANDING ELEMENTS of development to
another company has been a controversial
subject in the past. Taking away work from a
studio’s talent and also out of the local area,
off to perhaps cheaper devs to get the job
done quickly, was almost unthinkable for many.
Fast-forward to 2012, and outsourcing
parts of development is common practice.
With triple-A games now requiring as many
staff as a blockbuster movie, using another
firm’s services can be a necessity for finishing
a title on time and on budget.
Games that have famously used
outsourcing, albeit with varying degrees of
success, include Square Enix’s Deus Ex:
Human Revolution, which used G.R.I.P. to
develop the game’s notorious boss fights,
whilst Deep Silver hired Scottish animation
outfit Axis Animation to create the infamous
Dead Island trailer. Work on such high profile
titles shows that the sector has come a long
way during the last decade.

The process is now


widely regarded as
having more benefits than
drawbacks, assuming you
partner with the
right company.
Dave Cullinane, RealtimeUK
“On the creative side, five years ago
outsourcing was still regarded as a threat and
viewed with suspicion by some developers.
But now I think it’s much more widely regarded
as having more benefits than drawbacks,
assuming you partner with the right
company,” says Dave Cullinane of animation
and cinematics provider RealtimeUK.
“As such, I think it has become regarded as
a mainstay of art production and is likely to
grow in line with the amount of content that
the new generations of consoles will demand.” Tony Buckley, senior producer of demonstrate their successful track records. Realtime UK was hired to
Liverpool-based Catalyst, which works on all This allows developers and publishers to make create a series of 3D
AN EXTERNAL SOLUTION areas of production, says that using external an informed decision on what an external renders to help promote
The practice is now believed by many to be a workers has become more popular over the service provider can bring to the table, Codemasters’ FPS title
prominent, and in some cases, key part of last five years, mainly due to the increased alleviating the old problems of the unknown. Operation Flashpoint:
Red River
the development process, and has moved on production costs associated with current As well as saving time and money,
from the days when outsourced talent was generation console games. specialist outsourcers can also offer expertise
harder to come by and less fully realised. “The need to provide higher resolution in particular fields that a developer may lack,
“When we first started using outsourced assets for their shiny new games meant that whilst also bringing in an outside view of a
talent as the main part of our development developers had to find alternative solutions project and its direction.
team it was an unusual thing to do,” says Carl to fulfil their art requirements; or face the Atomhawk’s managing director Cumron
Dalton, founder of independent software prospect of significantly increasing their Ashtiani says that hiring a single specialist to
developer and motorsport specialist firm internal art team or succumb to a longer help with a particular part of development
Brain in a Jar. production schedule, neither of which are can be a tricky task for a studio, with long-
“Now it is a normal part of the desirable,” he explains. term prospects not in the offing for the
development process at one level or another Buckley adds that time has also enabled developer. As an outsourcer, he says it is able
for most studios, so I would have to say it has outsourcing companies to grow, with many to keep full time employees and attach them
become very prominent.” now featuring strong back catalogues that to short-term projects.

MARCH 2012 | 35
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In association with:

BETA | OUTSOURCING

“It is not always easy to hire an expert in to “Today there are many more individual region, they are game developers after all
help at a critical part of a project, let alone freelancers available, but UK-based and we all love what we do.”
on contract, as regardless of the salary, people outsource companies have all but died away Catalyst’s Buckley says that his company
want to put down roots,” explains Ashtiani. in line with the increase in Eastern European, assesses which of its partners are best for a
“By using a specialist in the field, Indian and Chinese providers,” he says. particular job, and not on where they are
developers get an instant solution and the based, stating that the view of off-shore
benefit of someone who has worked on A MODERN WORLD companies providing low quality services no
many different platforms and project styles. Dalton admits however that the primary longer resonates in such a global industry.
The staff who would have been contractors purpose for outsourcing any area of a “The perception that off-shore
are employed by the service company and project should be to find and fit talent with outsourcing results in low quality assets is
have a full time job so they also get a better the knowledge and ability to complete a job definitely an out-dated perception. There are
deal and greater stability.” good and bad levels of quality with any
Top to bottom: Brain in a service; that is why Catalyst only use tier one
Jar founder Carl Dalton, FARMING OUT I think off-shoring is recommended partners wherever they may
Spov’s executive produer Despite the benefits, outsourcing remains a be based,” he explains.
Dan Higgot, account controversial practice. Whilst many believe a dangerous trend Dan Higgot, executive producer of
director for RealtimeUK
Dave Cullinane, OMUK
that moving specific parts of development that could decimate London based design and animation studio
to an external source can be beneficial to a Spov, backs up Buckley’s opinions, believing
CEO Mark Estdale,
game’s quality and help local development development in the UK. that as long as a studio delivers results, then
Atomhawk’s managing
hubs grow and flourish, some suggest that where the company is situated does not
director Cumron Ashtiani
off-shore outsourcing for simple cost
Studios are closing come in to it, nor how much they cost if they
and senior producer at
Catalyst, Tony Buckley
effectiveness is damaging for the industry. because of it. can meet requirements and produce quality.
“I hate it,” says Mark Estdale, CEO of voice “For a client, it doesn’t matter where you
Right: Activision’s racing
recording experts OMUK. “I grew up in the
Mark Estdale, OMUK are based, as long as you can deliver the
title Blur saw Catalyst
deliver 3D art assets and North with the misery of what happened with results needed,” asserts Higgott.
animation sequences for coal and steel and this looks no different.” and to do it up to standard. Whilst “We are an off-shore supplier for our US-
the game “I think it is a dangerous trend that could developers and publishers looking off-shore based clients. For them, our offer is not price
decimate development in the UK. Studios are for purely cost saving measures are lead, but based on quality and innovation.
closing because of it. It may make short-term “outsourcing for the wrong reasons”, he We don’t try to be the cheapest, because if
pragmatic financial sense as we have to be believes that a rise in quality and we did we couldn’t do the type of work and
competitive on a global stage but it is UK jobs, communications can make it a viable option. offer the level of service we do. It is a well-
talent and the future that are being sacrificed.” “Instant communication methods and used cliché, but nonetheless true that it is
Dalton agrees that outsourcing overseas very fast, high bandwidth data transfer important to remember the difference
can be very bad for some sectors of the means that off-shore outsourcing has fewer between price and value.”
industry, particularly the UK. He says that disadvantages than it did a few years ago,” With such a disparity in opinion still rife in
five years ago, whilst freelancers working in explains Dalton. over the ethics of outsourcing off-shore, the
3D modeling were hard to come by, “Many of the companies that have grown sector is perhaps at times tarnished as a whole
outsourcing companies were easy to find. up in ‘low cost’ regions approach their work for any bad results that come form an external
These days however, he says things have with exactly the same enthusiasm and company’s work, with the positives of what
taken a turn for the worse in the UK. dedication as any team in an ‘established’ service providers bring sometimes ignored.
36 | MARCH 2012
39 Dev125_Final 07/02/2012 17:14 Page 1
35,36,38 Dev125 Outsourcing_final 13/02/2012 16:03 Page 3

In association with:

BETA | OUTSOURCING

SOURCE OF THE PROBLEM


Some of the blame for any poor quality
results over the years could lay at the
developer’s own doorstep as well. The
communication pipelines between developer
and outsourcer are critical to a successful
partnership, and studio’s have in the past
been guilty of lacking extensive guidelines
and leaving the service provider to it.
Ashtiani says that occasionally Atomhawk
UK-based company Catalyst
was the creative outfit
will receive a brief from a developer made
behind Bizarre Creation’s
up of bullet points, and expects to “then
Bloodstone (above), magically get a finished image back that is
sourcing and managing the exactly how they wanted it”. He also says
creation of concept art, that getting enough feedback from a client
storyboards and in-game can also be a difficult process, and this can
art assets, whilst Spov potentially affect the quality of the product.
created all the cinematic “The issue that most frequently causes
cut-scenes for Infinity problems for both parties is feedback time.
Ward’s blockbuster Modern For example a studio books us for four their goals, outsourcers also need to fill in question the brief, and the process should
Warfare 3 (right) weeks but doesn’t have the capacity to any missing gaps. continue from there. We should strive for
feedback on the work we are doing fast “Enlightening developers as to what is openness, honesty and integrity in our
enough,” he explains. needed to achieve the goal is a key part of working lives. It’s nothing clever, but it
“So each time we submit there is a two to the outsourcer’s role,” he states. makes the job easier for us all.”
three day delay and over four weeks, that “You hire an expert to bring the full Despite the problems with
can easily push a project out by 20-to-25 per weight of their expertise. It is an executable communication and the remaining ethical
cent. This delay then means the client outsourcer if they fail to educate the concerns of off-shore outsourcing, the use
doesn’t get the project finished when they developer, and a dumb developer who of external service providers looks set to
wanted it, and we end up with staff ‘on the doesn’t listen.” continue to grow as it becomes an integral
bench’ for 25 per cent of the time while we Spov’s Higgot agrees, and believes it is a part of the development process.
await the necessary feedback.” two-way street, with both sides of the With the costs of making games set to rise
Estdale says that OMUK “frequently” faces industry needing to work together to as the industry moves to the next-generation,
the same problem for its voice recording simplify and improve the process. and as the competition on triple-A
services, but believes that whilst developers “It is the client’s responsibility to issue a development heats up, the need for quality
need to be more clear and descriptive on brief, the agency’s job to interrogate and outsourcing partners has never been stronger.

38 | MARCH 2012
32 Dev125_Final 06/02/2012 17:54 Page 1
40 DEV125 WAVE_final 14/02/2012 16:27 Page 1

BETA | GAME AUDIO

A new Wave
After Microsoft revealed it was working on a unique Sesame Street-based interactive TV show using Kinect,
Craig Chapple talks with the console giant and sound studio Wave about the challenges of creating immersive audio

Sesame Street Kinect DURING THIS year’s Consumer Electronics Original footage for the Kinect show was approach because it’s new, I don’t think
brings the loveable show Show, which was also to be Microsoft’s last at shot at Sesame Street’s New York studio live, anyone’s really done it before.”
to a new level of the event, the console giant announced that with voicing recorded on set, rather than
interactivity, giving it was developing Sesame Street Kinect, a new dubbed afterward. This left Wave the THE SESAME SOUND
players tasks such as interactive TV show based on the famous challenge of also having to successfully Wave has also had to build up the game’s
throwing coconuts into an
children’s programme. blend two clips that weren’t originally shot audio from scratch, as the Sesame Workshop
on-screen box
Using the Xbox 360’s motion sensor together and making it a seamless experience. does not have a complete bank of sound
peripheral Kinect, users interact based on “There’s a unique challenge. As much as effects used throughout the show’s history.
cues given by the Muppets on screen, such wanting to be creative on our own you have Matchett estimates that the company has
as being asked to throw coconuts into a box. to take into account the Sesame Street had to create and blend hundreds of
But being interactive, if the player refuses to heritage,” says Matchett. “Equally, we are thousands individual sound effects to build
comply with set directions, the show will slightly extending upon that for that fact that up the game’s audio, and it is a task that the
produce new incentives and clips, perhaps its now interactive, which hasn’t been really creators of Sesame Street have also played an
introducing other Muppets to encourage the done before. integral part in.
user or help out with the task at hand. Not shy from collaborating on the audio
It’s creating sounds elements of the project, Atkins says the
A MODERN ENTERTAINMENT creators have leant their experience of the
Creating such a new kind of entertainment that not only fit in Sesame world by offering useful feedback on
certainly comes with its many challenges, the effects and what they need to sound like.
and none perhaps more so than in audio.
with existing Sesame stuff, “They know what is and isn’t Sesame, just
With creating a sense of immersion the but also bringing a off the bat,” states Atkins. “Whilst they may
name of the game for such an ambitious not possibly have a sound archive of things
project, the wrong sound cues could new element to this going back 40 years, they do intrinsically and
distance the user and create a barrier show. instinctively know what works and what
between them and the show, rather than one doesn’t work.
seamless experience. Anthony Matchett, Wave “Their feedback has been very good,
To do this, Microsoft’s Soho studio partnered they’ll hear something and they’ll give very
with its close neighbour, audio outsourcer “So it’s creating sounds that not only fit in specific notes stating ‘on this show we do it
Wave Studios, which has worked on a with existing Sesame stuff, but also bringing this way’.”
plethora of games, films and adverts to date. a new element to this show. Things like Should the Sesame Workshop, Microsoft
“We’re dealing with sound design for reward sounds, when a player gets something and Wave succeed with Sesame Street Kinect
various parts of the content in the show,” says right, just adds to the interactivity.” in providing an immersive and interactive
Wave’s head of game audio Anthony Matchett. Microsoft’s audio director John Silke adds: experience, Atkins believes that the London
“Predominantly it’s interactive video “The TV show would never have had to deal Soho area in particular can look to take
segments that may path off and take different with videos being chopped and issues with advantage of this new genre, with
routes. We create the sound design, record flow at any point, because it’s linear. So companies like Wave already in place to build
foley and help with dialogue requirements.” sometimes we have to take our own a new development hub upon.

