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G A M E D E S I G N | C O D I N G | A R T | S O U N D | B U S I N E S S JULY 2009 | #96 | £4 / e7 / $13 plus tiga rebrand • unions • digital britain • localisation • tools news & more WWW.DEVELOP-ONLINE.NET Can Sony’s plan to streamline PSP game development really stop the iPhone? ALSO INSIDE How Lionhead gave birth to Milo Midlands Studios Guide Remedy talks Alan Wake TOUCH AND GO

Develop - Issue 96 - July 2009

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Issue 96 of the European game development magazine Develop. This edition features an in-depth guide to Sony's new plans for PSP game development, a chat with Peter Molyneux about his Natal game Milo, a Q&A with Remedy about Alan Wake, a profile of studios in the UK's midlands, a round table talking about the future of mobile games, a guide to game rendering tech, and much more.

Citation preview

Page 1: Develop - Issue 96 - July 2009

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

JULY 2009 | #96 | £4 / e7 / $13

plus tiga rebrand • unions • digital britain • localisation • tools news & more

WWW.DEVELOP-ONLINE.NET

Can Sony’s plan to streamlinePSP game development really stop the iPhone?

ALSO INSIDEHow Lionhead gave birth to Milo

Midlands Studios GuideRemedy talks Alan Wake

TOUCH AND GO

Page 2: Develop - Issue 96 - July 2009
Page 3: Develop - Issue 96 - July 2009

DEVELOP-ONLINE.NET

ALPHA05 – 11 > dev news from around the globeTiga shows its bold new look and message as it unveils its NESTA-partnershipinitiatives; BECTU responds to the Develop Quality of Life survey; Develop gets abrand new online presence; plus a digest of the Digital Britain report

14 – 21 > opinion and analysisRick Gibson discusses the economics of free-to-play MMOs; Owain Bennallacklaments the death of the game character in this post-Natal world; Billy Thomsonenumerates the ways in which games can increase longevity to reduce thesecond-hand market; and David Jefferies talks about input lag in modern games

22 – 23 > develop quiz: summer ‘09They came, they drank, they heckled: the latest Develop Quiz in pictures

BETA27 – 30 > going for goldCOVER FEATURE: Sony details its plans to reinvigorate game development on PSP

32 – 34 > about a boyWe talk to Peter Molyneux about Milo and Lionhead’s history with AI

36 > giving a damBen Board introduces Microsoft’s new European developer account managers

38 – 40 > connecting peopleLeading mobile developers gather to talk social networks and contextual games

44 – 46 > just the remedyThe Finnish studio tells us about Alan Wake’s extended development time

47 – 54 > midlands of hope and gloryWe gather some of the Midlands’ finest developers together to discuss the region,plus profiles of studios and service companies that call the area home

59 – 66 > develop conference guideAll of the sessions at-a-glance, plus Develop’s picks of what you shouldn’t miss

BUILD70 – 71 > tools newsCRI’s Tomonori Haba on why the company is betting on smartphone middleware

72 > guide: rendering techA round-up of the best occlusion culling and lighting technology

75 > key release: koduMicrosoft’s attempt to get kids creating games with just a joypad

78 – 79 > testing timesTestology’s Andy Robson on exploiting testing jobs as a career stepping stone

CODA90 > my favourte gameFinal Fantasy XIII producer Yoshinori Kitase on why the first Zelda was ahead of its time

ContentsDEVELOP ISSUE 96 JULY 2009

81–89studios, tools, services and courses

27

44 47

38 59

JULY 2009 | 03

Develop Magazine. Saxon House, 6a St. Andrew Street.Hertford, Hertfordshire. SG14 1JAISSN: 1365-7240 Copyright 2009Printed by The Manson Group, AL3 6PZ

Tel: 01992 535646 Fax: 01992 535648www.developmag.com

CIRCULATION IS OVER 8,000

UK: £35 Europe: £50 Rest of World: £70

SubscriptionIntent Media is a member of thePeriodical Publishers Associations

Editor-in-ChiefMichael [email protected]

Deputy EditorEd [email protected]

Staff WriterWill [email protected]

Online EditorRob [email protected]

DesignerDan [email protected]

Executive EditorOwain [email protected]

Advertising ManagerKatie [email protected]

Advertising ExecutiveSam [email protected]

Production ManagerSuzanne [email protected]

Managing EditorLisa [email protected]

PublisherStuart [email protected]

Contributors Ben Board, John Broomhall, Rick Gibson, Dave Jefferies, Mark Rein, Andy Robson,Billy Thomson

Enquiries, please email: [email protected]: 01580 883 848Charges cover 11 issues and 1st class postageor airmail dispatch for overseas subscribers.

Develop is published 11 times a year,reaching 8,000 readers throughout the UKand international market.

the international monthly forgames programmers, artists,musicians and producers

32

Page 4: Develop - Issue 96 - July 2009
Page 5: Develop - Issue 96 - July 2009

DEVELOP-ONLINE.NET JULY 2009 | 05

Tiga roars at GovernmentUK developer association rebrands and unveils NESTA partnership ● Aims to ‘make UK best place to do games business’

Anew brand, newpartnerships, and newinitiatives: Tiga is

changing.In an attempt to show that

it’s not a one-trick tax-break-lobbying pony, Tiga hasteamed with NESTA – theLottery-funded NationalEndowment for Science,Technology and the Arts – tolaunch Play Together, a rangeof initiatives to help UK studiosbe more competitive.

The chief push is IndustrySharing, a new service forsharing employees betweenstudios. The idea is to ease thepressure of finding work forlarge teams in-betweenprojects.

As a concept, it’s somethingDevelop has covered before –but there are many developerscautious or just outrightsceptical about it. JonKingsbury, programmedirector for the creativeeconomies at NESTA, said heunderstands the reticence.

“If people say that the idea’sgreat, but they’re not sure howit’ll pan out, then they’reexactly right,” he told Develop.

“It all comes down to theexecution. There really will beiteration on this, I’m sure –even today I’m collecting ideasfrom people about the thingsthey’d like it to cover. No onehas ever done this before.”