40 | MARCH 2012 DEVELOP-ONLINE.NET


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In association with:
BETA | REGION FOCUS: UAE AND THE MIDDLE EAST

Land of opportunity
The Middle East is home to some 360 million people, and their appetite for games is on the rise. Will Freeman talks to the
developers and trade bodies ready to harness the potential of what might be the industry’s most significant new market
The inauguration of the THE MIDDLE EAST is a misunderstood region. and subsequently the appetite for mass team in the largest city in the United Arab
increasingly important The national newspapers would have you media culture is near insatiable. Emirates. And he isn’t afraid to admit that –
Dubai World Game believe it’s a place defined by bloodshed, Countries like Dubai are awash with despite the opportunities available –
Expo (above) civil unrest, religious fervour and terrorism. investors, and in spite of the regimes that building a games industry in the Middle East
Even the most liberal minded of those from caused the Arab Spring, there are is going to take a monumental effort.
outside the vast geographical area that open-minded governments with a view to “Until now people here interested in
stretches from Northern Africa to Western welcoming Western culture and industry. making games only had two options. They
Asia can find it hard to shake from their And yet the games industry in the area is could either leave the area and go to the US
minds the clichés that thousands of reels of only just beginning to blossom. or Europe, or, more often now, they could try
television footage have etched into the and set up with other people and try to
conscience of the Western psyche. UNITED THEY STAND make those games. The second option,
It’s certainly a place with its fair share of “In the area there is a huge interest in video though, left them lacking in expertise. It was
problems, but the reality for hundreds of games, and a huge market. For a long time very hard until now.”
millions of its residents isn’t as alien as you there have been a lot of people in the region Fortunately for Theler and the other
might think. that love games and want to develop them,” pioneers taking a bet on the Middle East’s
Technology in many parts is just as confirms Yannick Theler, general manager of games industry, an ambitious media hub
prevalent as elsewhere, to the point that Ubisoft’s new Abu Dhabi studio. centred in Abu Dhabi City has been
smartphone penetration in the United Arab Theler, a ten-year Ubisoft veteran who first conceived with a view to establish the area,
Emirates alone has reached a staggering 200 joined the company at its Swiss studio, is and wider region, as a globally relevant
per cent. Across the pan-Arab world 60 per undertaking the huge task of establishing destination for games development, TV, film,
cent of the population is under the age of 25, and building an enormous development animation, and numerous other industries.

xx | XX 2012
42,43,44,45 Dev125 Middle East_final 14/02/2012 16:26 Page 2

In association with:
REGION FOCUS: UAE AND THE MIDDLE EAST | BETA

TwoFour54’s training
academy (left). Middle
Eastern games industry
specialists Robert Fisser
from Sony Computer
Entertainment (top),
Ubisoft’s Yannick Theler
(middle) and TwoFour54’s
Wayne Borg (bottom)

“For whatever reason historically there currently have 13 of the most popular ones rest of the world,” offers Ubisoft’s Theler.
hasn’t been the infrastructure here in the on our website, but our infrastructure is “That is a very positive thing indeed.”
Middle East, but there’s a huge effort to quite flexible and we could consider “Many of the companies working here are
change that, which is something TwoFour54 expanding globally in the future if we deem looking at Arabic content, but there’s an
is doing here in Abu Dhabi, but to serve the the option feasible,” explains Ahmed Abdel- international viewpoint and international
wider area,” says Wayne Borg, COO of Yaman, operations manager at Jawaker. content is very much on the agenda,” adds
TwoFour54. “We want to build that hotspot Borg, who believes that the more the area
that attracts young creatives, whatever field In the area there is a can internationalise the more it can take
they are in, and is seen as a place to come
where you’ll find support, infrastructure, and huge interest in
a community of people that understand
video games, and a huge NEW SCHOOL
what you are doing. It’s a place that’s
After many years where games
conducive to and supportive of producing market. A lot of people in development focused training was near
great content.”
the region want to non-existent, the establishment of a new
GO WEST Gaming Academy by Abu Dhabi media
For now the focus in building the region’s
make games. hub TwoFour54 has filled studios in the
Yannick Theler, Ubisoft region with a new-found optimism.
industry to a globally relevant size focuses
“The Gaming Academy is a
on creating culturally relevant content for
collaboration between ourselves, Ubisoft
the Middle Eastern audience, be it through Out of context, a confident developer with and the SAE Institute, which is an industry
culturally reappropriating triple-A IP from far reaching plans isn’t that uncommon. But focused learning institution with global
the rest of the world, or creating original IP the idea of a future where games built reach and around 60 campus’ worldwide,”
and content targeted exclusively local tastes. within a Middle Eastern cultural frame of explains TwoFour54 COO Wayne Borg.
This is something TwoFour54 is devoted to, reference permeate the global games “We acquired their Dubai campus last
and a specialty the likes of Abu Dhabi studio industry could lead to a thrilling year, and there’s 300 or so full time
Jawaker excel at. diversification in the themes and students there now.”
Jawaker, however, isn’t afraid to admit experiences Western players can access. It’s still early days for the academy, but
more far reaching ambitions, and refuses to “The culture is quite different here, and a 16-month full-time Level Design Course
limit its horizons at the geographical and that could mean that with the operation we is already on offer to students, with a view
cultural boundaries of the Middle East. have here we could see, in a few years, some to bolster the region’s blossoming games
“We focus on building card games for the very different new ideas and new industry infrastructure with a supply of
Middle East and North Africa region, and perspectives on design that could reach the capable talent.

XX 2012 | xx
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In association with:
BETA | REGION FOCUS: UAE AND THE MIDDLE EAST

Aside from some


advantage of being connected with the establishments will be needed to satisfy the president of sales and commercial
differences in clothing, the
show floor at the Dunai
knowledge and skills of the rest of the world. wider area. development for the European, Middle
World Game Expo will look
“We’d love to encourage the spread of this And then there’s the no less important Eastern, African, and Australasian territories,
utterly familiar to Western content globally,” he continues. “For us the matter of generating revenue from the the status of some elements of the industry
developers, proving that ultimate signature of success would be that games, publishing and distribution models – in investors’ minds at least – need
Middle Eastern games content conceptualised and created here most suited to the Middle East’s unique reprioritising in the Middle East.
development isn’t as alien would be exported to the rest of the world. I make-up. “The region does not see the level of
as some might feel don’t think there’s any reason that this investment that could be justified,” he says,
region can’t participate in a process that From a global going on to offer examples of areas that
exists across much of the rest of the global need to be recognised as warranting a
games industry.”
standpoint, start- greater emphasis when cash is divided.
Of course, where there is so much ups can see some of the “Marketing budgets, events, and company
opportunity there is also a great deal of headcounts come to mind.”
challenge, and the companies across the world’s leading games
region are happy to admit they have a long
way to go.
companies REASONS TO BE CHEERFUL
Others, however, are upbeat about the
“It is not easy to find the right staff, as the investment here. changing attitudes of investors, and are
region lacks the educational programs in Wayne Borg, TwoFour54 confident that not only cash-rich UAE
fields such as sound engineering, animation businessmen are stepping up to support
and game level design,” says Mohamed “One of the biggest challenges we faced games with funding.
Sanad, marketing executive at Egyptian was monetisation,” explains Jawaker’s Abdel- “There’s a lot of gaming start-ups here
studio Nezal. “We have to find some Yaman. “Credit cards have low penetration locally and we’re even investing in some of
passionate people who are self-learned by rates and most people in the region don’t those start-ups,” insists Borg. “We’ve just
reading some books, watching videos and trust using them online yet. Other solutions invested in a couple such as Jawaker.
so on.” suffer from low regional availability, “For young start-ups here there is a lot of
TwoFour54’s new Gaming Academy in impracticality, or large fees, forcing activity in the gaming space, and I think,
Abu Dhabi City serves as part of the solution developers to implement and maintain a certainly from a global investment
to the lack of suitably experienced local large combination of solutions.” standpoint, they can see some of the world’s
talent (See ‘Develop Like an Egyptian’ panel, Furthermore, some say investment and leading games companies making an
right), and sets the United Arab Emirates understanding in the commercial worth of investment and establishing a presence
metropolis apart as a leading destination in the games sector locally has a way to go. here, and that’s a testament to the viability
the region. However, many more similar According to Robert Fisser, Sony of the games industry in the region. I believe
games development savvy educational Computer Entertainment Europe’s vice there’s a lot of investment interest in the

xx | XX 2012
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In association with:
REGION FOCUS: UAE AND THE MIDDLE EAST | BETA

opportunities here, both for investors locally While the UAE remains the
and globally.” region’s development
hotspot, other areas in the
Furthermore, in the United Arab Emirates,
Middle East and North
developers almost without fail speak warmly
Africa house blossoming
of the support they receive from trade
development hubs, such
bodies. The authorities realise the potential
as Egypt, where studio
the industry has to bring more money into
Nelaz employs Mohamed
the area, and provide a wealth of support for Sanad (left)
international companies looking to establish
themselves in the region.
And unsurprisingly, it is again TwoFour54
that is setting the standard in supporting
and facilitating investment from overseas.
“The Government of Abu Dubai, through
TwoFour54, is looking to develop many
different industries here, including an
international media hub,” asserts Theler.

The other thing that


helped us was the
revolutions in the region,
that made many people
join Facebook and
see what the tool is.
Mohamed Sanad, Nezal
“They are putting a lot of energy, expertise
and effort into this. They are a huge help to
companies thinking of coming here to make
use of the potential here. They helped DEVELOP LIKE AN EGYPTIAN
Ubisoft a lot with finding a location and
sorting out visas. We are very well While Abu Dhabi is the undisputed king of What are the area’s key strengths?
supported, and very well welcomed. There is Middle Eastern and North African games Basically, the lower salaries in Egypt
so much enthusiasm from people here; from development hot spots, other hubs are compared to other places like the US or
small companies and then people like Sony. springing up in the least obvious of Europe make the development costs
There is excitement and people are places, and serve a growing audience. much lower.
motivated. It’s been a very positive surprise.” Mohamed Sanad is marketing executive
at Egyptian studio Nezal, and he has been Are their good quality educational
And in an incredible twist, even the
telling Develop why the region has establishments relevant to games
inspiring, often distressing events of the
emerged as one of the world’s most development in Egypt?
2011 Arab Spring have helped games
fascinating games development Not at all. There is not a single place in
developers. While the global games industry destinations currently active. Egypt to teach you game level design or
pales in comparison to the significance of sound engineering; you need to learn this
the events that toppled dictators What makes the Middle East a great by yourself or pay tons of money to join
throughout last year, there has still been a place to make games? an institution in Europe or America, if you
positive impact on the fortunes of the area’s I believe that Middle East and North Africa are interested in such field. It is also hard
up-and-coming developers. market is a blue ocean, but it is largely to find a good animation studio to teach
“I think Facebook’s decision to add Arabic underserved when it comes to original you game animation. Most of our
language boosted the social games market gaming content developed specifically for employees in these areas specifically are
as the Arabic users are increasing steadily,” it, as almost all games are translated into people who have passion and went a very
says Nezal’s Sanad, before delivering an Arabic from famous games in the US or EU. long way to get the required knowledge
insight that is quite remarkable. “The other There are not many games that use the by themselves.
thing that helped us was the revolutions in regions cultural elements that make the
the region, that made many people join player feel at home. The market has shown What advice would you give to a young
Facebook and see what the tool is that great capacity and is growing steadily. developer considering setting up a
helped people in revolution.” studio in the Middle East?
Civil uprisings, it turns out, can also offer a What are the challenges faced as a My advice would be to not copycat other
way for consumers to discover new gaming developer in the Middle East? global games and try to come up with
The main challenge is to find and attract ideas that fit the cultural elements of the
platforms, and the Middle East is a place
the required talent. The other challenge region. Another piece of advice is to work
where that has already happened.
we faced was the market data and hard to find the good talent that fit in with
And with money, enthusiasm and a huge
statistics. There is very few, if any, games development. You have to be a
market fuelling the booming Middle Eastern information about the social gaming gamer. It will be easier if your employees
sector, things look set to keep getting better. market in the Middle East. are gamers.

XX 2012 | xx
48 Dev125_Final 07/02/2012 17:03 Page 1
47 DEV125 Build Cover_final 14/02/2012 17:18 Page 1

Geomerics
go under the
spotlight
p60
THE LATEST TOOLS NEWS, TECH UPDATES & TUTORIALS

Stepping up a Gear An in-depth guide to the key game engines,


and which is the right one for you, p48

Autodesk’s Speech
games tech Graphics
in focus profiled
p56 p58

DEVELOP-ONLINE.NET MARCH 2012 | 47


48,49,50,53,54 Dev125 Essential Engines_final 14/02/2012 11:37 Page 1

BUILD | ESSENTIAL ENGINES GUIDE

Power Up As externally created engines become


increasingly popular amongst
developers and a necessity to indies,
Craig Chapple looks at where the sector
is today, and brings you an essential guide

OVER THE last ten years, the third-party games “This enables games to engage more
engine sector has flourished as specialist directly with the player to provide vital
creators have emerged and studios have information on player behaviour and foster
sought to cut costs and save time from the long term player relationships through
efforts involved in creating an internal solution. services and post-release updates.”
The space has become ever more
democratised, with a plethora of engines INDIE RISING
offering tools created for particular genres, The soar in independent development has
platforms and studio sizes, whilst others try to meant that engine creators have had to
offer middleware kitted out for quick and change their own business models and the
easy exports to multiple devices. Development technology involved to create an affordable
speed and ease have begun to take central solution to an incredibly large userbase, some
importance, as well as the need to combine of whom may be only amateur developers.
quality visuals with cost effectiveness. Matt Daly, social media director at
As Mike Walsh, CEO of AI plug-in specialist BigWorld, says this emergence has had a
xaitment says: “Given today’s segmented significant effect on the company’s direction,
games development market, I think you’ll and that other vendors need to tap into the
continue to see two divergent game engine sector if they are to remain competitive.
trends: some game engines will expand to “Any middleware developer would be
address a larger set of needs, while others will remiss to not address the new needs of the
focus on the needs of a specific genre.” rapidly-growing sector of small, often
David Helgason, CEO of one of the leading distributed, independent development
engine tech firms Unity Technologies, reflects teams,” states Daly.
on the last ten years as “the decade of the game “They’re developing compelling interactive
engine”, with studios increasingly licensing experiences in comparably smaller budgets,
outside platforms, and says that the industry with faster turnaround time, a higher rate of
is moving to an “age of the unified solution”. innovation, a lower rate of risk aversion, and
“The network effects of having a they’re doing it on a myriad of platforms. So,
standardised baseline tool for the industry to I’d say we’re seeing an intense diversification
use in training, prototyping, and production, of game types, as well as the tech that
are immense,” he explains. facilitates their development.”
Senior technical director Richard Hackett of With the smartphone and tablet markets
Blitz adds that the current period is one of growing at a rapid pace, and the industry
rapid change for the sector; with cross- readying itself for the dawn of the next
platform compatibility, engines are beginning generation of consoles, engine firms have
to take on the service model, rather than just their work cut out to keep up.
simply licensing out the tool. But whilst there are many challenges afoot,
“We are increasingly looking at the the third party engine space has never been
platform as a service – technology becoming healthier, as the plethora of solutions we
more service oriented,” explains Hackett. profile here show.

UNITY
CREATOR: UNITY TECHNOLOGIES
PLATFORMS: PS3, XBOX 360, IOS, ANDROID, BROWSER
SEEN IN: SHADOWGUN, BATTLESTAR GALACTICA ONLINE, UBERSTRIKE
WWW.UNITY3D.COM

The Unity engine has proved then deploy it to any number of platforms,” says
popular among developers, Unity CEO David Helgason.
having been installed over “While there are certainly tweaks and
750,000 times, with optimisations that need to happen to work on
thousands of released titles different platforms, we make the process as easy as
created through the platform. possible and provide the technology to deploy to as
The Unity Technologies many platforms as needed.”
built engine can be used to The base product is available to users free of
develop titles on numerous charge for commercial use, and can be used to
platforms, such as console, iOS and Android. It offers create and publish games on the PC, Mac and Unity
a feature list that includes full terrain generation, Web Player. Helgason says this was done so that them published without having to worry about
Nvidia’s PhysX physics Engine, C# scripting as well as aspiring developers could get into games creation, percentage cuts, NDAs and wasteful negotiations,”
an extensible shader system that supports rich without having to worry about high costs. he explains.
lighting and full screen-post processing effects. “When we introduced the free version of Unity, it Customers can also purchase Unity Pro, which
“By far one of the best features that we provide to was with the hope that it would give first time opens up several features such as audio filters, static
developers is the ability to author a title once and developers a real chance to make games and get batching, occlusion culling and deferred rendering.