Other initiatives includeCreative Industry Switch,aimed to help companies in

different media sectorscollaborate easier; plus a newwebsite that will featuresections allowing UKdevelopers and suppliers topromote their capabilitiesonline, an education section tohelp studios and Universitiescollaborate, plus a jobs board.

The real validation of Tiga’snew image won’t come fromthe results of these initiatives,though, but more inconverting old lapsedmembers. After what manysuggest was a difficult yearfinancially for the group asmemberships fell – not tomention the transition to anew CEO – Tiga has needed toconvince many that theiroutlay is worthwhile. Andattitude in the room seemedto point in that direction:several developers told

Develop that they viewed it asa step in the right direction,and were considering re-joining the organisation.

If anyone felt that Tiga was agroup that was all talk noaction, the headway it’s madeinto Government in the pastyear alone – including helpingcreate and providingsecretariat for the All-PartyParliamentary Group on thegames industry and thebacking it’s secured from MPsbased on the NESTA initiatives – is proof that itsefforts don’t begin and endwith press releases.

And the NESTAcollaboration – which Wilsondescribes describes as ‘a realboon for us’ – will also helpstrengthen the case for taxbreaks. “NESTA is really wellregarded within Government,”

he said. “So these initiatives,and NESTA’s support andresources in implementingthem, are going to make usmuch more visible toGovernment.”

One of the real surprisesabout Tiga’s aggressive newbrand, however, is its newstrap line: ‘Representing theGames Industry’. Coupled withthe organisation’s new officialmotto – ‘making the UK thebest place to do gamesbusiness’ – we couldn’t leavewithout asking: does WIlsonthink this new boistrous imageand slogan might rufflefeatures at a certain othertrade organisation?

“Only if they’re paranoid,” hereplied. With moreGovernment links and forwardmomentum than ever, theyjust might be.

ADVENTURES IN GAMES DEVELOPMENT: NEWS, VIEWS & MORE

“Not only are the best things inlife free, some of the most

profitable games are free too…” Rick Gibson, p14

Body says developers

must unioniseNews, p06

New look forDevelop OnlineNews, p08

What DigitalBritain means

for studiosNews, p10

by Ed Fear

Theseinitiatives

are going to makeus much morevisible to the State.

Richard Wilson, Tiga

Tiga’s Richard Wilsonunveiled the new brandfor the organisation plusthe collaboration withNESTA at a special eventin Westminster

Page 6: Develop - Issue 96 - July 2009

UK media andentertainment unionBECTU has said that

it could tackle the ‘excessivehours of work culture’ in thegames industry if moredevelopers were to join.

Responding to Develop’sGlobal Quality of Life Survey,the results of which werepublished in issue 94,BECTU’s Arts &Entertainment Divisionsupervisor Willy Donaghycalled our findings, whichfound that 98 per cent ofgame developers do notreceive paid ovetime, were inline with the organisation’sinvestigations.

But he warned thatemployers need to bereminded that they have an‘overriding duty of care tostaff’: “I doubt that many

employers – if any at all –have undertaken a riskassessment on the hours ofwork of their staff.

“It’s interesting that thereis a relatively high level ofpension and private healthcare provision, although acynic would say that thehealth care provision isneeded because theexcessive hours of work willinevitably lead to illness.”

Many workers within thedevelopment industry areunaware that there is even atrade union that coversthem, and more still wonderhow game developers fit intoan organisation moretraditionally focused onstage and screen.

Donaghy admits that theunion doesn’t have manygame developer members –“There’s no history of trade

06 | JULY 2009

ALPHA | NEWS

HAVING THE PS3 boot-up noise as the sound of anorchestra warming up was always a risky choice for Sony.

It's too easy for us journalists to abuse; there’s loads ofjokes you can make about discord, a lack of corporateharmony, or an out of tune strategy.

And certainly, through the dwindle of PSP and struggleof PS3, and the questions made by developers overthings like price and piracy, the situation seemed lessthan harmonious for Sony.

But the format-holder’s new strategy for more activelypursuing digital content for PSPgo looks like it couldstem that. In fact, it’s not pursuing it; it's changingapproval and licensing processes and rebuilding thepipeline to ensure that new and more non-traditionalgames and studios can get on board; to attract theirsupport, rather than capture them.

In the age of the iPhone, it’s a relief to see the firmspecifically address where its weaknesses lie. Sure, whenit comes to public, on the record statements, itsexecutives say that there is no major new initiative; thatit isn’t troubled by Apple and that this is a gradualchange. But you can bet there were some franticconversations behin closed doors when it was clearApple had 40m units of its handheld in just two years. Ittook Sony twice that long to sell 50m.

This case of 'if you dismantle it they will come' is a realchange from Sony's previous brute force approach tobeing a platform-holder. It will be interesting to see howwell the new initiative works.

A SIMILAR ACKNOWLEDGMENT to the wider world ofgames development can be found at the DevelopConference and Develop Awards, which take place in justa matter of days.

From the Evolve conference, which features speakersfrom across the spectrum of online, digital distribution,mobile and casual, through to the 70-odd different firmsshortlisted for the Awards, the event is proof positivehow games development has become vastly differentjust a matter of years. You’d be nuts to miss the big showplanned for Brighton, so if you haven’t already, book yourspace, grab your bucket and spade, and come join us.

Editorial

Michael [email protected]

New Port’ of callUK entertainment union responds to Develop’s Global Quality of Life

by Ed Fear

There’s nohistory of

union in thegames industry towhich workers canidentifywith.

Willy Donaghy, BECTU

Developers must

Page 7: Develop - Issue 96 - July 2009

union organisation in thegames industry to whichworkers can refer to andidentify with, which is adifficulty,” he said. But he iskeen to point out that muchcan be done for thosethinking of joining.