48 | MARCH 2012
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ESSENTIAL ENGINES GUIDE | BUILD

UNREAL ENGINE
CREATOR: EPIC GAMES
PLATFORMS: PC, IOS, MAC, ANDROID, PS VITA, XBOX 360, PS3, WII
SEEN IN: INFINITY BLADE, MASS EFFECT, BIOSHOCK
WWW.UNREALENGINE.COM

The Unreal Engine is one of the and used for free, with a commercial license after
best known and most used royalties reach $50,000 in sales.
game engines in the industry. “Our focus is on providing the best possible tools
Now on version 3, it has been for everyone, on every important platform, at any
used in many top triple-A given point in time, period,” says Epic Games vice
franchises such as Mass Effect, president Mark Rein.
Gears of War and the Infinity He also says that the company is gearing up for
Blade series on iOS. the next generation of consoles, as seen by its
The engine is integrated Samaritan demo at GDC last year, which gave a hint
with more than 20 middleware technologies, and of the potential of UE4, which he hopes will ease
features visual scripting system Unreal Kismet and any fears over the move to new platforms. “As we get further into the next-gen cycle, more
the Unreal Matinee cinematic system, as well as “Naturally, people are concerned about the developers will migrate to Unreal Engine 4. We’ll talk
coming complete with the full Scaleform package, console transition,” says Rein. “Epic built Samaritan to each studio to see how we can best help them.
enabling developers to create flexible user with UE3, to not only show what we want to see in We have great options for everyone.”
interfaces using Flash. the next generation of games, but also to show Rein also reveals that it will be showing Unreal
Epic also provides a free version of the engine, the developers that they can license UE3 now if they Engine 4 to “select developers” interested in the
Unreal Development Kit, which can be downloaded want to ship a game for those systems on day one. platform behind closed doors at GDC.

CRYENGINE
CREATOR: CRYTEK
PLATFORMS: PLATFORMS: PC, XBOX 360, PS3, NEXT-GEN CONSOLES
SEEN IN: CRYSIS, WARFACE, AION
WWW.CRYTEK.COM

Crytek’s popular CryEngine 3 developers seeing their creations in-game – therefore


middleware is the powerhouse there’s faster overall project progress.”
behind the company’s hit Jones believes that the engine space is currently in
triple-A franchise Crysis. great shape due to a hugely competitive market and
Also available as a free SDK, high demand from developers for Crytek’s own
the tech features support in AI, platform, which has recorded almost half a million
physics, networking, audio and installs of the free SDK to date.
‘high-end’ effects, and can be He adds that the sector will continue to grow, as
used for development on PC, engines need to provide ever-increasing power for
Xbox 360 and PS3. users as games come closer to the quality of CG “We’ve been planning for next-gen development
“With the combination of scalability and efficient movies, whilst also keeping apace with the demand since we started CryEngine 3,” he says. “We don’t need
development with the Crytek graphics and rendering, for faster tools and pipelines. to rebuild our engine to deal with higher spec gaming
we believe this makes CryEngine 3 the maximum As well as providing a high performance tech for devices, which will come on line in the next few years.
game development solution,” says CryEngine director the current generation of consoles, with indies also “In fact, developers are already using CryEngine 3
Carl Jones. taking advantage of the engine for downloadable for games with target platforms significantly higher in
“With no pre-calculation or loading times though content, Jones confirms that Crytek’s platform is also power than the current-gen consoles. We’ll be
using the platform, there are now no delays to currently being used for next-gen development. showing more on this during 2012.”

HAVOK VISION ENGINE


CREATOR: HAVOK
PLATFORMS: WINDOWS, XBOX 360, PS3, WII, PS VITA, IOS, ANDROID
SEEN IN: STRONGHOLD 3, ORCS MUST DIE!, THE SETTLERS 7: PATHS TO A KINGDOM
WWW.HAVOK.COM

Formerly known as the Trinigy “With regard to optimisation, developers still do


Vision Engine, Havok acquired not want to relinquish control of the hardware to the
the platform in August 2011, engine. With that requirement they are looking for
integrating its own software flexible, modular and open game engines coded in
into the tech. C++ they can easily customise where needed, but
The tool provides a ‘versatile’ also rely on already provided highly optimised code.
multi-platform runtime In terms of tools and workflow, it’s clear that rapid
technology that its creators say iteration, fast build times and on-target editing are
is capable of rendering also key requirements.”
complex scenes at smooth frame rates, whilst having The tech firm supports both big budget titles and
a set of integrated features such as streaming, small development teams through its Havok Strike “With the evolving needs of the games development
scripting, audio and physics solutions. Program, and Bowell believes that supporting community, we are always looking for ways to help
Product management head Andrew Bowell says everyone in the development community is a key developers push the game-play experience to its limits.
that both runtime and tools have “clean, well- part of the company’s success. “Last year, Havok developed the Strike Program as
structured” plugin API’s, which he explains allows for “We have seen some really great games being a way to offer small studios innovative licensing
features and modules to be easily added without developed by independent developers and small options, enabling them more freedom to execute
having to change the engine’s source code. studios over the past couple of years,” he says. their creative visions, regardless of their budgets.”

DEVELOP-ONLINE.NET MARCH 2012 | 49


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BUILD | ESSENTIAL ENGINES GUIDE

BLITZTECH
CREATOR: BLITZ GAMES STUDIOS
PLATFORMS: PC, MAC, PS3, XBOX 360, WII, 3DS, PSVITA, BROWSER, IOS, ANDROID
SEEN IN: DEAD TO RIGHTS: RETRIBUTION, HOUSE OF THE DEAD: OVERKILL, WRECKED
WWW.BLITZGAMESSTUDIOS.COM
BlitzTech is a cross-platform “We are seeing much more variation in the scale
game development tool that of games from traditional console triple-A through
has been utilised by indies to XBLA, browser and mobile,” he explains.
and large studios alike. “This brings challenges for both technology and
The tech covers pipelines business models to ensure that what we offer is
from an integrated asset appropriate for both sectors.
management database He adds: “It isn’t just about bringing console
through visual editor with quality to multiple devices and ensuring that the
real-time editing to automatic performance and power management is there; it is
dependency tracking and at least equally important that the development
deployment into the game. tools we provide support both the high-end quality C++ code in the browser, as well as positioning itself
The engine supports ‘high quality graphics’, as on one side and also rapid development cycles on to support next-generation development, which he
well as real-time lighting, shadows and effects, Blitz’s the other.” hopes to announce later this year.
own physics, audio, AI, scripting and network services. Hackett says that as well as the range of platforms “We are also looking at future platforms such as
Blitz technical director Richard Hackett believes and features the engine current supports, Blitz is console quality gaming for HTML5 capable
that supporting a plethora of platforms and tuning continually looking to position itself for the future browsers, and have some promising proof of
the technology to fit various development team sizes and has has just added support for Native Client, a concept technology for targeting HTML5 with full
is the biggest challenge facing the sector right now. Google Chrome technology for securely running hardware accelerated 3D,” he says.

INFERNAL
CREATOR: TERMINAL REALITY
PLATFORMS: PC, XBOX 360, PS3, PS VITA, 3DS, IOS, WII
SEEN IN: STAR WARS: KINECT, GHOSTBUSTERS: THE VIDEO GAME
WWW.INFERNALENGINE.COM

Offering what it states is a It also features the Velocity Physics engine that
platform ideal for triple-A allows users to create destructible environments, with
development, Terminal Reality’s a collision system its creators claim maintains
Infernal Engine allows users to thousands of simulating objects and offers real
create high performance games human body physics.
for a multitude of devices from Despite being known for its integration into medium
console to mobile. to large studio titles, Monday says Infernal has shifted
Used in the company’s own its focus to providing affordable solutions as the sector
games such as Ghostbusters: The moves away from simply pushing hardware boundaries.
Video Game and Kinect Star Wars, “For the past decade the engine space has been
lead technical artist Ryan Monday focused on pushing the latest hardware to its limits,” be future proof, with the intensive systems in the
says the tool offers a single he says. “With the recent indie boom we have shifted engine possessing the ability to be multi-threaded.
WYSIWYG editor that “allows our focus to tools, allowing smaller studios the ability “This gives us a huge advantage as new hardware
users to deploy to all consoles and mobile platforms to put out triple-A quality products on a low budget.” starts to hit the market. We will fully support the next-
and allows them to maximise on their development Monday also says that when the platform was gen consoles, continuing to keep Infernal on the most
budget by focusing on game-related functionality”. designed, Infernal wanted to make sure that it would platforms of any solution on the market,” he says.

GAMEBRYO
CREATOR: GAMEBASE
PLATFORMS: PLATFORMS: PS3, XBOX 360, WII
GAMES: EL SHADDAI, EPIC MICKEY, LEGO UNIVERSE, CATHERINE
WWW.GAMEBRYO.COM
Gamebryo is a multiplatform Liberty believes that the engine space has gone
engine which Gamebase say through a “significant pass”, and that one of the
has been designed to offer a sector’s central philosophies is speed, both in
simple development method. creation of the platform and in its ability to quicken
Working on a license per the development process. He says that Gamebryo
title basis, Gamebase technical overcomes this barrier by offering incremental
director Gabriel Liberty says updates to its technology as the industry advances,
the platform can be used by keeping its users up to date with the latest tools.
medium to large studios and “Gamebryo now has the ability to resemble game
aspiring indie devs alike. studios internal technology by being able to deliver
“The focus of Gamebryo is to facilitate game technology incrementally to customers who wish to resources by providing our customers easy access to
development,” says Liberty. stay on the cutting edge,” explains Liberty. the latest and greatest.”
“To achieve this, we simplified the workflow so “This provides our development team strategic Liberty adds that customers who adopt early
that even the most novice games developers can insight on how the technology is being used by pieces of new tech can help define it, which he
produce high quality games. Simplicity alone is not customers and what adjustments need to be made. claims is a collaboration that “has never been
enough and you have to have the muscle to drive No longer do we have a cycle where we ship attempted before in the game engines field”, with
current demand for amazing graphics running at technology to only find out that it is not aligned the company having gone through “major changes
amazing frame rates.” with customer needs. We can save time and to make this possible”.

50 | MARCH 2012
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ESSENTIAL ENGINES GUIDE | BUILD

BIGWORLD
CREATOR: BIGWORLD TECHNOLOGY
PLATFORMS: BROWSER, PC, XBOX 360, PS3, IOS
GAMES: WORLD OF TANKS, COPERNICUS (UPCOMING), TIAN XIA II
WWW.BIGWORLDTECH.COM
BigWorld is a middleware thousands of players. Bigworld social media director
platform that specialises in Matt Daly says that with the rapid expansion of the
massively multiplayer and games industry’s collective target market, there are
online games development, many more people playing games simultaneously.
with core components of the “One of the biggest-font items on BigWorld’s
product including server, client, roadmap is interoperability between BigWorld Server
plug-ins, supports and tools and the new platforms that are going to make it
such as particle, model and increasingly possible to bring more users
world editors. simultaneously into an experience, re-defining the
Built to help with the development of PC and concept of ‘massive’ in gaming,” he says.
browser games, as well as being available on iOS, With so many developers now also creating games “BigWorld’s roadmap tends to be composed partially
Xbox 360 and PS3 via network API, the engine has on their own or in small teams, the engine vendor last of what current and future clients will need. Increasing
been used to create games such as Wargaming.net’s year released the Indie Edition of its platform to tap focus is being put on mobile and browser,” he states.
World of Tanks and Chinese MMO’s Tian Xia II and into the emerging market. Daly says this has received “Thankfully, BigWorld Server is quite extensible and
Kingdom Heroes 2 Online. strong interest and adoption from the indie can be piped in relatively easily into any front-end.
BigWorld Server also offers a solution to enabling development community, with the company keen to This has allowed BigWorld to be fairly agile with its
games to scale rapidly to support hundreds of support devs wherever the market is headed. client development roadmap.“

HEROENGINE
CREATOR: IDEA FABRIK
PLATFORMS: PC, MAC, LINUX, MOBILE
SEEN IN: STAR WARS: THE OLD REPUBLIC
WWW.HEROENGINE.COM
Idea Farbrik’s HeroEngine is a Harris says that the engine is currently being used
development platform tailored on an unnanounced Zenimax Online title, and also
especially for MMOs, and most claims that since revealing HeroCloud in 2010, 5,000
famously used in BioWare’s games have been made with HeroEngine.
Star Wars: The Old Republic. With the games engine market continuing to
The middleware comes with become more fragmented and specialised, Harris
a windows client, world server says one of the key challenges facing the vendor
and integrated suite of tools. and the entire sector is in providing a single optimal
Idea Farbik COO Neil Harris says that the platform solution for projects.
provides a “tightly integrated server system” to help “There are many different kinds of games – an
produce stable environment crucial to an MMO world engine that optimises rendering is usually not very Harris says that Idea Fabrik is currently working
that needs to handle thousands of concurrent users. good at an MMO because of the different kinds of on a revised rendering engine for its client, whilst
Its creators also offer small developers a free-to- needs of an MMO game,” he explains. on the business side it is integrating billing,
use HeroEngine license, the HeroCloud, that “Social games make use of Flash, which is widely marketing and analytics platforms. He also said the
handles all hosting and bandwidth, taking 30 per available, but at a much lower end of graphics company will begin to roll out Hero clients on other
cent of net revenues once games start taking performance. Engineering involves trade-offs to devices such as Mac and smartphones to customers
advantage of the services and make money. optimise performance for specific projects.” in the next year.

SHIVA
CREATOR: STONETRIP
PLATFORMS: BROWSER, PC, MAC, LINUX, IOS, ANDROID, BLACKBERRY, WII, XBOX 360, PS3
SEEN IN: EARTH AND LEGEND, THE NECRONOMICON HORROR, SUPERSONIC
WWW.STONETRIP.COM

ShiVa is a 3D real-time cross-platform engine that He adds that the company is constantly looking to
comes complete with a sound library, ‘advanced’ keep up with where the industry is heading, to make
shading systems, physics engine and HUD rendering, sure its ShiVa engine remains relevant to devs.
whilst it is also extendable with plug-ins like PhysX, “We are constantly working on the engine to
Fmod and ARtoolkit. provide better performance and quality; this has
Targeted at both indie developers and mid-sized always been Stonetrip’s goal and it’s what drives us,”
studios, ShiVa comes in basic and advanced editions, says Le Vavasseur.
with the latter featuring a more robust set of “We also work hard to stay up to date with all the
development tools for its users such as asset biggest gaming platforms, such as the PS3 and Xbox
management, optimisation software and 360. We continue to strive and succeed to secure the
performance profiling. best performance from each.” “While a decision hasn’t been made, our long time
Stronetrip’s VP of communications Fabien Le Not content with what they currently offer experience with Wii U would lead me to believe that it
Vavasseur claims that it was one of the first engine developers, the technology outfit is also moving will be updated,” says Le Vavasseur.
firms to adopt the royalty-free model back in 2007, toward further improvements and potentially “We have just released the new BlackBerry
following in the footsteps of Flash. He says that the extended platform support for next-generation PlayBook/QNX support and there is more new
software’s pricing is now calculated to target specific systems such as the Wii U, although that company has console support coming soon. New support updates
budgets, depending on the developer’s size and project. yet to decide on what devices it will be backing. are always released free of charge.”

DEVELOP-ONLINE.NET MARCH 2012 | 53


48,49,50,53,54 Dev125 Essential Engines_final 14/02/2012 11:37 Page 5

BUILD | ESSENTIAL ENGINES GUIDE

MARAMALADE
CREATOR: IDEAWORKS 3D
PLATFORMS: IOS, ANDROID, SYMBIAN, BADA, BLACKBERRY, LG SMART TV
GAMES: PRO EVOLUTION SOCCER (IOS AND ANDROID), LARA CROFT AND THE
GUARDIAN OF LIGHT (IOS AND ANDROID)
WWW.MADEWITHMARMALADE.COM
Smartphone and smart TV well as Hotgen’s runner-up Apple Game of the Year
platform Marmalade abstracts To-Fu. Games ported for wider development also
the mobile OS at a low level, include PopCap’s Plants Vs Zombies, and Electron
enabling cross-platform mobile Arts’ Sim City Deluxe.
game creation to look like Closs says that with modern developers needing
vanilla C++ game development. to realise maximum performance of their apps
“Any pre-existing C/C++ whilst also targeting a wide variety of platforms,
code can be re-used with little Marmalade was created to help alleviate these
or no changes – that includes issues and provide a smooth solution.
open source or proprietary code modules, including “Our approach has always been to provide as differentiation, and one that many games
physics engines like Box2D/Bullet, and database open and flexible an environment as possible; developers understand and value.”
engines like sqlite – or large parts of pre-existing hence the emphasis on standards such as C/C++ As well as providing support for current mobile
games engines or games,” explains Ideaworks CTO standard libraries and OpenGL ES,” says Closs. OS’s and smart TV’s such as iOS, Android and LG
Tim Closs. “Other engines focus on providing drag-and drop Smart TV, Closs says Ideaworks is currently working
Marmalade has been used for games such as tools, but force the developer to lock themselves on support for other TV platforms and devices that
Konami’s Pro Evolution Soccer on IOS and Android, as into an entirely proprietary environment. That’s our the it believes will see success within the next year.

APP GAME KIT


CREATOR: THE GAME CREATORS
PLATFORMS: IOS, ANDROID, MAC, PC, BADA, BLACKBERRY
SEEN IN: SNAKE SNACKER, JUMPING JACK, CANNONBALL
WWW.APPGAMEKIT.COM

The Game Creators’ App Game though, he says that provisions for more experienced
Kit was released as a developers have also been made, with the platform
‘Community Edition’ through also compatible with C++ coding for those looking to
the company’s website in get more from the engine.
August of last year. As well as a simplified coding experience, Vanner
The tool enables users to says that says issues such as device resolution and
translate code written in AGK coding languages are made easier to allow
BASIC to multiple platforms programmers to concentrate on game creation.
such as iOS and Android, “AGK is designed to abstract issues such as player
without the need for the input system – mouse, touch, keyboard, buttons – can choose the language they are most comfortable
programmer to re-write code to and device resolution – form factor, aspect ratio, with, and our extensive documentation and active
make their title compatible with different systems. orientation – thus allowing the game developer to community ensure you have help when you need it.”
The Game Creators financial director Richard focus on their app creation instead of how it will work Vanner adds that in future TGC will be incorporating
Vanner says that the app is targeted mainly towards across each device,” he explains. “all the key features” devs might expect from a
hobbyists and indie developers, making simplicity in “The upshot is a truly write once solution. By complete platform, whilst also making AGK
the development experience crucial. Despite this providing both a BASIC and C++ variant, programmers compatible with Web Player, HTML5 and smart TVs.

GAMEMAKER
CREATOR: YOYO GAMES
PLATFORMS: PC, IOS, HTML5, OSX, ANDROID, SYMBIAN, PSP
GAMES: STEALTH BASTARD, CINDERS, SIMPLY SOLITAIRE
WWW.YOYOGAMES.COM
Through the 2D focused 127,000 games, which includes titles such as
engine GameMaker, MoaCube’s Cinders, Curve Studios’ Stealth Bastard
developers can create games and the company’s own Simply Solitaire.
for mobile, PC and HTML5, Dailly also reveals that with the focus on creating
whilst its creator YoYo Games a tool that suits a developer’s budgetary constraints
is also currently working on and time restrictions, YoYo Games is readying to
enabling support for Frontier release GameMaker Studio and version 9 to make
Development’s tiny the process of development and porting an even
computer Raspberry Pi. smoother experience, whilst also improving the
Like many of its power of the engine.
contemporaries, one of the “We will soon be launching GameMaker: Studio
engine’s most important features is its ability to to bring our one-button export to the public and
work with a single code base whilst also being able the games industry, and everyone will be able to do He adds that GameMaker 9 is a complete rewrite
to target multiple devices. Yoyo Games claims that exactly what we’ve been doing in the last year in of the platform. The language will be modernised,
its in-development title, GraveMaker, takes just 20 terms of cheaper games creation and easy-as-it-gets whilst the IDE will undergo a resdisgn to “increase
seconds to export to various platforms. exporting to multiple platforms,” says Dailly. power and flexibility to the designer”. He says that
The company’s head of development Mike Dailly “We’re certain this will maximise returns for both these changes will mean the latest version will
says the tool has been used to develop more than professional studios and indie developers.” “redefine” games creation for the casual games sector.

54 | MARCH 2012
55 Dev125_Final 13/02/2012 11:33 Page 1

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56,57 Dev125 Tools News_final 14/02/2012 13:45 Page 1

BUILD | TOOLS NEWS

The future of Autodesk


GDC 2012 will see some big news from tools giant Autodesk. With the show upon us, Will Freeman asks the company’s
vice president of product management Marc Stevens, what we can expect, and how Autodesk sees the industry’s future

Autodesk’s Digital
Entertainment Creation
tools, such as 3ds Max
(right) are beginning to
cater for a wider variety of
studio models, says Marc
Stevens (above)

IT’S BEEN AROUND a year since you developer that was seen as doing ‘double-A’ that knowledge and our tools down into
revealed the Project Skyline pipeline games, and then the casual and lower-spec those segments.
concept and debuted the 2012 iteration of games. We’re seeing the middle segment What we’re looking at when we’re talking
the digital entertainment product line – a going away now, and publishers are spending a about what DEC means for games is not
relatively long time in the games industry. lot more on investing in key franchises. dissimilar from the Skyline message. We’re
How has Autodesk’s perspective on the There’s less taking of chances, but there is allowing a workflow where people can work
industry evolved over that time? more investment in that casual space down more smoothly from their art creation all the
One thing we’re really trying to do with at the lower end. The middle tier are either way out to where they are putting out
games is better understand and communicate climbing up to those triple-A games, or they content on their runtime device. It’s about
our vision for what Digital Entertainment are splitting into smaller newly made studios creating an iterative workflow. With DEC
Creation – or DEC – means for games. targeting the casual and mobile market. we’ve been asking ourselves how can we
Back then Project Skyline was a technology help games developers with this workflow
where we started to talk about a games People are going to where they can continually create their art,
market today where – not unlike film – things see how it runs in game, and then change
have been getting more complex and people
want to stand out in their art accordingly, without it being a
are wanting to do more on the same budget. social, and that will be super-heavy, complex process.
They want more interesting gameplay – and
despite the rise of social gameplay they still through, again, And you’re talking about a process
want ever better graphics, whether that’s on
a console or some sort of MMO game.
gameplay and suitable for each tier of that spectrum?
I couldn’t say Autodesk really invented this.
Me personally, I think what you’re going to graphics. The larger games developers have been doing
see happen is that in the rise of these this on their own. They don’t have a choice
successful social gaming platforms where the Marc Stevens, Autodesk but to solve these problems. Everyone in that
differentiator is the social aspect of the game, space is trying to solve these problems in a
as more show up and where there’s more So how is that reflected by what Autodesk similar way, and then down market there are
competition, people are going to want to offers developers? developers who don’t have the luxury of large
stand out. That will be through, again, What’s good about that change is that now, teams to do this for them.
gameplay and graphics; the things that make at the top, there is even more complexity and That means that there’s a way Autodesk
console games successful. even larger teams, and that’s where our tools can help everybody. I feel ‘democratised’ is a
Before that change, we used to see three can help. And with a lot of those middle-tier bit of an overused term, but we can help
tiers in the industry; the triple-A developer at developers going both ways; they already standardise these workflows and help bring
the high-end, and then the mid-tier knew our tools, and they are starting to take them to a wider group of people.

56 | MARCH 2012
56,57 Dev125 Tools News_final 14/02/2012 13:45 Page 2

TOOLS NEWS | BUILD

Autodesk is looking to
form a closer bond with
the games development
industry by bolstering its
Gameware website

You mentioned the Project Skyline pipeline building environments, or whatever it may be, What can Autodesk video games customers
concept. Where is that today? Is it a and apply the same logic to it. expect from you at GDC 2012?
finished product yet? So we’ve been looking at all sorts of things Well, back at MIGS last year we launched our
Most of this stuff is still under confidentiality like that – we made another acquisition of a Gameware brand and website. What we
with the specific companies we have been company called Grip here in Montreal. They wanted to do in creating that is build a direct
working with. We’re even exploring what the do higher-level behavioural technology. Grip channel to games developers to address the
workflows of the next-gen are. We’re looking have done the AI systems in some pretty programmers more directly.
at the Wii U coming out, and while I can’t successful triple-A titles. That kind of came from the fact that
confirm anything, everyone keeps hearing We’re kind of getting enough pieces there Scaleform had a great website where
about other consoles potentially coming out. so that people will be able to apply these developers could go and get information, get
We’re working with some developers – I want workflows to different disciplines across the technical support and all sorts of product
to call them charter customers, because it’s information and trials.
not really a beta we’re doing; it’s a collaboration What we’ve done is take all of our
where we learn together as we go. At GDC we’ll have middleware products – things like Human IK
We have it, and a year ago we had it, and some news for the and Beast, and the Grip products are going up
we’ve got it so people can play with it, and it’s there, and then there’s Kynapse – and we’ve
integrated with their pipelines. But we’ve casual and mobile space, as built them into this nice neat environment
really done it as a next-gen pipeline and not that remains a great area of we’ve branded Gameware. It’s going to
for current-gen pipelines, which is kind of continue to grow as our focus site to talk to
done, where people are crunching on interest for the the games development community.
timelines and money and don’t have the As Skyline matures, and as we move our
opportunity to change things. business. technologies from being middleware to being
Skyline is about what would make a better a whole workflow from which you can create
Marc Stevens, Autodesk
pipeline for next time, and we’re engaging your content out to the runtime, we’re going
with a couple of our customers on it. They are to continue to grow that site and continue to
helping us with what next-generation gaming pipeline. But we’ll also continue to grow the investment there.
pipelines should be like, in terms of what we stay open enough, because we know there There will be a wider launch and more from
think they should offer, but also in terms of are people that still have their own Gameware at GDC.
what they really need to be in practice. technology that they developed. We still live Also at GDC, well, you can take your best
It’s part of the same approach to the way in a world where the majority of people use guess. We’re going to have, or definitely would
we do things when, for example, we picked in-house custom technology, versus the ten or hope to have, some supporting new releases
up Scaleform. 15 per cent of the market that choose to buy of the middleware products. I can’t confirm
off-the-shelf engines. that 100 per cent and tell you what products
So how does the acquisition of a UI and what releases and everything, but we’re
company tie in with a vision like Skyline? Will we see Autodesk make or acquire an going to show up with a strong line-up and a
Interface – like workflow – for games engine in the near future? very clear message to the community that
development is only going to get more For us that’s a tough place to be in, due to the we’re investing a lot here.
important as we move forward, and how we fact that there are so many people that use so At GDC we’ll also have some news for the
can build that out into a nice neat workflow is many solutions and there seems to be no ‘one casual and mobile space, and that remains a
important. Skyline was actually about size fits all’. Making a commitment like that great area of interest for the business, both at
animation, but we are looking at how we can would exclude us from a large part of our GDC and throughout the year.
take not just animation but UI, or maybe customer base today. www.autodesk.com

DEVELOP-ONLINE.NET MARCH 2012 | 57


58,59 Dev125 Speech Graphics_final 14/02/2012 09:08 Page 1

BUILD | ANIMATION

Talking Heads
Speech Graphics
CTO Michael Berger
(left) and CEO Dr
Gregor Hofer (right)

Speech Graphics is evolving its facial animation service into a tool you can license yourself.
Will Freeman catches up with the company’s senior staff to find out more
SCOTTISH TECHNOLOGY outfit Speech typical so early in the life of a games already been integrated and proven in
Graphics exists as a thriving service company technology company, regardless of discipline production pipelines at major game
specialising in audio-driven lip syncing. or specialty. development and motion capture studios.”
A relative newcomer in the global games And just because the team’s long term plan According to Speech Graphics’ senior
industry, it has already built quite a name for emphasises fleshing out a tool, it doesn’t mean members, the tech behind the service betters
itself with a run of award nominations and that Hofer and his colleagues are holding back equivalent audio-driven facial animation
wins, and now it has bold plans to repackage with their dedication to developing and systems by pooling speech recognition and
its eponymous technology as a tool. offering a fully featured service. graphics experience. In doing so it builds a
“We feel a software company is more solution based on muscle dynamics that
scalable and ultimately it’s where we want to FACE FACTS predicts how human facial muscles move to
go,” confirms Speech Graphics CEO Dr Gregor The company’s solution is centred around a produce speech sounds. It’s a highly
Hofer. “By offering a tool we can reach more model that sees clients provide audio and specialised approach, and one its creators
customers with our solution. As to what facial models, which Speech Graphics work on insist betters the established model.
developers prefer, some say they are happy to with in-house software tools to produce “Previous audio-driven solutions rely on
outsource to animation services while others synchronised animation. very simple lip-sync algorithms, and quality
prefer the control offered by a tool that can be “We use ten, proprietary high-level has not changed much since the 1990s,” claims
integrated directly into their production animation channels to drive bones or Speech Graphics’ CTO Michael Berger. “With
pipeline. We feel there is a place for both models. blendshapes in the same manner,” explains current polygon counts and character realism
“Starting with the service model simply Hofer. “These channels are based on our this lack of improvement is increasingly out of
allows us to use interactions with game analysis of the way the human face moves place. Speech is one of the most difficult
developers to inform our development during speech. Output is provided for any of things to animate convincingly, due to that
program, to ultimately produce a technology the popular 3D animation packages. The amazing combination of fluidity and accuracy
that will provide exactly what they want.” solution works equally well in any language, in natural speech.”
Speech Graphics may not be the first service which means our service is also ideal for re- For now, that difficulty and Speech Graphics’
provider to move on the middleware space, animating faces in different languages for technology’s subsequent intricacy means that
but to hear such a clear-cut plan certainly isn’t localisation. Our animation solution has currently triple-A studios remain the service’s