“BECTU is proud of itsachievements over the years,and I’m confident that wecould address the excessivehours of work culture in thegames industry and theproblems that this brings toworkplaces and home life.However, it is BECTU policythat the members identifythe issues that they wantaddressed rather than ‘theunion’ telling them the issuesto be addressed – whetherthat is to do with pay andconditions, health and safety,or training.”www.bectu.org.uk

WWW.DEVELOP-ONLINE.NET JULY 2009 | 07

NEWS | ALPHA

Survey by issuing call to arms encouraging workforce to fight for its rights

The Writer’s Guild ofAmerica famously

went on strike lastyear over low pay –

could developers dothe same when itcomes to overtime?BECTU, responding todata published byDevelop, says studioswould benefit fromunionising

One of the common arguments used against theunionisation is that applying a rigid structure to a process as ‘organic’ as game development will restrict the creativity of workers, resulting in worse products.

We put this to BECTU’s Arts & Entertainment Divisionsupervisor Willy Donaghy, and he pointed out that theunion’s experience in other sectors proves that wouldn’t be the case.

“BECTU traditionally organises within theatre and liveevents, film and television: these are UK sectors that arerecognised and applauded around the world for creativityand innovation.

“Our record speaks for itself in these industries, andunion recognition has helped rather than hindered thiscreativity and innovation.”

Another retort often cited by studio heads is that making overtime official just incentivises staff to not workas hard during the day.

“Our experience is the opposite,” said Donaghy whenpresented with this.

“Rules on overtime tend to encourage productivityrather than create a barrier. Workers do not want to workover their basic wage to get a decent rate of pay.”

Misconceptions?

THE LATESTINDUSTRYNEWS ON

YOUR PHONE

ALL THE LATEST NEWSAND VIEWS DIRECTTO YOUR MOBILE

WHEREVER YOU ARE

BOOKMARK IT NOW:

HTTP://MOBILE.DEVELOP-

ONLINE.NET

unionise, says BECTU

Page 8: Develop - Issue 96 - July 2009

Develop’s online presencewas given an exciting newlook earlier this month.

The site has a new URL too:www.develop-online.net

The sleek upgrade reinforces thesite’s position as the leading newssource for the global gamesdevelopment community,featuring breaking stories, industrycomment, interviews with leadingnames, company spotlights and in-depth profiles.

Our new website also bringswith it a number of new features,including a customisable newsfeed page, an improved commentsystem, and a blog written by bothDevelop’s on-staff writers and ourmany industry contributors.

News content is also groupedinto categories specific for eachmajor games developmentterritory and subject, so readerscan find news relevant to theirregion or interest.

Develop Online also includes adirectory of leading gamesdevelopment companies, anddigital downloads of our previousprint editions.

The site also boasts a new lookfor its email alerts - these keep youabreast of all the latest news eitheras a Daily Digest, which includes asummary of the day’s news, or aNewsflash for breaking news.

Develop’s online editor RobCrossley, the former UK onlineeditor for Edge, is the main point ofcontact for the new site. He can bereached through email [email protected] via telephone at the IntentMedia offices on 01992 535 646.

The Develop site also offers anincreased number of advertisingand sponsorship opportunities. Getin touch by sending an email [email protected] for more details.www.develop-online.net

New look for Develop OnlineLeading site for games developers gets new lookand a new URL at www.develop-online.net

08 | JULY 2009

ALPHA | NEWS & EVENTS

EDINBURGH INTERACTIVEAugust 13th to 14thEdinburgh, Scotlandedinburghinteractivefestival.com

The ever-popular EdinburghInteractive Festival returns for itsseventh anniversary.

Designed to showcase thecontinued popularity, growth andinfluence of video games, the week-long event promises to explore theculural impact of the medium, andlook to the future of interactiveentertainment forms.

As well as a public element, theScottish festival’s industry conferencewill deliver keynotes, panel sessionsand presentations, as well as chancesto share knowledge and gain insightsinto technological innovations andfuture trends. The industryconference will also address issues inrelated industries such as film and TV.

DEVELOP DIARYDEVELOP CONFERENCE 2009July 14th to 16thBrighton, UKwww.develop-conference.com

DEVELOP INDUSTRY EXCELLENCEAWARDSJuly 15thBrighton, UKwww.developmag.com/develop-awards

CASUAL CONNECT SEATTLEJuly 21st to 23rdSeattle, USseattle.casualconnect.org

CHINA GDCJuly 24th to 26thShanghai, Chinawww.chinagdc.com

GAMES CONVENTION ONLINEJuly 31st to August 2ndLeipzig, Germanywww.gamesconvention.com

EDINBURGH INTERACTIVEAugust 13th to 14thEdinburgh, Scotlandedinburghinteractivefestival.com

GDC EUROPEAugust 17th to 19thCologne, Germanywww.gdceurope.com

GAMESCOMAugust 19th to 23rdCologne, Germanywww.gamescom-cologne.com

GDC AUSTINSeptember 14th to 18thTexas, USAwww.gdcaustin.com

GAME CONVENTION ASIASeptember 17th to 20thSingaporewww.gc-asia.sg

GDC CHINA 2009October 11th to 13thShanghai, Chinachina.gdconf.com

CASUAL CONNECT KYIVOctober 22nd to 24thKyiv, Ukrainekyiv.casualconnect.org

LONDON GAMES FESTIVALW/C October 26thLondon, UK www.londongamesfestival.com

LONDON GAMES CONFERENCEOctober 27thLondon, UK www.mcvuk.com/events

GAME CONNECTION EUROPEDecember 8th to 10thLyon, Francewww.game-connection.com

july 2009 august 2009 october 2009

september 2009

december 2009

YOUR COMPLETE GAMES DEVELOPMENTEVENT CALENDAR FOR THE MONTHS AHEAD…

Page 9: Develop - Issue 96 - July 2009
Page 10: Develop - Issue 96 - July 2009

ALPHA | WORLDVIEW

WorldViewOur monthly digest of the past month’s global games news…

10 | JULY 2009

DEALS

Last month the UK Government took thewraps off its Digital Britain report, whichaimed to look at ways the country’s digitalsectors can and will develop further.

It made major suggestions for gamesdevelopment, but the 240-page tome hardly makes for easy or quick reading. Here,we summarise the key five topics in thereport which matter most to developersacross Britain…

GAME CERTIFICATIONWHAT THE REPORT SAID: The Government will use a ‘strengthenedsystem’ of game classification which will bebased on the Pan European GameInformation (PEGI) standard, complementedby the Video Standards Council. Say bye-byeto BBFC ratings.