58 | MARCH 2012
58,59 Dev125 Speech Graphics_final 14/02/2012 09:09 Page 2

ANIMATION | BUILD

In developing the
Speech Graphics
service into a tool,
GUI design has
been of upmost
importance

and his colleagues, and something the team facial animation remains some way behind
can plug into by automatically generating other aspects of games technology.
animation for incoming speech content. “This is partly because of the complexity of
“We are also following trends in facial faces, but also because of how we perceive
modelling, as we believe even the most them,” Hofer suggests. “As humans we
accurate dynamics are lost on poorly rigged innately scrutinise faces and respond on a
facial models,” says Berger. “Part of our very deep level to facial expressions. A title
expertise lies in knowing how the face like L.A. Noire shows that you can make a
naturally deforms during speech, so we feel successful game where some of the main
we can have a major impact on the industry game elements centre around our innate
by guiding development of facial models that ability to read faces.”
are well-suited to speech. “However, the push for greater realism in
faces – combined with a continued rise in
We feel we can have face-centred spoken dialogue – makes it
crucial for developers to acquire new
a major impact on technologies for facial modelling and
animation pipelines,” adds Berger. “We believe
most relevant customers. Those bigger
the industry by guiding there will be continued convergence
studios have a greater hunger – and perhaps development of facial between facial modelling, procedural facial
need – for visual polish. And in particular it is animation and the use of data-driven
the triple-A games that, like Skyrim and Star models that are techniques such as 3D or 4D scanning.”
Wars: The Old Republic, shower the player with well-suited to It’s an enchanting vision of the future, and
spoken dialogue that Hofer sees as best one that Speech Graphics is doing everything
suited to the company’s ability. speech. it can to be a part of, be it as a tool or as a
“However, mobile and browser-based service to artists and animators.
games are fast improving in graphic quality,” Michael Berger, Speech Graphics www.speech-graphics.com
offers Hofer. “Our solution will be ideal for
that market as well, especially when we Despite all the enthusiasm and optimism on
release a software product that can be used Speech Graphics’ behalf, challenges remain in SOUND LOGIC
by a large number of developers. turning a service into a tool, even for a With a multitude of animation services
“In addition to game developers, we also company so confident in its product. jostling for the attention of developers
work with other animation companies that As Speech Graphic’s current in-house tech of every size, why would a studio choose
service the games industry.” is standalone software, managing import and Speech Graphics’ audio solution?
Speech Graphics is also forming export vis-à-vis the major animation The service provider’s CTO Michael
partnerships with motion capture studios packages in order to interface with clients, Berger is quick to answer.
with a view to offer joint services based on its has proved a trial that has taken a huge effort ”In two words, quality and scalability,”
relevant technologies. on the company’s behalf. he says. “The amount of speech and
“A bigger obstacle was dealing with client dialogue in games is increasing
THE SOUND OF POTENTIAL facial models that are not suited to speech, dramatically. This has made it extremely
difficult for developers to keep up without
In working its service into a tool, and through which required a good deal of effort until we
sacrificing quality, leading to lip syncing
collaboration with companies in related arrived at an ideal method for facial model
that is poor and distracting, especially in
specialties, Speech Graphics is to bring facial adaptation,” admits Berger. “This problem
the context of high-quality game graphics.
animation to lower-budget games; a fact that must also be handled in a user-friendly way As the lines of dialogue in a single
will chime with those who have long for any software tool we subsequently game increasingly creep into the
predicted the emergence of triple-A on release, whether standalone or plug-in. In thousands, Berger says solutions like
mobile and browser. addition, in GUI design for these tools we manual keyframing or motion capture
And as the convergence between mobile, need to visualise important information become prohibitively expensive.
social, and console games increases, Speech about the speech signal that can be used to “Because our solution is audio-driven
Graphics is striving to keep pace with the optimise output.” and 95 per cent automatic, it scales to
technological frontier so as to make sure its Looking forward, there are other these volumes,” he says.
services and technology match current challenges, but most are not Speech “Because it is based on 15 years of
needs. Hofer highlights the on-going content Graphic’s sole responsibility. Together, a R&D in speech animation, we can
delivery required for online games as an collective pan-industry effort is underway to achieve reliable and controlled results
example of an area closely watched by he address the fact that, according to Hofer, with unprecedented quality.”

DEVELOP-ONLINE.NET MARCH 2012 | 59


60,61 Dev125 Geomerics_final 14/02/2012 09:04 Page 1

BUILD | LIGHTING

Lighting the way


Middleware provider Geomerics is revealing a range of new technologies at GDC 2012. Will Freeman catches up with
founder Chris Doran to find what the company has planned for the biggest week on the games development calendar
It’s a little while since we last spoke to porting Enlighten to the ARM cores on an A5 And how about your baking technology?
Geomerics. What have you been up to? we were able to get close to console Until now you have always talked about
2011 was a breakthrough year for us. It started performance; definitely in the same ballpark, dynamic lighting. What motivated the move
with our first deal in Japan, ended with our first and close enough to make dynamic radiosity to a static technology?
deal in Korea, and saw the launch of the first practical on today’s tablets. You know, I don’t think we fully understood
titles to make use of Enlighten. We’d like to see the GPUs improve a little so what we had until we got to watch people
The reception to Battlefield 3 has been that dynamic direct lighting can get up to using it in production.
awesome. Many of the reviewers were singling console standard, but you can see this That is probably true of a lot of products
out the lighting for particular praise, which was happening very soon based on the roadmaps early in their life. While we absolutely believe
great after all of the work we put in with the these guys are on. We now have Enlighten that the future of lighting is to be totally
Enlighten in action (main team at DICE. It’s gone on to sell over 12 running well on both iOS and Android on a real-time, it became clear to us that the artists
image), taken from million copies and I think it has reset range of hardware, including Tegra and Mali. were just as excited about the real-time
Battlefield 3, developed by expectations of what can be achieved on the workflow as the in-game capabilities of
EA DICE. Above: Chris
Doran, Geomerics founder
current generation of consoles. I think some people dynamic lighting.
As artists started playing with Enlighten
What can you reveal about the new tech are underestimating they were able to achieve incredibly high
Geomerics is showing off at GDC? the potential of the quality purely through their ability to iterate
It falls into three broad areas. We are increasing and experiment.
the number of supported platforms with the PlayStation Vita as well. It is When each new lighting configuration can
release of a mobile version of Enlighten, we are be tested instantly, you can churn through
showing off new runtime technology on CUDA
a seriously powerful ideas and refine them until you have just the
aimed at next generation hardware, and most piece of kit. look you are after.
excitingly, we are demonstrating a complete If you have to wait hours each time you
lighting pipeline for all types of lighting Chris Doran, Geomerics move a light, this option is simply not available.
solution, from baking through to fully What we learnt was that, for game art in
dynamic lighting. I have to say I think some people are particular, the quality achieved by letting an
underestimating the potential of the artist iterate towards a look was always higher
You mention mobile; How do you see high- PlayStation Vita as well. than could be achieved by the most advanced
end technologies like Enlighten fitting into It is a seriously powerful piece of kit. It may off-line renderers.
such a rapidly evolving space? be based around mobile processors, but it Once we started to understand the power of
We started working on an iOS version of will be capable of PS3 quality. Our message is this way of working we started thinking about
Enlighten last summer and were pleasantly that mobile is absolutely ready for triple-A how Enlighten could be used in games that are
surprised with the performance we saw. By quality games. not wholly dynamic at runtime.

60 | MARCH 2012
60,61 Dev125 Geomerics_final 14/02/2012 09:04 Page 2

LIGHTING | BUILD

Left: A demonstration of
the results of baking the
lighting into lightmaps
with Enlighten

You say ‘wholly dynamic’. Isn’t dynamic Enlighten is particularly strong. If you use the highest quality soft shadows from the
lighting only one of two ways – you either Enlighten for all types of lighting you can direct illumination.
are dynamic or you’re not? ensure that the results are consistent Fortunately, ray tracing direct lights is a fast
We used to think along those lines, but we regardless of the strategy you are adopting. operation and well understood, so adding this
now realise there is a whole spectrum of was not too challenging. The trick was to
alternatives, from having all lighting baked Presumably these all required differing make sure that our dynamic preview was as
into lightmaps and unchanged in a game, amounts of runtime compute effort? close as possible to the final baked output.
through to the other extreme of having every Exactly. More than one alternative might be The second piece of technology was the
light computed dynamically with the radiosity appropriate for the same game running on ability to save out all of the calculations in a
updated per frame. There is a vast range of different hardware. The more powerful the single lightmap. This is more a piece of
possibilities between these two extremes. software plumbing, but it did give us a further
As artists started opportunity to expose some additional
Can you provide some examples? controls to the artist. By computing each
One example is a dynamic day-night cycle. In playing with direct light and the radiosity independently
this scheme the sun is modelled by a directional we could give the artist some simple
light and casts dynamic shadows. But it only
Enlighten they were able to compositing tools, which gave them even
moves slowly, and the skybox changes colour achieve incredibly greater control over the final results, again in a
slowly, so Enlighten has very little work to do fully real-time environment.
at runtime to update the radiosity. You can high quality.
leave Enlighten as a low-priority background Does your baking technology take you into
thread and still get a gorgeous looking Chris Doran, Geomerics competitor’s territory?
dynamic cycle. A second alternative is to use It does a little, but remember that we are the
static and dynamic lights together, hardware, the more dynamic the solution you only people offering a fully dynamic runtime
remembering that lighting is always additive. adopt. This will also be a great differentiator solution, so our workflow is quite different as
Here some of the lighting information on a new hardware cycle. We wanted to it is based on instant feedback. Most of our
could be baked into static lightmaps, and ensure that all strategies could be adopted on competitors have put all of their efforts into
some could be dynamic. Enlighten does not a title from a single unified piece of middleware. an advanced black-box renderer.
distinguish and just updates all of the bounced The artist will feed in geometry and lighting
light correctly. This is handy for adding distant So what did you have to add to Enlighten data, and waits and hopes that the final
lights in a scene that have no role in the to make this possible? results are what they were after. Also, by
gameplay and are not going to change, and With the radiosity – or ‘bounced light’ – offering Enlighten we hope that developers
combining them with nearby dynamic lights already computed in real time we had already who would usually opt for a wholly static
that are more crucial to the gameplay. solved what was generally thought to be the baked solution will start exploring some of
A third example is to update all of the hardest part of the problem. We could use this the potential for more dynamic alternatives,
bounced lighting on level load and then store to construct a workflow where the artist could working their way along the continuum to
the Enlighten output data and leave it fixed move lights around and instantly see the fully dynamic lighting.
during the level. This is a good strategy for effect before finally saving out the results. www.geomerics.com
games where you frequently return to an area In order for this final step of saving the
under different lighting conditions. results to a lightmap to be performed within Geomerics will be demonstrating all of its new
The difficulty with all of these hybrid Enlighten we had to introduce two new tech at GDC 2012. You can see it in Business Suite
lighting models is tying the visuals together in pieces of technology. The first is the ability to 215, or on the show floor at the NVIDIA, Intel,
a single consistent manner. This is where ray-trace the direct lights. This helps achieve ARM and Imagination Technologies booths

DEVELOP-ONLINE.NET MARCH 2012 | 61


62 Dev125 Key release_final 14/02/2012 10:47 Page 1

BUILD | COMPOSITING SYSTEMS

KEY RELEASE
WHAT IS IT? A node-based compositing program
COMPANY: Eyeon Software
PRICE: $2,495 per license, with the first year of
subscription included. $495 annual subscription fee
Will Freeman looks at Eyeon Software’s Fusion 6.3 compositing tool www.eyeonline.com

HAVING EXISTED on the market for a “Fusion uses various techniques which ANOTHER DIMENSION
remarkable 24 years, Eyeon Software’s node- make it useful for prototyping, for example A further strength of Fusion 6.3 is its ability
based compositing program Fusion has long the import of FBX files and rendering of CG with 3D visuals. It has been used in
spanned the film, broadcast, commercial and shaders,” offers Floch. “Also, with Fuses, OpenCL stereoscopic films for an incredible 12 years,
video games realms. image processing plugins can be written by putting it well ahead of the latest wave of 3D
The tool also sports a sophisticated 3D- using LUA as a host for easier prototyping.” technologies and movie releases.
environment which allows connecting and Recently used by numerous studios “Fusion offers a real 3D environment which
sharing of data with any 3D application; a including Ubisoft and Pendulum, Eyeon can easily import and export 3D data and
feature that has no doubt contributed to the Software has chosen to focus much of the animation, a very flexible procedural and
success of the solution, which recently energy put into the 6.3 update on expanding node-based way to define shaders and all the
underwent a significant overhaul in the form the OpenCL feature set. extensibility you can imagine,” explains Floch.
of its 6.3 update. The update introduces new lighting “Fusion also has a particle system which fully
Blazej Floch of Eyeon
“Similar to feature film, game developers capabilities to generate a wide variety of integrates and renders in the 3D
Software says Fusion 6.3
ask for better looking cinematics in a shorter volumetric effects in what its creators environment. The complete 3D system can
offers various tools for fast
timeframe,” says Eyeon Software’s Blazej maintain will be a fraction of the time of be used in stereoscopic 3D, while all major
volumetric rendering
whilst also allowing
Floch in introducing the tool. “Fusion is the traditional 3D renderers. output formats are supported.”
developers to edit and artist’s Swiss Army Knife. You can easily link to Created by artists, and used by both
compile OpenCL code on existing 3D geometry or import pre-rendered Similar to feature freelancers and established studios with four-
the fly sequences from your design department. figure headcounts, Fusion is certainly a tool
“Using Fusion's fast, high-quality OpenGL film, devs ask for with a heritage rooted firmly in the games
rendering and OpenCL tools, such as Volume industry. The team that maintain and develop
Fog, one can easily add that special look and
better looking cinematics in it are clearly devoted to the sector; so much
feel to the cinematics and still meet tight a shorter timeframe. Fusion so that Fusion itself even contains a hidden
deadlines on a daily basis. OpenCL Fuses, a game of a somewhat mysterious make-up.
special class of tools which allow editing and is the artist’s Swiss “The developments occurring within the
compiling OpenCL code on the fly, allow Army knife. games industry are very exciting,” concludes
developers to add their own magic. Also, Folch. “On one hand, realtime 3D comes close
scripting in either LUA or Python helps to Blazej Floch, Eyeon Software to the quality that we are accustomed to
automate the workflow and adapt the from film production. This does not mean
pipeline to each individual’s needs.” Fusion 6.3 also ships with tools created that the industry adapts methods from
during the production of director Roland Hollywood, but that more and more realtime
FINISHING TOUCHES Emerich’s recent celluloid political thriller techniques are used during production.
While in essence Fusion is a tool targeted at Anonymous, on which Eyeon Software “On the other hand, mobile devices have
digital content creation, such as finishing worked with renowned film production outfit shifted time back and low-end 3D content –
animations or creating animated textures, Uncharted Territory. as well as pixel-based graphics and animation
various features mean that it can be hugely “The 6.3 release introduced various tools – are in heavy demand once again. This has
useful for automation in asset creation, or the for fast volumetric rendering,” states Floch of not only reminded us of ‘the good old times’,
important task of prototyping for visual 6.3’s most significant additions, adding: “The but also allows the independent developer to
processing. The fact that it is driven by scripts most exciting being the Volumetric Fog tool gain ground with a very large audience.”
– and the simple matter of composition files which allows the artist to flood rendered 2D Available through numerous resellers such
being ASCII based – means that Fusion users images with real volumetric fog by using the as bluegfx, Fusion 6.3 is emerging as a tool
can create a rendering and compositing World Position Pass. All of this is accelerated likely to be increasingly prominent in the
pipeline of 2D assets and animations. with OpenCL and is highly interactive.” global games industry.