WHAT THIS MEANS FOR DEVELOPERS: Proposals for a universal classification systemwere raised with consumers in mind, and awholesale shift to a universal PEGI system is

not likely to create a significant change in theway developers think about games. Unless, ofcourse, their content is considerably mature.

Early plans indicate that developers will be given the power to self-declare a rating for PEGI to consider. With all games nowgoing to one body for approval, key to howdeep and failsafe this process is will dependon the number of staff available at PEGI.

The BBFC has previously criticised thescarcity of people available to evaluate thePEGI system. “There are two people in theVideo Standards Council who check the PEGIsystem in the UK,” said the group last year.

However, the VSC now has authority tomonitor the process – a necessary measure inensuring that submitting companies don’t trytheir luck.

Meanwhile, the use of a three-personexpert panel to enforce game bans is one ofthe most crucial changes affectingdevelopers. The VSC is already suggesting that this ‘execution panel’ willreduce the chances of a game ban beingsuccessfully appealed.

BROADBANDWHAT THE REPORT SAID: 1) The Government is aiming to givebroadband access to ‘virtually everyhousehold’ in the UK, all with a minimumspeed of 2Mb/sec, by no later than 2012.2) 90 per cent of the UK will receive ‘nextgeneration’ broadband by 2017.

WHAT THIS MEANS FOR DEVELOPERS: Perhaps more than you think. All-round, thepush for faster and better internetconnection supports the games industry on anumber of fronts.

Such growth in high-speed internet accessis a necessary step in the potential cloud-gaming revolution. Faster speeds will alsohelp stimulate the popularity of services suchas Steam, PSN, Xbox Live and WiiWare, as awider number of consumers become moreingrained in ‘net culture. It should be notedthat the minimum connection speed neededfor OnLive is 1.5Mb/sec, while HD gamingrequires 5Mb/sec. David Perry’s Gaikai systemhasn’t revealed its speed requirements yet.

Microsoft hasconfirmed thatDundee-basedRuffian Games isdevelopingCrackdown 2.

Bungie may not beowned byMicrosoft but it stillworks closely with it– the two areworking on anotherHalo game, thistime a prequelcalled Reach.

Ubisoft has signeda deal to publish thenext title fromTetsuya Mizuguchi,creator of Rez andSega Rally. Thegame is currentlycodenamed ‘Eden’.

Remedy has signedup to use Umbra‘srenderingoptimisation toolsetto give a speedboost to its long-running projectAlan Wake.

Spanish studioMercury Steam hastweaked its dealwith Konami. Thenew IP thepublisher signedfrom the team hasbeen rebranded toa Castlevania title.

Ubisoft has signeda deal to developthe game ofSpielberg’s Tintinmovie. Its FrenchMontpelier studiowill handle theproduction.

To better support itsnew motionsensing controller,Sony has addedAiLive’s gesturerecognition tech tothe PS3 SDK. It’s freeto all licenceddevelopers.

SPECIAL REPORT

UNDERSTANDING ‘DIGITAL BRITAIN’

Page 11: Develop - Issue 96 - July 2009

DEVELOP-ONLINE.NET

WORLDVIEW | ALPHA

JULY 2009 | 11

SAY WHAT?!?

FOR THE LATEST NEWS...

PIRACYWHAT THE REPORT SAID: 1) The Government wants to cut downunlawful filesharing by a staggering 70-80per cent in the UK within two years. 2) The Government denounced the use offilesharing, but added that most people‘much prefer not to do wrong’ if given areasonable choice. It has therefore launcheda wide-ranging solution on illicit filesharingthat spans ISP monitoring, education, andstimulating the growth of legal markets.

WHAT THIS MEANS FOR DEVELOPERS: For content owners, developers andpublishers, piracy remains the single most important issue raised in the DigitalBritain report. Games like Spore havereportedly lost close to half of their totalmarket through piracy.

Yet illicit file sharing remains a globalproblem, not a UK one. Even if the Paper’sambitious plan to cut piracy in the UK by 70per cent was met, it would fail to have anoticeable effect on the hugely popular andaccessible game torrents.

People who illicitly download video gamesalso tend to be the people who know how tomod a console, how to use a crack file andhow to find a keygen. They are embedded ina culture which seems more resistive to aletter through the post, as it has beenresistive to all copyright protection measuresin the past.

The measures have already been criticisedfor being too easy-handed on the issue.

TAX BREAKSWHAT THE REPORT SAID: 1) The Government has ‘committed to workwith the industry to collect and review theevidence for a tax relief.’ 2) Plans are in place to ‘promote thesustainable production’ for ‘culturally Britishvideo games.’

WHAT THIS MEANS FOR DEVELOPERS: UK developers who exercised their voice tostimulate change should be proud of makingan impact on the Government’s decisions,regardless of the unknown result.

Regarding the tax break system, nothingconcrete is set. The Government has asked formore time, during which publishers willcontinue to move their work to cheapertalent bases, bigger vacuums will be createdin the UK development workforce, anddevelopers will continue to look to workoverseas.

Yet thanks to a number of groups andbodies, particularly Tiga, the relationship

between the Government and the gamesindustry has never been tighter. And so, therehas never been a more likely time forWestminster to answer the calls of thedevelopment community. Fittingly, such acall has never been more needed.

Furthermore, if tax breaks are introducedto the game sector, there is a chance thatthey will only be available to a certain type ofgame. As the Digital Britain report states:

“In film, a system of cultural tax credits haslong helped to sustain a wide range of filmsthat speak to a British narrative, rather thanthe cultural perspectives of Hollywood ormultinational collaborations. Other countriessuch as Canada, for similar reasons, extendthe model of cultural tax relief beyond thefilm industry to the interactive and onlineworlds.”

Bearing in mind that the Paper stated thata review was being considered for ‘culturallyBritish video games,’ there may be a realchance that any game tax breaks will shiftwhich types of games come from the region.

SKILLSWHAT THE REPORT SAID: 1) The Government will strongly supportgraduate and post-Graduate courses thatfeature ‘hard’ Science, Technology andMathematical skills. 2) The Government will consider a newUsability Centre for Video Games.