62 | MARCH 2012
63 Dev125_Final 10/02/2012 16:39 Page 1

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64 Dev125 Epic Diaries_final 13/02/2012 16:13 Page 1

BUILD | GAME ENGINES

EPIC DIARIES
Mark Rein investigates UE3’s role in Asura’s Wrath

CAPCOM AND CYBERCONNECT2 have Guardian Generals known for his victory Tsuchiya said UE3 empowered his team to CyberConnect2 producer
combined forces for the much anticipated against the evil Gohma. But in spite of his craft a truly immersive experience that entices Kazuhiro Tsuchiya says
Unreal Engine 3 helped the
brawler, Asura’s Wrath, set for release during impressive military career, including slaying the player into the game world in the same
team create its unique art
mid-February. the monstrous Gohma Vlitra, Asura is framed way that Hollywood TV shows hook viewers.
style for its over-the-top
The action adventure game is set in an as a traitor by his fellow generals. Asura’s wife The team was also able to add a sense of
scenes in Asura’s Wrath
alternate reality called Gaea, blending is killed and his daughter taken from him, malleability to the game, and even cinematics
science-fiction elements with Asian leaving him expelled from Heaven, cast to can be interrupted, impacting the outcome.
mythology, and combines shooter action earth, and left for dead. But after 12,000 The gameplay stands out from other
with grand-scale combat. Capcom has years, Asura awakens and is consumed by the action games. Battles, such as one waged
positioned Asura’s Wrath to launch as a new need for revenge and to reclaim his daughter. between Asura and Angus, are huge, boss-
franchise, and they chose to develop their Tsuchiya describes the storytelling style engagements. Gameplay involves
new game using Unreal Engine 3. approach of Asura’s Wrath as more akin to a combat with katanas and swords, as well as
Kazuhiro Tsuchiya, producer of Asura’s TV drama than a traditional game, and the shooting and evading beams of energy bullets.
Wrath at CyberConnect2, says of Epic’s game developers worked to intertwine the Aiding players along the way is a Rage
engine: “This was actually the first time we’ve mechanics of the game with the story that meter, which allows players to power up to
developed a game using Unreal Engine 3, they wanted to tell. take on the game’s many enemies.
and it provided the most effective “During development, we wanted to bring CyberConnect2 is hoping that good things
environment for developing a game, whilst something new to the action genre and to come in threes. With UE3 bringing this
managing resources most efficiently.” blend action and drama in a new way,” says visually impressive, action-packed game to
Tsuchiya adds that UE3 reinforces the three Tsuchiya. “We also wanted to blend cut life, the developer could have a third
core concepts of the studio: idea, knowledge scenes and action sequences seamlessly successful global franchise on its hands.
and technology. He explains: “These are all throughout the whole game.
important, and although one factor may
weigh more than the other at one given point,
“Asura’s Wrath offers different play styles in
each episode, rather than simply repeating
upcoming epic
overall it should be even as all are essential.” the same action again and again in different attended events:
CyberConnect2 has been making games maps. This means there are different game
for more than 15 years, most notably fueling systems like combat action, shooting GDC 2012
hit franchises such as .hack and Naruto: elements, quick time events, and so on, as San Francisco, US
Ultimate Ninja. With such a distinguished Asura encounters different situations.” March 5th to 9th, 2012
record of development, the team had no Tsuchiya’s team utilised UE3 to incorporate Gadget Show Live
problem diving into Unreal Engine technology a unique art style into the game’s science Birmingham, UK
to bring this new original IP to life. fiction and Asian mythology-fused April 10th to 15th, 2012
The game itself follows the eponymous environments and characters, which he says
hero, the demi-god Asura, one of eight “stylised our crazy over-the-top scenes.” Please email: licensing@epicgames.com for appointments.

To discuss anything raised in this column or general licensing opportunities Canadian-born Mark Rein is vice president and co-founder of Epic Games
based in Cary, NC. Epic’s Unreal Engine 3 has won Game Developer magazine’s
for Epic Games’ Unreal Engine, contact: mrein@epicgames.com
Best Engine Front Line Award eight times, including entry into the Hall of
Fame. UE3 has won four consecutive Develop Industry Excellence Awards. Epic
FOR RECRUITMENT OPPORTUNITIES PLEASE VISIT:
is the creator of the mega-hit Unreal series of games and the blockbuster Gears
www.epicgames.com/epic_jobs.html
of War franchise. Follow @MarkRein and @UnrealEngine on Twitter.
64 | MARCH 2012
65 Dev125_Final 09/02/2012 12:48 Page 1
66 Dev125 Unity Focus_final 14/02/2012 11:17 Page 1

BUILD | GAME ENGINES

UNITY FOCUS
UNITY’S 3.5 UPDATE
Developer: Unity
What is it? The new version of the popular engine,
which adds features designed to attract triple-A devs
Unity CEO David Helgason explains why the 3.5 update matters to triple-A www.unity3D.com/preview

AFTER A WAIT that has kept developers large Does the move towards triple-A also mean add the new triple-A features without making
and small on tenterhooks for months, Unity that you’re also now offering that level of it something that Unity isn’t.
3.5 is ready for release. What does it mean for quality to the smaller teams that were Take the new pathfinding abilities. They
games developers? CEO David Helgason Unity’s traditional audience? were easy – or at least relatively easy – to build
reveals all. Absolutely. The one thing that was important quickly, but then it turns out that making the
to us was this: just because it is better doesn’t pathfinding work with things like Unity’s
Where does the 3.5 update take the mean we want to charge more for it. If we did additive loading took a lot of work.
engine? It seems to be quite a reinvention. that it would betray the whole idea of Unity. But the results are incredible, and it’s been
Just over a year ago we took a very strong We didn’t really want to change our business worth the time.
decision. We saw that, while lots of small model either. It should still be about more It’s basically a triple-A engine with the
teams are using Unity, a greater number of technology for the same price, for the same simplicity we had before, which is awesome.
The features introduced as much bigger teams were starting to use people in a way.
part of the 3.5 update to Unity, and they were doing more ambitious There’s been a lot of coverage everywhere
Unity (above, left and
right) give the engine
things with the engine. We decided to focus of Unity’s move to support Flash
Those bigger teams needed things that we deployment, but what about the new
triple-A power, says CEO
hadn’t focused on before. So we decided to on triple-A games support of Google Chrome Native Client
David Helgason
focus on triple-A games with Unity 3.5 – with Unity 3.5 – which of deployment? Why is that significant?
which of course means high-end Mainly it is because Chrome is getting insane
technologies – but also means a focus on course means high- levels of adoption right now; the last number I
large team workflows. We knew at that time saw was over 30 per cent.
that we fell short in both those areas, so we
end technologies. The main thing about the Chrome browser
started to hire engineers with triple-A David Helgason, Unity is that it automatically updates itself, so if
backgrounds who have worked with triple-A you’re supporting Chrome you are supporting
engines at big studios; people like the Dice We also didn’t want to over complicate things, just one browser that is this beautiful thing.
guys who’d worked on Frostbite and the IO so we wouldn’t allow ourselves to go Google added the technology called Native
guys who had worked on Glacier. We found overboard with something that was too Client, which we’ve all been waiting for for
that those guys were the best we could get. specialised. We didn’t want it to become too years. I think we showed our first demo of
complex or unwieldy. We could do it, but it has Unity running in Native Client almost three
So opening Unity to triple-A has taken a to keep the same level of simplicity. years ago. Now it is available you can build a
significant investment of effort? web game with Unity that runs in there at
Yes. That was the time when internally in the So you had to move slowly to balance close to native speed with pretty good
company we laid out what we’ve called ‘the triple-A performance and your mantra of graphics. It’s somewhat feature limited, so it’s
triple-A initiative’. We haven’t defined triple-A ‘democratising games development’? not the full thing, but it’s pretty close.
as a binary thing where you either are or are That was actually part of the reason we And again it’s completely frictionless for
not that kind of studio. We knew that within a delayed the release. Some of the new triple-A anyone that knows Chrome.
year we wanted to close the gap between features could be created in isolation in a week, With our own plug-in and the Flash export
Unity and other engines; be they in-house but would take an insane amount of work and and the Chrome export we’ve pretty much
engines at studios or the kind that are a lot of time to make sure they were properly cornered almost the entire browser market.
focused solely on that very high quality. So integrated with the rest of the system so that it There’s almost nowhere where Unity won’t run,
that’s what we did, and it’s gone really very well. didn’t get too complex. We had to be careful to and nowhere where it won’t run pretty well.

66 | MARCH 2012
xx MCVxxx_v1_Layout 1 13/10/2011 12:35 Page 1
E3_MCV-AD copy.pdf 1 1/24/12 2:48 PM

CM

MY

CY

CMY

K
69 Dev125 Heard About_final 13/02/2012 16:06 Page 1

AUDIO | BUILD

HEARD ABOUT
Uncharted 3: Drake’s Deception
Developer/Publisher: Naughty Dog
/Sony Computer Entertainment
Platform: PS3
John Broomhall talks with Naughty Dog’s audio experts Bruce Swanson and Derrick www.unchartedps3.com
Espino about the inspiration for Uncharted 3: Drake’s Deception’s sound

NAUGHTY DOG’S audio lead, Bruce Swanson, “Once we had a sort of template and “Our focus is on the overall experience rather
and senior sound designer, Derrick Espino, aesthetic, it was important to reel everybody than individual sounds,” offers Swanson.
spearheaded a team making the third into that place. The designers would often “There are some designers whose sounds are
instalment of the popular Uncharted series hear me say, ‘let the sound live’. I think in the going to be really ‘present’. They’re going to
sound as good as its predecessors. past in games, because of technical try and imbue that sound with as much of
“I’ve worked on each title in some limitations like memory constraints, sounds their design as they can. Sometimes we love
capacity,” reflects Espino. “When I was asked have sometimes had a very short life in the that, and other times we don’t.
to become senior sound designer on the third temporal space they play in – they happen
game, I figured it was because I understood and then they’re gone. EMPLOYING SOUND
the aesthetic of the game. I got involved early “Because this is like a film – a very “Sounds have a job. They’re only players in a
enough to be looking at initial storyboards. cinematic experience – we try and make very large cast so there are times we’ll have
“Because I come from a post background, those sounds really live in the world. If Drake people add more detail and times we’ll have
my favourite sound designers are guys like them remove it because ultimately the
Ben Burtt and Randy Thom – guys who get I think a lot of fans experience is supposed to just wash over you
on a project early, mentally and creatively and resonate in some way. We don’t want
preparing themselves for what’s coming. I did would be anyone distracted, we want it to be felt.”
that as best I could but I found out it was like disappointed if everything Though the team is always interested in new
standing at the bottom of an avalanche and tools and tech, Swanson believes it is creativity
strategising how much you were going to was different – so we and hard work which are the driving forces.
outrun it. “The truth is it’s really a lot of elbow
“The reality is that it will catch you and
certainly kept a few grease,” says Swanson. “You keep your eyes Naughty Dog’s senior
carry you away, so throughout the process, I legacy sounds. on the prize. One of the biggest things in our sound designer Derrick
just tried to maintain as much of that original arsenal is the dedication to the game and
vision as I could. Bruce and I sat down at the
Derrick Espino, Naughty Dog devotion to the craft.
Espino (top) and audio
lead Bruce Swanson
beginning and asked, ‘what do we want this slams a gate, then you’ll hear the very end of Espino concludes: “Sure, we’re interested in (bottom) strived for sonic
game to sound like? What do we want to keep that gate rattle away. It’s not just a truncated new tech but you can have all the tools in the realism in Uncharted 3
from the last game? What should we improve impact. I wanted people to really feel like world and if there’s no creative heart behind
on and what doesn’t need improving?’” they’re in that environment and make it as using them, it’s not going to matter. I don’t
real as possible. even think technically half the time – I’m
MAKING A SPLASH “Friends of mine who have played the always thinking of the emotional reaction I
“Because Uncharted 2 made such a splash, I game have been blown away, but the point want to get from a scene. Bruce and I both
think a lot of fans would be disappointed if is, they don’t come to me and say, ‘that come from post so we’re always asking ‘is this
everything was different – so we certainly explosion sounds great’ or ‘that gun sound is really selling what Drake is supposed to be
kept a few legacy sounds,” continues Espino. cool’, they just say, ‘Uncharted blew me away’ doing?’ That’s where the magic is.”
“My job was to make sure the scenes were and that’s what we’re trying to do – make the
really being sold by audio – but also remained whole experience one cohesive blockbuster. I John Broomhall is an
true to the Uncharted universe. When we don’t necessarily want to hear, ‘that sounds independent audio director,
started adding more sound designers, I would like a movie punch,’ or something – I just consultant and content provider.
get them acclimatised to the view that Bruce want them to say, ‘wow, the fight in the pub E: develop@johnbroomhall.co.uk
and I held of how the game should sound. was awesome’.” www.johnbroomhall.co.uk

DEVELOP-ONLINE.NET MARCH 2012 | 69


70 Dev125 Book Excerpt_final 13/02/2012 15:55 Page 1

BUILD | GAMES DEVELOPMENT BOOKS

REQUIRED READING: BUTTONLESS


In our latest series of book excerpts, we present a chapter from Ryan Rigney’s compendium of iOS games, which
tells the stories behind the creation of the best titles on iPhone, iPad and iPod Touch. The star of this piece is the
strange and sometimes bewildering world of Blinkbat Games’ Enviro-Bear 2010

Ryan Rigney’s book


Buttonless looks behind
the scenes of the App
Store’s finest titles,
detaling the emotions
and challenges involved
in development

THE BOOK
In Buttonless, author Ryan Rigney takes
the reader on a tour that covers more than
65 of the best iPhone and iPad games,
telling the never-before-heard tales
SOMETIMES bewildering Enviro-Bear 2010 cockpits in less than a month. There are behind them via over 100 interviews. The
isn’t like a lot of the other games in this book. plenty of things that developers could do book chronicles the adversities that top
The controls are intentionally designed to be with that concept: you could imagine a developers have to overcome, and
incredibly arduous, gameplay mechanics space-flight sim, a game about driving trains, delivers numerous anecdotes from behind
aren’t explained to players in any clear way, or some sort of Air Force training program. the scenes of the iTunes App Store
and the entire thing takes place in a But Justin Smith’s brain operates a little bit
‘posthuman’ world in which bears drive cars. differently from yours or mine. “The original finish his game within the deadline, and
You play as the elongated right arm of one plan was to have squirrels driving a car Enviro-Bear took home TIGSource.com’s first
such car-driving bear. Yes, you read that through a post-apocalyptic wasteland, place prize. Following the release of the PC
correctly: players have control over just one of attacking other squirrel cars to take their version, Smith set to work on getting the
the bear’s arms, and all tasks (holding down nuts,” says Smith. “You would be able to game compatible with iOS. This took almost
the gas pedal, steering, eating fish, etc.) must board the other cars pirate-style and exactly one more month.
be completed using that arm. Plus, you have swashbuckle with enemy squirrels. The car Once the game was released on the App
to switch between tasks quickly – fending off Store, Smith saw most of his sales within the
badgers at one moment, and slamming on first month – things dropped off sharply after
the brakes to avoid trees the next. You have to switch that. He credits this to a sort of ‘15 minutes of
Although nothing about the world of fame’ effect and notes that much of the game’s
Enviro-Bear is spelled out explicitly, there is
between tasks success is due to “hilarious trolls” on several
quite a lot of depth. Clever players will find quickly – fending off online forums. “Some of the App-Store reviews
numerous ways to interact with the people left were comic genius,” says Smith.
environment. For instance, crashing into a badgers at one moment, He’s not joking about that. I ventured into
large rock will cause a smaller chunk of it to and slamming on the App Store to read some of the top user
chip off and land in your car. You can then reviews from those who had purchased
use the rock as a weight on your gas pedal so the brakes to avoid Enviro-Bear, and I wasn’t disappointed. “This
that you can focus on steering around trees game is impossible to control and I can never
as you seek out food. The ultimate goal is for
trees the next. tell what’s going on,” claimed one customer.
the bear to eat as much as possible in “Badgers keep eating my fish and I don’t
preparation for winter. would be controlled by multiple rodents, know what’s happening. This is the greatest
A banner commanding players to each on a different instrument.” game ever made. One million stars.”
‘Hibernate!’ will appear on the screen when Apparently, multiple squirrels were too “Some games make you realise the actual
you’ve eaten enough, and you’ll have to much to deal with in just a single month. power of the iPhone, both through their rich
search for a cave to safely drive into. The Smith had what he describes as a ‘panic interactivity and high-quality graphics. This
entire thing is nonsensically hilarious, but attack,’ and refined his somewhat insane game combines that with a bear driving a
that’s sort of the point. game idea into something slightly more car,” read another. Other reviews were just as
reasonable. Only slightly, says Smith. “I humorous. One reviewer claimed that the
BEHIND THE GAME thought, ‘what’s easy?’ Bears.” game cured his “mega AIDS” and landed him a
Enviro-Bear 2010 began as a response to a Smith calls the month that followed a job as a rocket scientist. Another said that it
challenge: TIGsource.com’s Cockpit boring process, and wanted to focus more on was a perfect simulation of life in Russia. “It
Competition. The challenge required the post-mortem of the game in our interview. raised my grandmother from the dead,” one
developers to create a game centred around To make a long story short, he managed to review concluded.