WHAT THIS MEANS FOR DEVELOPERS: A better selection of graduates will slowlytrickle in as ‘hard’ sciences are aimed to gainmore prominence in UK Universities.

While Abertay University in Scotlandremains a central education centre for theindustry, further connections to academiahave always been vital. The proposedUsability Centre for Video Games, if it isindeed greenlit, would further train studentswith more relevant skills and experience ingame production.

Tiga CEO Richard Wilson told Develop thatthe new skills proposals were encouraging fordevelopment studios.

“So often, when we talk about skillsshortages in the games industry a lot of thedebates seem to revolve around gamescourses. So it’s really good to see theGovernment recognising that some of thesemore traditional ‘hard’ sciences are reallyimportant to the sector.”

This report is an abridged version of aDevelop Online report, originallypublished on June 18th.

HEAD TO WWW.DEVELOP-ONLINE.NETOur online resource features news, features, analysis and com-mentary posted daly, and is avaulable via the web, mobile, RSSand daily email and news alert blasts.

“People don’t respectconfidentiality in this

industry. It’s toughenough to keep a

secret in your owncompany, much lesswith third parties.”

SCEA boss Jack Tretton grumbles about the PSPgo and Motion Sensor

controllers being leaked pre-E3. Newsflash, Jack: people like to gossip.

“ZENIMAX????????Disgusting.”

Via Twitter John Romero reacts to news of id’s acquisition. For shame,

John: you had another 113 characters left to vent bile with!

“We're not going to doanother one… The

bloom is really off therose for licensed

games.”

EA’s Frank Gibeau says there are no plansfor another game span out of The

Godfather. But maybe it was the choice oflicence that was the big problem…

“I'm concerned aboutSony; the PS3 is losing

a bit of momentumand they don't make iteasy for me to supportthe platform. We might

have to stopsupporting Sony.”Now that he runs the world’s

biggest publisher, it seems Activision chiefBobby Kotick can say what the hell he

wants. Or is he just bluffing?

Page 12: Develop - Issue 96 - July 2009
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INDUSTRY ANALYSISSPONSORED BY

14 | JULY 2009

ALPHA | OPINION

It’s an old adage and one that’s normallyalmost meaningless in a commercialenvironment. But, paradoxically, it is

being proven true for some of the mostprofitable games companies: giving awayyour content can be a great way ofgenerating surprisingly healthy revenues.

For many, free is at worst pure anathema,or at best a marketing ploy that comes offyour bottom line. For the music, film andtelevision industries, free is the devilincarnate, and as they drag their heads out ofthe sand, they continue to lose arms and legsto piracy. While they procrastinated,consumer behaviour changed irreversibly,and legal threats have barely stemmed theflow. But more recently, cannier companieshave tested ‘new’ commercial models. Forexample, Nokia buys a year of music rightsfrom music publishers and bundles it into thesnappily-named ‘Comes With Music’ service

so consumers can listen for free. Eventually itwill cost them a little, but by then the logicholds they will be hooked and see the value.Laid bare, CWM is the kind of digitalsubscription service plus free trial period thatgames have used for over a decade.

Fears about piracy aside, games companieshave been exploiting ‘free’ for ages,particularly in the online space. Classicsubscriptions with free trial periods are thebread and butter of many of the largestonline games companies. This model wouldbe boring if it weren’t so profitable. Trybefore you buy is the staple of retaildownloads in casual and core spheres.Despite falling expenditure, advertising incasual games is the primary way companieslike Spil and Miniclip monetise their vastaudiences. On a smaller scale, advergaming

gives brands exposure to millions of playersby seeding game sites with free Flashproducts.

FREE’S THE MAGIC NUMBERFree can be more than a marketing vehiclefor premium content or services, andbecomes really interesting – and profitable –when free becomes an integral part of thegame service. Examples abound, but perhapsthe best known are the permanently freeplay areas of Runescape or Dofus, which aredesigned to expose players to all the coolstuff they could get if they subscribed.NeoEdge and WildTangent have provedadvertising’s potential to subsidise free casualgame downloads and generate morerevenue than digital retail. Morecommercially aggressive are casual MMOs,such as those from Aeria or Gameforge, thatoffer vast free play areas where gameplayprogression is significantly enhanced bypurchasing items and upgrades, or evensurprisingly short-term services. Anotherfascinating example is sponsorship from 20thCentury Fox brokered by WildTangent thatunlocked new characters and quests for freein AdventureQuest.

Another is the rare trophies earned for freein-game that are auctioned in primarymarkets such as those operated by SGN inFacebook, or used as collectible gamecounters in other games (such as cafe.com).The use of gifting – premium itemspurchased by one person with real moneyand given for free to friends – in socialnetwork games is another. Perhaps the mostoutlandish is the purchase of annuities inChina’s ZT Online, which pay out virtualcurrency as players reach level thresholds intheoretically free games. The trick here is thatlevel progression in this game requires suchsignificant additional expenditure viamicrotransactions that the operator usuallycomes out on top.

FOR YOUR CONSIDERATION“But it’s not really free is it?,” I hear you say –how much of Sony’s Free Realms, for instance,is actually free? A quick peek revealssurprising amounts, from 10 per cent to 75per cent in Free Realms’ case. Such highpercentages of loss-leading developmentand service expenditure necessitate very

careful consideration about the dividing linebetween free and premium content, withparticular emphasis on how to encourageplayers towards premium content. Thesedeliberations involve data-crunching andexperimentation, tricky decisions aboutpremium currencies, community drivers andassessments of the pervasiveness ofupselling mechanisms. These are complexdecisions for even the most experiencedoperators, particularly because redrawing theline can be difficult post-launch.

The critical difference between onlinegames and other media in this regard is thatthese companies can usually define what isfree and what is not by controlling access totheir servers, whereas music publishers – andtraditional games publishers for that matter –can only fight a rearguard action againstpiracy, and find other ways to entice, cajoleor threaten players to respect their IP rights.

So how much money can be made from‘free’? As you may expect, there’s a risingscale of average revenue per paying user permonth, but the most profitable companieswe track can generate over £15 in ARPU perpaying user per month from ‘freemium’content, which is saying something whenhundreds of thousands of paying users areplaying. The result is that we expect Europeto boast its first $100m+ revenue freemiumcompanies in 2009.

So the adage may be true – not only arethe best things in life free, some of the mostprofitable games are free too.

Rick Gibson is a director at Games Investor Consulting, providingresearch, strategy consulting and corporate finance services to the games,media and finance industries.www.gamesinvestor.com

Sony’s Free Realms hasbroken the threemillion player barrier inless than two months

The best things

in life are free

Such highpercentages ofloss-leading

development necessitatescareful consideration onthe dividing line offree and premium.

COMMENT: BUSINESS

by Rick Gibson, Games Investor Consulting

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COMMENT: INDUSTRY

DEVELOP-ONLINE.NET

OPINION | ALPHA

Owain Bennallack is executive editor of Develop. He edited the magazinefrom its launch until its February 2006 issue. He has also worked at MCVand Edge, and has provided consultancy and evaluation services to severalleading developers and publishers. He is also chairman of the DevelopConference advisory board.

JULY 2009 | 17

Duke Nukem Forever being cannedafter a decade in developmentelicited three general responses:

1. Surprise that Duke Nukem Forever hadbeen canned.

2. Surprise that Duke Nukem Forever was stillin development.

3. A ‘Duke Nukem Whoever’ from anyoneunder 20.

As someone the wrong side of 30, theannouncement did surprise me – a bit likehearing a Blue Peter presenter had diedyoung. But in a wider sense, I’m not shocked.Duke Nukem hailed from what’s looking likethe last hurrah for iconic video gamecharacters. We may not see his like again.

PROJECT YOURSELFCall the lawyers off – I know we will seehis like again, not least because 3D Realms isto continue to create games based on theDuke franchise.

I’m talking in the broad brush termsbeloved of pundits: with digital technology,the recent big advances have been aboutself-expression and personalisation, notplaying at being someone else. Rock Band,Wii Fit and Guitar Hero are physicalmanifestations of this – extending the game out to wrap around the player, ratherthan asking him to assume an identity in thegame world.

Even as I’ve been typing, Microsoft hasgone one better with Project Natal.Interacting with Lionhead’s Milo demo looks like the future. Playing as Milo theWonder Boy and enduring his mannerismsand quips passed off as my own? That soundslike the past.

Yes, the Project Natal demos and theirpredecessors mostly still feature an avatar onscreen. But you’re certainly not living through the immersive story predicted bygame futurists a decade ago. You’re livingyour story, in your living room, not Parappathe Rapper’s.

More traditional hit games like Fable 2,Fallout 3 and World of Warcraft also let theplayer define their character right down tothe bootstraps, rather than forcing them to

dress up in a designer’s vision. RPGs arenothing new, but their move to themainstream is – and with kids growing upexpecting customisable avatars thanks to thelikes of Club Penguin, there’s no going back.

ICONOMY CLASSEven where games do still showcase playablecharacters, they’re rarely distinctive like theicons of ten to 20 years ago. There areexceptions: Nico Bellic and Sackboy, forexample. But compared to the start of the‘modern’ game era in the mid- to-late-1990s –when you couldn’t walk through E3 withouttripping over an actor dressed as a hero orseeing some giant game star looming down– characters as frontmen just aren’t settingthe agenda.

It may be that as we head deeper into theUncanny Valley, the hammy scripted actingof near-photorealistic lead characters isbecoming unbearable. Cartoon-ish heroes

don’t jar in the same way – Sackboy is aseffective as Mario 25 years ago. But there arefewer of these stylised or even ‘childish’games about, so less focus on iconiccharacters.

Instead, in the quest for a palatablerealism, player characters are becoming lessdistinct – even as they become moregraphically detailed.

The caricature that is Duke Nukem willtherefore live longer in the memory thanFaith from Mirror’s Edge or Call of Duty’s SoapMacTavish. Or think of Naughty Dog’s output– from Sonic-rivalling Crash Bandicoot,through Jak and Daxter to Nathan Drake ofUncharted. The latter is richer in narrativethan the previous titles or most other gamesfor that matter, but could you honestlydescribe the hero?

GTA IV’s Nico Bellic is the exception thatproves the rule, personality wise, and the oddplayer character still manages to combinepseudo-realism with some physicaluniqueness – Gears of War’s Marcus Fenix isnothing if not a bland cliché, yet physicallyhe can be recognised from a silhouette.

But in general, today’s heroes hardly linger.The Max Paynes of yesteryear – another 3DRealms creation, incidentally – are meltingaway into the NPC crowd as we playersdemand the starring role.

Dressing up Sackboylets players expresstheir individuality, butdoes it mean an end toiconic heroes?

Even where games do stillshowcase playable

characters, they’re rarely distinctive like theicons of ten to 20years ago.

Who killed the video

game star?by Owain Bennallack

INDUSTRY ANALYSISSPONSORED BY

Page 18: Develop - Issue 96 - July 2009

18 | JULY 2009

ALPHA | OPINION INDUSTRY ANALYSISSPONSORED BY

Billy Thomson is the creative director of newly-formed developer RuffianGames. Billy has over 13 years experience of designing video games,including design roles on Grand Theft Auto and GTA2, before working aslead designer on Realtime Worlds’ celebrated Crackdown.www.ruffiangames.com

Piracy is still a fairly big problem to thepublishers and developers of thegaming world, but there now exists a

potentially greater threat to the livelihood ofthe people responsible for actually makingthe games, and it comes in what wouldappear to be a completely benign form: thesecond-hand market.

The second-hand market is massive rightnow and, while it’s incredibly convenient forgamers, it starves the publishers anddevelopers of the much needed – anddeserved – revenue to keep them inbusiness, therefore allowing them tocontinue making the great games we all love.The reason for this is simple: all of the profitfrom the second hand market sales goes tothe retailer rather than the publisher anddeveloper.

This problem has caused publishers topush developers hard to create reasons forthe gaming public to hold on to their gamerather than sell it on at a cut price. So whilethe second hand market is healthy andstrong, how can the game developmentcommunity give their games that muchneeded extra life?