70 | MARCH 2012
57 Dev125_Final 07/02/2012 17:20 Page 1
IMH_v1_Layout 1 10/02/2012 11:58 Page 1

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About Binari Sonori Functionality Testing is The Best Time


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Translation
Audio Services
Creative Services
How Do We Make It Work to Your Benefit?
By Understanding Your Production Process
About Enzyme Labs

Linguistic QA
Functionality
Focus group
and product evaluation
www.enzyme.org www.binarisonori.com
Pre-certification info@enzyme.org info@binarisonori.com
73 DEV125 Directory Cover_final 14/02/2012 17:15 Page 1

The world’s premier listing of games development studios, tools, outsourcing specialists, services and courses…

SERVICES TOOLS TRAINING


SPOTLIGHT: SPOTLIGHT: SPOTLIGHT:
Nimrod Audiokinetic Escape Studios
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KEY CONTACTS
Amiqus 01925 839700

BigWorld +15122890145

Blitz Blitzgamesstudios.com/careers

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inComm +44 (0) 1489 556 700

University of Hull +44 (0) 1482 465 951

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T: 01992 535 647


DEVELOP-ONLINE.NET MARCH 2012 | 73
74,75 DEV125 RECRUITMENT_final 14/02/2012 13:41 Page 1

RECRUITER HOT SEAT


We speak to Jagex’s Francesco Genovese about why the studio is hiring in droves, and how to successfully land a job
How many staff are you looking to
take on?
We have quite a lot going on at the BIO
moment, with Transformers Universe Name: Francesco Genovese
and Stellar Dawn in full production, Title: Recruitment manager
8Realms recently launching, www.jagex.com/careers
RuneScape, War of Legends, and so on.
Let’s just say we like to keep
ourselves busy. In order to support
these products in the best possible
way, we are always on the lookout for
fresh talent. At the moment, we have
about 45 vacancies live, so if you’re
looking for your next role, get in touch
with us.

From what fields are you recruiting?


It would be easier to tell you from
what field we aren’t trying to recruit.
We’re hiring in practically every
discipline; we need game engine
programmers, product analysts, UI
artists, testers, designers and more.
We’re even recruiting for a receptionist
for our new Cambridge headquarters.

What does your company offer that


other studios don’t?
Great culture. We’re truly a unique
company to work for. We pride
ourselves on our culture and show We also offer stability. We are a truly Universe – and a lot of very talented, Who is the best interviewee you’ve
respect for our staff. We want people blessed company, having grown into passionate and experienced ever had and what did they do?
to thrive and innovate, and we do all the UK’s largest independent studio professionals. We also offer an Quite a few years ago we were
we can to ensure each day fills and achieved considerable success extremely competitive benefits recruiting for a CTO. Being a tough
employees with that ‘buzz’. and stability. We’re proud of who we package including private healthcare, role to recruit for, we expected it to
As well as that we have amazing are and what we’ve achieved, and gym membership, an annual take a few months to find the right
people working here. The Jagex ranks we’re excited about our future. performance bonus, fresh fruit, bicycle person. We were wrong.
are packed full of the most gifted and repair, five and 11-a-side football We had just started the first round
talented individuals within the games What are the perks of working at teams, a cricket team, quarterly team- of interviews when we received the CV
industry. People can flourish here. your company? building events, epic company parties, of an interesting applicant who, on
Working alongside the industry’s best First of all, working with some training workshops, an on-site paper, seemed really strong. When we
is a gift in itself. fantastic IPs – such as Transformers canteen, as well as many other perks. invited him for the face-to-face

GET THAT JOB SIX-SECOND STUDIO SPOTLIGHT


We ask recruiters how you can score  Tequilla Works was launched in
that promotion or move to a new role Madrid back in 2009 by Raul
Rubio and Luz Sancho
THIS MONTH: FINISHING YOUR
 The studio specialises in
FIRST GAMES PROJECT creating digitally distributed and
“Finishing a game and releasing it really is a big ‘experimental’ games
deal and it will immediately set you apart from the
rest and. The more polish ithas the bigger chance  Rubio says the studio aims to
you have of employers asking you to interview. create “small and tasteful” games,
“If it is your first game start out with a simple mixing tradition and innovation
project that you can make in three or four weekends
and then spend another two weekends polishing it.  It is currently working on its
“It doesn’t matter if the game is a simple clone of debut title for XBLA, puzzle
doodle jump; just make sure it’s polished and bug free. platformer Deadlight, currently
“The goal is to make a simple game that shows you slated for a Summer 2012 release
can get from the start of a project to the end and
release it.  Tequilla has a core team of 18,
“Trying to make your own game engine won’t with backgrounds at companies
get you anywhere. You are much better off using an such as Blizzard and SCEE
existing engine and improving the graphics for it if
you want to show off your OpenGL/Direct X skills.”  It is currently modeling itself as
Leo Brennan, a ‘boutique’ studio
Game Developer, Bossa Studios

74 | MARCH 2012
74,75 DEV125 RECRUITMENT_final 14/02/2012 13:41 Page 2

interview, he blew us away; not only


did he have a very strong technical
The UK ‘Brain Drain’; is it a serious
issue, or over-exaggerated?
MOVERS AND SHAKERS
background, but his commercial In the last 18 months, I’ve travelled
acumen was also impressive. He’d across the UK to visit several less This month: Jagex, Splash Damage and Big Fish Games
done his homework and knew pretty fortunate studios that, for one reason add experienced professionals to their teams
much everything about us, our or another, had to let staff go. I’ve
games and our tech. met so many passionate, experienced
He was incredibly passionate and a and inspiring professionals that I JAGEX  In a busy month for the studio, it
great communicator, and our CEO at simply cannot agree with the idea of Runescape has appointed former Ninja Theory
that time was so impressed that he a UK brain drain. developer Jagex lead gameplay programmer MARC
almost offered him the position on has appointed FASCIA (above, right) as technical
the spot at the end of that interview. former Rockstar director. He will oversee all
Well, not only did we offer him the The worst art and animation engineering teams at the company.
CTO position, but after a few years,
he ended up as our CEO. And that’s
applicants are director
ALEXANDER
Fascia has previously worked on
games such as Enslaved: Odyssey to
how Mark Gerhard joined us. the ones who haven’t HORTON as chief creative officer as the West, and has worked in the
part of the studio’s preparation to industry for over 13 years.
And the worst? spent any time at all enter the “mass market online “I’m really happy to be trusted
The worst applicants are the ones researching us gaming” sector with titles such as with this incredible responsibility at
who haven’t spent any time at all Transformers Universe. Splash Damage,” Marc Fascia said.
researching us before their interview. before their “Jagex has been around ever since “We’re working on some great
I’ve been in the industry and it’s been things, and managing such a big and
What are your tips for succeeding interview. amazing to witness their talented programming team, across
in an interview? development and creativity in the multiple varied and challenging
Do your homework before each The UK still produces a large online gaming space over the last projects. It’s a wonderful opportunity.”
interview. Normally your interviewer number of the most talented decade,” said Horton.
will spend about 30 minutes going professionals and graduates for the “Multiplayer browser-based online BIG FISH GAME 
through your CV, your portfolio and games industry. gaming is the future and I am hugely Seattle-based
your websites before the interview to Having said that, there are still a excited and honoured to be a part of casual games
make the best use of your time. The few disciplines suffering a shortage the UK’s largest independent publisher Big Fish
minimum you can do is to spend as of experienced professionals in the development space in this Games has hired
much time as possible researching UK, forcing gaming companies to environment. Jagex is certainly the ex-Rovio and
the company, what games they look abroad. These are roles like UI place to be.” Microsoft
make – try them, what tech they use, experts, product analysts and social Whilst at Rockstar, Horton worked marketing head
and so on. This will help you massively games designers. as leader animator on Grand Theft WIBE WAGEMANS to head up its
during the actual interview. Auto 3, as well as working on titles mobile business.
Also, try to control your stress. Why should devs still be interested including Manhunt and western Red Wagemans, who flew the Rovio
There are a few things you can do in working for a big studio when Dead Revolver. nest back in October, previously held
before the actual interview to put going indie is a popuar option? Most recently he has been the role of SVP of global brand
yourself at ease: do your homework, I’m a fan of indie development; I think it freelancing for almost three years as advertising at the Angry Birds
rehearse with a friend, prepare a list brings a breath of fresh air to our a consultant and designer for clients developer, and before that was head
of questions to ask at the end, and try industry. But working for a big studio such as EA and DefJam of global marketing for Microsoft’s
to find some information about your gives you the chance to grow, to Entertainment, specialising in Bing for mobile.
interviewers. Check their LinkedIn confront yourself, and to share your disciplines including art direction “Wibe is a data-driven brand
profiles, Google their names and so on. knowledge and experience with a and virtual cinematography. steward who understands the
Don’t be afraid to show your passion. large number of industry professionals distinct needs of mobile consumers
Be yourself, honest and concise. who are as passionate as you. and how to scale a growing portfolio
of first and third-party content to
mobile fans worldwide,” said Big Fish
CEO Jeremy Lewis.

NEW STUDIO ALERT! “With the addition of Wibe, we add


another tremendously skilled
member to our team.”

SPLASH DAMAGE  London-based KONAMI 


studio Splash Damage has snapped Konami has been
up former EA executive GRIFF through a
JENKINS (above, left) as its new significant
director of production. restructuring of its
Jenkins oversaw promotion and top ranking staff,
building up of the publisher’s major naming
franchises from FIFA to Need for TOMOYUKI
Speed whilst working as senior TSUBOI as president of Konami
development director at the Digital Entertainment.
company for seven years. He replaces SHINJI HIRANO
“Following FIFA’s incredible (above), who has assumed the role of
success, Jenkins’s new role at Splash president of Konami Digital
Damage will improve our games by Entertainment Europe.
A NEW DIGITAL studio based in “Our goal is to challenge the status improving the way we make them,” Tsuboi, who has been at the
London called Hutch Games has quo, whether that be in player stated the Brink developer’s CEO company for 14 years, is to look to
been founded by five former controls like Smash Cops or in areas Paul Wedgwood. expand the business and build its
console developers. with accepted annoyances in social, “Under his leadership we’ll elevate success around franchises such as
Formed in June 2011, the outfit has freemium, mobile, location, production to a discipline on par Metal Gear Solid, Pro Evolution Soccer
just released its first game on iOS, storytelling, business models, or even with art, design, and programming. and Silent Hill.
Smash Cops, which has gone on to changing the way we work,” says These are areas that we’ve always Hirano, meanwhile, takes over
top the charts in the US, Canada and Technical Director Sean Turner. constantly strived to improve, and from previous Europe head Kunio
Australia, while thriving in Europe. www.hutchgames.com production should be no different.” Neo, taking on similar roles to Tsuboi.

WWW.DEVELOP-ONLINE.NET MARCH 2012 | 75


76-79 DEV125 Directory_final 14/02/2012 12:03 Page 1

SERVICES SPOTLIGHT
This month: Nimrod

Nimrod is an audio company that has a new studio and mixing facilities as it
been providing music compositions looks to expand.
and productions to the industry since “In the last few years Nimrod has
it was formed by Marc Canham and begun expanding in to film which has
Rich Aitken in 2001. been very exciting, and this
Now offering its services to studios recognition that a company that
around the world, Nimrod has began life in video games can cut it in
provided scores for industry giants the film word has been very
including Nintendo, EA, and Ubisoft. rewarding,” says Aitken.
“Nimrod has grown very organically “On top of this the studio is ever
over the last 12 years and we’ve expanding, and plans to have a Dolby
introduced new services at very logical accredited mixing facility and a
points in our growth,” says production London based satellite studio
director Rich Aitken. accompanying the Oxfordshire HQ are
“Being one of the only truly ‘one- firmly afoot.”
stop-shop’ audio companies gives us
great flexibility, from our world-class
NSO orchestral team, production crew
and composers, a growing voice-over development schedules at a fraction of “Well written, well recorded, and
studio, Nimrod Music Supervision and the cost,” explains Aitken. well utilised music is essential for any
now our DLC Studio.” “This ensures you get all the quality visual entertainment and art form –
The new DLC Studio has been you would expect from Nimrod, but the real skill is knowing when to use it
designed to help developers working within the budgets available for these as your silences can be more effective
to tight deadlines and lesser budgets great projects.” than the music-led moments.” T: +00 44 (0) 1869 343488
when producing downloadable content Aitken says that music has become Having begun to also progress into E: info@nimrodproductions.com
for games and smaller iOS projects. an essential part of the gaming the film industry – a sign of how the W: www.nimrodproductions.com
“We’ve set out to tailor our services experience as the industry has games industry and its services are
including production, composition, progressed over the last ten years, with edging closer in quality – Aitken says Nimrod
mixing, voice-over and music licensing the sector making ever larger budgets that as well as launching DLC Studio, Middleton Stoney,
to fit neatly in to these more compact available to musical scores. the company is also planning to open Oxfordshire,
OX25 4TD