For the rest of this article I’ll talk about thecurrent most popular methods that manydevelopers are employing to keep playersplaying many months – sometimes years –after they originally purchased their game.

MULTIPLAYER GAMEPLAYHaving a fantastic solo game is generally notenough to keep players interested foranything more than a month or two thesedays. In recent times very few of the biggestfranchises have been released without someform of multiplayer option.

Some developers aim at the casual market,creating games that are played competitivelyon the same box where all the family can getinvolved and have fun. The Wii has corneredthe market in this area. Quite simply put,nobody does this better than Nintendo.Some of the most commercially successfultitles of the past few years are on the Wii, and despite being released almost threeyears ago they are still selling in droves at full retail price.

Other developers are focusing on a moretried and tested slice of the market: thehardcore gamer. Bungie, Infinity Ward and

Epic are the big hitters in this area. Not onlydo they create quality solo gameexperiences, they back them up withcompelling co-operative and competitiveonline multiplayer game modes. These onlinegame modes create self-sufficientcommunities that drive continued onlineplay, and they also do a great job ofmarketing the game through word of mouth.These kinds of gaming communities are thevery life blood of these developers.

ONLINE PROGRESSIONThe addition of online services like Xbox Live – and to a lesser extent PSN and Wi-FiConnect – have allowed developers to armtheir games with progression-based features that drive continuous online play.The goal here is to create a feature set thatallows players to feel like every minute

they spend playing the game is worthwhile;everything they do will enhance their onlinestatus and improve their gameplayexperience.

Some games do nothing more thanprovide a rank that constantly increases forgameplay hours logged online. Others do afar better job where online-only performanceor skill-based objectives must be completedto unlock new functional content that notonly increases their rank but also alters theirgaming experience.

No game does this better than thefantastic COD4 – it’s an incredibly simpleconcept but it’s been implemented to nearperfection. The more gamers play the betterthey get, the better they get the more theyprogress, the more they progress the morerenowned they become. It’s a system thatalmost allows gamers to become onlinegaming celebrities.

DOWNLOADABLE CONTENTDLC is easily the best way to keep gamersinterested in your game, and it’s a way forpublishers and developers to maintain arevenue stream for their game regardless ofthe effect of the second-hand market.

The only problem with DLC is the variationin the content available and the prices set.There have been various different types ofDLC released in the past couple of years;some were very well received by the gamingcommunity while others were condemned.

From my own point of view the DLC thathas served its games well has been gameplay-focused. New functional contentthat delivers new ways to play is better than new aesthetic content that doesnothing more than dress the game up in adifferent way.

The aesthetic content route is one that Ipersonally detest. Yes, publishers anddevelopers need to make money and thereare easy ways to get money from loyalgaming communities, but there’s only somuch that these gamers will take, as a fewdevelopers have realised to their detriment –and rightly so.

FIghting the second-hand market shouldn’tbe about one-usecodes, says Thomson,but about givingreplayability a 1UP

Having a fantasticsolo game isgenerally not

enough to keep playersinterested for anythingmore than a monthor two these days.

Giving games an

extra life

COMMENT: DESIGN

by Billy Thomson, Ruffian Games

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INDUSTRY ANALYSISSPONSORED BY

DEVELOP-ONLINE.NET

OPINION | ALPHA

David Jefferies started in the industry at Psygnosis in Liverpool in 1995,eventually working on Global Domination and WipEout 3. He later movedto Rare where he worked on the Perfect Dark and Donkey Kong franchises.Next came a move down to Brighton to join Black Rock Studio (which wasthen known as Climax Racing) in 2003. On this generation of consoles he’sbeen the technical director of MotoGP’06 and MotoGP’07 before startingwork on new racer Split/Second.www.blackrockstudio.com

JULY 2009 | 21

Input lag used to be a big deal in games.For a game like Street Fighter, it wasimperative that it ran at 60 frames per

second and processed the inputs from thegamer as quickly as possible. It felt fast,responsive and fair. A game running at 60fpsprocesses a single frame in 16 milliseconds,and so the resulting action from your inputwould be on screen within 32ms. That’s fast.

In this era of wireless controllers, LCDpanels and lots of 30fps games I thought itwould be interesting to trace the lag that wesee in our games today.

ESSEX LAGSI’m going to define lag as the time it takesbetween a button touching its contact pointson the gamepad to the resulting actionbeing seen on screen. I’m going to assume atypical setup of a modern console such as anXbox 360, PS3 or Wii with a wireless controlpad connected to an LCD display.

When the button is pressed, the wirelessgamepad packages up the state of the padand encodes for sending. It doesn’tcontinuously broadcast; instead it sendsbursts of data at short intervals in order toconserve battery power. The console receivesand decodes the wireless packet andpresents it to the game code for processing.The console manufactures claim this processtakes between 10ms and 14ms. I’ll take theaverage of 12ms for this article.

The first thing your game loop should do isread the pad inputs. If your game is runningat 30fps then the game will spend the next32ms updating the game state and buildinga command buffer ready to be rendered bythe GPU. Remember, the gamepad packetcould have arrived after the game loop hasstarted processing and so will have to waituntil the next loop begins which will imposea further delay of up to 32ms.

Next, the GPU will consume the commandbuffer and will take another 32ms to renderthe frame. When the GPU has finished andthe framebuffer is presented to the driversfor display the elapsed time from pushingthe button is about 76ms in the best case. Inthe worst case where the wireless packetarrives just after the processing has started,the time is 108ms. If your game is running at 60fps then these figures are 44ms and60ms respectively.

Now the framebuffer is ready to bedisplayed. If your display device is a CRT thenthat’s the end of the story, because a CRT is astreaming device and will start to display theimage immediately.

LCD-REAMLCDs, however, do additional processingbefore displaying the image. Manufacturerslike to measure the lag of their LCDs usingpixel response times, which is the amount oftime it takes a pixel to change to the requiredcolour. However, this isn’t the whole story: weare also interested in the lag introduced bythe processing that happens before the LCDis ready to display the image. This lag iscalled circuit delay, and the total lag of anLCD is the circuit delay time added to thepixel response time.