Amiqus 01925 839700 www.amiqus.com BigWorld +15122890145 www.bigworldtech.com

Discover a
global network
of talent today…

Amiqus provide specialist recruitment


solutions for the Console, Mobile and
Social Games Industries across 13 countries.
Call 01925 839 700 or visit amiqus.com

recruitment specialists
for the games industry

76 | MARCH 2012
76-79 DEV125 Directory_final 14/02/2012 12:04 Page 2

TOOLS SPOTLIGHT
This month: Audiokinetic

Audiokinetic is an audio middleware He also reveals that it will be


provider that offers specialists tools announcing new partnerships at GDC,
such as Wwise and SoundSeed. such as with Boston-based audio tech
Formed in 2000, the firm released outfit iZotope, which has had its
the first version of its audio pipeline products used by Ubisoft and Sony.
solution Wwise in 2006, and has “The industry now sees us as a solid
shipped 19 major releases since then, company with proven products,” says
with the next update expected to go Ashby of the company’s future.
public in March. “Now it's time for us to really become
“Our goals were to enhance the the industry standard by getting more
audio experience in games while studios working with us and continuing
reducing development costs with a to lead the market with innovations
streamlined workflow, adapted tools, and new workflow solutions.”
cross platform development, and a
highly optimised sound engine,” says
Audiokinetic co-founder Simon Ashby.
“In two words, our ambitions were to
become the industry standard. It is still
our ambition today and many people
think that we are at this point now.”
The longstanding middleware,
which has been used titles such as Star
Wars: The Old Republic, Batman: build processes – and offering a create audio content by using digital T: 514-499-9100 #204
Arkham City and Mass Effect 2, helps framework that allows fast iterations sound processing tech. E: info@audiokinetic.com
manage audio content in areas such as and runtime mixing,” explains Ashby. After the company’s success with W: www.audiokinetic.com
behaviours, dynamic mixing, As well as Wwise, the middleware Wwise over the last five years, Ashby
localisation and platform customisation. provider develops other tools such as says that the firm is now looking to Audiokinetic
“It helps the audio team to be more SoundSeed, a family of interactive expand into new territories with its 409 rue Saint-Nicolas, bureau 300,
creative by removing a lot of sound generators that can help technology, particularly into the rising Montréal, Québec,
dependencies – on programmers or designers reduce memory usage to Asia market. H2Y 2P4, Canada

Blitz BlitzGamesStudios.com/careers Codeplay 0131 466 0503 www.codeplay.com

Come join us!


web
developers
urgently required

BlitzGamesStudios.com/careers
WWW.DEVELOP-ONLINE.NET MARCH 2012 | 77
76-79 DEV125 Directory_final 14/02/2012 12:04 Page 3

TRAINING SPOTLIGHT
This month: Escape Studios

London-based Escape Studios is an Students are also able study part-


academy that specialises in training time for 20-to-30 weeks, following the
students in computer graphics who are same curriculum as their full-time
looking to break into games, film, TV counterparts. These courses, Wilkes
and commercials. says, are aimed at professionals
Having also just opened an LA looking to secure better jobs or
studio, pupils can study through a full- seeking to re-train.
time intensive course that lasts over
12-to-18 weeks, such as Visual Effects
Production, which teaches students Our courses are
elements in VFX including polygon
modelling, texture mapping, and constantly being
advanced lighting and texturing.
Each of these classes consist of no
updated to ensure what
more than 12 students taught by we are teaching is
industry veterans.
“As well as professional tutors who relevant to the
have over ten years experience, we industry.
have training assistants who help out
in the classrooms, and an interactive, Paul Wilkes, Escape Studios
community driven online learning
system that students get access to
during and after their course,” says As well as this, Escape runs online
Escape Studios training sales director mentored courses delivered through
Paul Wilkes. its online learning service, and takes
“It enables them to interact with pupils just under a year to complete.
their classmates, the Escape Studios Wilkes says this is designed for “perfect
communities at large and their tutors, artists” who want to train whilst still in
but crucially also revisit and revise the work and to those who can’t reach the
lessons that they have learned in class.” academy in London.

Epic +1-919-870-1516 www.epicgames.com inComm +44 (0) 1489 556700 www.incomm-europe.com

WE’RE READY FOR YOU TO MAKE


SOMETHING EPIC
Apply Today
www.epicgames.com/careers

78 | MARCH 2012
76-79 DEV125 Directory_final 14/02/2012 12:04 Page 4

Escape Studios
2400 Broadway, Suite 210, T: +44 (0) 20 7348 1920
Santa Monica, CA, 90404, E: info@escapestudios.com
United States W: www.escapestudios.com

“We currently have


students all over the world on
these courses,” he states.
“They receive on-going support
from their tutor, and are able to follow
the course with a group, getting
access to a virtual classroom where
they can interact and share the
experience with others.”
He adds that all its courses are
closely aligned with what employers in
the industry are looking for from their
computer graphics artists, and that the
academy uses its experienced tutors
and close contacts within the industry
to make sure it achieves this aim.
“Our courses are constantly evolving
and being updated to ensure the tools
and techniques we are teaching are
relevant to the industries our students
want to work in,” explains Wilkes industry environments in which our Escape Studio’s Paul Wilkes
“As these are not academic courses students will end up working.” says students around the
they do not require accreditation or Wilkes also reveals that Escape is world attend their courses
approval and it gives us the flexibility currently looking at the format and and can access a virtual
classroom to interact with
to update the curriculum or change delivery methods of its classroom other students
the software we teach when we need courses to ensure it is keeping up with
to. Through close contact with the the changing demands of the industry,
industry and the relationship we have and that it could take the academy
with software and hardware into new locations and industry
manufactures we are able to mimic the sectors in future.

Develop Magazine 01992 535647 www.develop-online.net The University of Hull +44(0) 1482 465951 www.mscgames.com

Up-to-the minute news


direct to your iPhone

Search for Develop on the App


Store or use your QR scanner >

Free App available now from iTunes

WWW.DEVELOP-ONLINE.NET MARCH 2012 | 79


80 81 Dev125 Coda_FINAL 14/02/2012 15:04 Page 1

CODA
A sideways look at the games industry

THE INDUSTRY IN 140 CHARACTERS AN OPEN MIND


TIM SCHAFER
A month in tweets by the industry elite Based on his insights into an incredibly successful
day of crowdsource funding through the
Kickstarter website for a new project
@acton @patrickol
I bet I’m the only person on The Really pleased that Kaz Hirai is going
Times ‘People to watch in 2012’ list 6%
to be the new Sony President/CEO; Reforming
that read their entry while eating he’s someone who ‘gets’ Black
McDonalds on the #8 bus digital/online; a great sign 4 Sony Sabbath
(Michael Acton Smith, Mind Candy) IMHO.
January 18th (Patrcik O’Luanaigh, nDreams)
February 1st
@cliffski
I’m trying to integrate some tiny @migueldeicaza 17% Crying
bits of middleware. I dislike doing Simple, yet effective iOS game, earn
this. I am not a fan of other peoples hipster credits by playing it before
code styles. Bah. Zynga clones it: Occupied Forever
(Cliff Harris, Positech) (Miguel de Icaza, Mono and Gnome
January 18th projects founder) February 2nd
77%
Crowdsourced
@Flantz @edfear funding
I just want to say, to all the people “You can now feel free to include
who have ever cloned one of the Skyrim in the Nolan North section of
games I created: it’s ok, life is hard, I your video game library, which is to Telling his Twitter followers how his
love you say, your video game library.” Kickstarter funding is going, mere hours
(Frank Lantz, Area/Code) (Ed Fear, Mediatonic) after announcing it:
January 25th February 8th “We just hit $200k...you guys... Oh man. I
have to warn you, I always cry at the end of
@br It’s a Wonderful Life. :’)”
The meeting with [nda] was @notch
awesome! Glad they loved [nda] Hooooly nuts, the Double Fine Still on Twitter on the same day,
and [nda]. I am fortunate to be kickstarter just hit its goal of 400k in.. pondering another project:
working on [nda]. not many hours.. wow. “Okay, on to the next project! The next thing
(Brenda G Brathwaite, game (Markus Persson, Mojang we need to do is get this Black Sabbath
designer) January 27th Specifications) reunion back on track, people.”
February 9th
Returning to the Kickstarter website just
@marksample @giordanobc over eight hours after the initial
Games Academy this week was a announcement, and well over $700,000
Hearing about lots of very young
roaring success. So many ideas up in pocket:
kids learning to code. They will likely
& running in #gamemaker The guys “We did it! 100 per cent funded in just over
start developing and publishing
love it & learn so fast! Big win all eight hours. You people are amazing! But it’s
games. Will be interesting
not over yet. The number keeps going up
round. (Giordano Contestabile, PopCap)
and now the question is just how much
(Mark Sample, Ubisoft Reflections) February 13th
news do we want to make with this?”
January 28th

IT FIGURES : FLASH VS HTML


Browser gaming website OneMoreLevel.com recently released a report that attempts to
summarise the contrast between HTML5 and Flash as gaming platforms. The report
suggests that while Flash offers over 100,000 games to date, currently only ‘a few hundred’
exist in HTML5 format. Similarly, while HTML5 reaches an apparent 800-million-plus users,
Flash has an audience of in excess of two billion. Meanwhile, while 40 per cent of browsers
support HTML5, 99 per cent reportedly support Flash. HTML5 began life in 2004, some six
years after Macromedia debuted the Flash Version 3 specification on its website. The report
also compared CPU usage with various browsers on Mac and PC. It found that playback with
Google Chrome on a Windows PC with Flash Player 10.0 was around 24 per cent more
efficient than HTML5, while Flash Player 10.1 was some 58 per cent more efficient. At the
close of 2011, of the top ten Facebook games, seven are available to play in Flash, while
three are playable in HTML5. Of that ten, Farmville was the one game available in both the
formats, the ‘Express’ version running in HTML5. OneMoreLevel.com is a Flash gaming site.

80 | MARCH 2012
80 81 Dev125 Coda_FINAL 14/02/2012 15:04 Page 2

THE EGO TRIP


We ask some of the finest game development talent a series of F O R WA R D P L A N N E R

questions about the toughest subject of all – their own work


APRIL 2012
Localisation
With an increasingly sophisticated global marketplace, the
pressure is higher than ever to reach audiences in their first
language. We speak to the firms making that happen

BUILD Special Feature: HTML5


A guide to how this important technology is reshaping games
on the web – and the key companies helping you take
advantage of it

Regional Focus: China


An examination of the rising sector in the world’s fastest
growing economy, and the influence it is having globally

MAY 2012
With Develop 100 insertion

Audio Special
A fresh examination of music and audio for the games sector,
including in-house teams, hardware, technology, services and
outsourcers
THIS MONTH: Miles Jacobson
BUILD Special Feature: QA
MOST FAMOUS FOR: How the teams stamp out bugs and ensure you pass
Heading up Sports Interactive certification work – and how you can get the most out of
their services
ANSWERING QUESTIONS ON:
The Football Manager series Regional Focus: Australia
A look at how the troubled sector has coped with recent
closures and how it will progress in the future
What month and year did Football never made public, so officially the number
Manager make its debut publically on the of new features is ‘over 800’. Events:
iOS platforms? CORRECT Develop Quiz – May 16th
Was it March or was it April? I can’t quite Nordic Game – May 23rd to May 25th
remember. This is cruel. I’m going to go for In 2006, a rumour emerged about Sports
March 2010. Interactive founders the Collyer brothers,
INCORRECT and their plans for a real world football JUNE 2012
(The iOS version was released in April 2010) team. What was that rumour? Contracting Special
If I finish bottom of this I finish bottom. How flexible workforces can ease your production woes – and
That’s where my football team finishes. But I advice on becoming a contractor
do know this one. The rumour was that they
were going to purchase Everton Football BUILD Special Feature: AI & Character Behaviour
Club. Those rumours were utter rubbish. An update on all that is new in the world of AI tools and
CORRECT making characters navigate game worlds more realistically

Football Manager has very close ties with Regional Focus: North East UK
the real world team AFC Wimbledon. Can A look at the pros and cons of one of the UK’s increasingly
you name three players currently active? significant games development hubs
Seb Brown, Max Porter – he’s got a great
Events:
name – Jason Euell, Christian Jolley. How
E3 2012 – June 5th to June 7th
Which version of Football Manager many more do you want? Jack Midson,
UBIQ – June 18th to June 19th
introduced a special version dedicated to Gareth Gwillam. I go there quite a lot.
a certain North London football team? CORRECT
That was the Arsenal edition, and that was
for FM2010.
JULY 2012
LEADERBOARD Analytics & Consultants
INCORRECT
Examining how metrics tools and independent advice on
(The Arsenal edition was for FM2009) 1. Charles Cecil
gameplay and content can turn around your project
(5/6)
Football Manager is more than a game for 1. Sean Murray
(5/6) BUILD Special Feature: Technology for Social Games
the real world Everton FC. Why is that? A detailed look at the tools, analytics devices, platforms, and
We have a deal with Everton whereby they 1. Paul Gower
unique techniques that define how social games tick
license our database from use. And I would (5/6)
say ‘watch this space’ for the future of that 4. Martin Hollis
Events:
kind of stuff. (4/6)
Develop Brighton – July 10th to July 12th
CORRECT 4. Miles Jacobson
(4/6)
EDITORIAL enquiries should go through to
Approximately how many new features
Will.Freeman@intentmedia.co.uk, or call him on 01992 535646
did Football Manager 2012 introduce? Miles joins the ranks in joint fourth – we nearly
There were over 800 new features. I can tell gave him extra points for his answer to the last To discuss ADVERTISING contact Alex.Boucher@intentmedia.co.uk,
you exactly actually. It’s 857, but that was question – leaving the 6/6 slot unclaimed. or call him on 01992 535647

DEVELOP-ONLINE.NET MARCH 2012 | 81


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CODA

recruitment specialists
THE FAQ PAGE: ERIC CHAHI for the games industry

Develop grills respected figures from the global games industry


development I don't play so much of them,
for example.

What area of the industry needs more


‘investment’?
Perhaps less investment in huge projects?

What do you enjoy about the video games


industry today?
It’s the diversity. The diversity of projects, of
team size, and of platforms. There is a place
for everyone.

Of all the games you have worked on,


which has been your favourite to work on?
I will tell about three games, because it
depends from which perspective that you
want an answer.
Another World was I’d say Future Wars on the Amiga, because it
a favourite of mine was the only development I did without any
stress. I was in charge only of the graphics
to work on because and animations. All the programming and
that was a major step in my design was done by Paul Cuisset. It was a nice
and peaceful collaboration.
creation process regarding Then there was Another World because that
the way I design was a major step in my creation process
regarding the way I design games based on
games based on the the feeling.
feeling. Finally, From Dust, because of the systemic
approach which has also been an important
Eric Chahi says he enjoys Who are you and what do you do? That was a great experience; being able to turning point for me.
the diversity of the modern I am a game designer. What I do depends on manipulate a ship on a screen was fascinating.
games industry, with the project. I can program, create graphics or What game that you were not involved
various projects being do the design. What was the most recent video game you with would you most liked to have worked
worked on and different have played, and did you enjoy it? on yourself?
team sizes and platforms What are you working on right now? It was Thomas Was Alone, an indie game by I don't know. That question is too tricky.
to work for, meaning there I'm working on a new game concept. It is Mike Bithell. It was shown at the GameCity
is a place for everyone really at the beginning so I can't say anything conference and it is very promising and What other video games developer do you
about it right now. beautiful, with a clever game mechanism. most admire?
I admire Will Wright for his ability to master
What was the first video game or product What is your favourite game ever, and for such complex systems and create fun games
that you ever worked on in the industry? what reason? with them.
It was a game named Frog, and it was published I don’t know. I just can't tell.
in 1983 on the ORIC 1 home computer. What hobbies, collections or interests do
How many hours a week do you spend you have that are completely unrelated to
What was the first video game you ever playing video games? video games?
played, and did you enjoy it? I would say one-to-two hours, but it depends I have many. Paintings, volcanoes,
Space Wars. It was the one from on the games and my free time too. Usually photography, speleology, wildlife, trekking,
Cinematronics released in 1977 in the arcade. during the crunch period of a game’s music and theatre.

Discover a global network of talent today at amiqus.com

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Designer Publisher Managing Editor ISSN: 1365-7240 Copyright 2011 Printed by The Manson Group, AL3 6PZ
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