None of the major LCD manufacturerspublish their circuit delay times, and it’sbecome apparent to industry observers thatthe processing they perform in order todecrease pixel response times hassignificantly increased circuit delay time.

In the absence of manufacturerspecifications, there has been amateurresearch into circuit delay times. Theseamateur tests show that, astonishingly, LCDshave a lag of between 30ms and 80ms withthe average being around 40ms. Combinethis average with the wireless lag andinherent lag of the game, and a 30fps gamewill have a lag of up to 150ms with a 60fpsgame fairing a bit better at 100ms. Comparethis to a classic arcade game with a 32ms lagand it’s up to five times worse.

So games are significantly less responsivethan they used to be, but is this really aproblem? Well, yes: the extreme lag that

we’re talking about here will definitely make the controls seem more sluggish thanthey should be. It would make one of theoriginal fighting games like Street Fightervirtually unplayable, because these gamesrequire responses within such tight windows of opportunity that adding all this additional latency would simply make ittoo difficult.

But the good news is that LCDmanufacturers are starting to wake up to thisissue, and some specialists are including a‘through’ mode where the LCD does noprocessing and so the input lag is reduced toalmost nothing. Let’s hope the big brandscatch up soon.

the competition

Lagging behind

COMMENT: CODING

by David Jefferies, Black Rock Studio

Amateur testsshow that,astonishingly, LCDs

have a lag of between30ms and 80ms, with theaverage beingaround 40ms. Wireless controllers,

such as thesemicrophones, haveintroduced anotherlayer of lag – but it’sLCDs that are slowingmodern response times

Page 22: Develop - Issue 96 - July 2009

ALPHA | DEVELOPQUIZ

22 | JULY 2009

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Page 23: Develop - Issue 96 - July 2009

DEVELOP-ONLINE.NET

DEVELOPQUIZ | ALPHA

JULY 2009 | 23

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6TH= Zöe Mode London 8TH Lightning Fish Games T2 9TH Bethesda

9TH= Sarassin 11TH Perforce 11TH= Jagex

13TH Airplay 14TH Modis 15TH Peppermint P

16TH OPM Response 16TH= Big Head Games 18TH amBX

Page 24: Develop - Issue 96 - July 2009

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Page 25: Develop - Issue 96 - July 2009

DEVELOP-ONLINE.NET JULY 2009 | 25

Molyneux:from Populous

to Milop32

Midlanddevelopersroundtable

p47

Your guide tothe DevelopConference

p59

DEVELOPMENT FEATURES, INTERVIEWS, ESSAYS & MORE

“We have a quality bar to live upto, and that takes time…”

Oskari Häkkinen, Remedy, p44

Going for goldHow Sony’s changing its content pipeline

to reinvigorate the PSP, p27

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DEVELOP-ONLINE.NET JULY 2009 | 27

PSPGO | BETA

GO ON, TRY ITSony is urging the games industry to start making more games for the PlayStation Portable. How will it win studiosover? Michael French discovers a new action plan that seems set to open the platform up for new developers…

If there’s one challenge Sony has facedduring the latest hardware generation it’sdeveloper support.

While Planet PlayStation hasn’t exactlystruggled, developers have had toughchoices on what platform to make games for.Microsoft has comfortably become marketleader on next-gen, Nintendo can dowhatever the hell it wants and hits thejackpot every time, and even Apple prettymuch subverted the entire business modelfor handheld games creation anddistribution. And often, developers have betagainst PlayStation; outside of specificexclusives Sony has had to sign or developitself, there’s certainly a contrast between thesituation on PS3 today and PS2’sembarrassment of riches.

For PSP specifically, the situation isarguably worse – it’s sold an impressive 50munits, but software support is thin on theground; Sony has even claimed that piracyhas harmed the format’s commercialperformance.

ON THE ROPESSony is prepared to fight and change this,however. At E3, it took the boldest step anyformat holder has made so far into digitaldistribution by confirming the Octoberrelease of PSPgo, which has no optical mediadrive – games must be downloaded for it.

Apple’s activity aside for one moment, it’sarguably a flashpoint in the traditionalrelationship games platform holders and

their content creators have with retail, theprimary source of their revenues. Now gamesfor Sony’s handheld can be sold both on discfor older models or digitally for newer ones –and the emphasis is on the latter.

But simply introducing new hardware isn’tenough to restimulate interest in a platformfrom both consumers and the industry. Itneeds content, and fast. And while there’salways a chicken and egg scenario when itcomes to launch games for new hardwareand the consumers that play and pay forthem, Sony’s answer is this: don’t just expectdevelopers to step up.

Instead find newer, younger and digitally-focused teams, let them make what theywant, simplify the submission and QA processfor these titles, then release them in aspecially branded area of the PlayStationStore at ‘aggressive’ (read: low) price points.

In other words: copy all the good thingsApple has brought to the table with itsiPhone and App Store, and then apply that toits own hardware.

Disclaimer: Sony doesn’t like the iPhonecomparison. Its execs and spokespeople saythe company isn’t worried by the platformand its cheap development tools and almost-barrierless distribution pipe, isn’t respondingto Apple’s new grip on developer mindshare,and is confident a games-only focus will keepit on course. Yeah, it has to say that.

What it will admit, however, is the speedwith which that company has found its niche,how transformative digital distribution isbeing to consumer tastes and behaviour, andhow Sony is now prepared to harness thesethings and catch up.

FIGHTING BACKZeno Colaço, head of developer relations atSony Europe, is a 16 year veteran of SCEE, oneof its longest-serving employees – he’s alsothe man leading this new charge.

He tells Develop: “One of the things thathas been exciting in my time at Sony is thebig shift changes we have seen – the latest isthat consumers have been consuming digitalcontent in a totally different way.”

Back when the PSP first arrived in late2005, “we didn’t have other devices in themarket”. The slick device effectively arrived ina vacuum where no one knew what wouldhappen next – namely that first the DS wouldsurprise everyone by outselling the PSP, and

We’re introducingnew initiatives forthe PSP which take

it beyond traditionalgaming and alsoincludes newdevelopers.

Zeno Colaço, SCEE

DEVELOP-ONLINE.NET JULY 2009 | 27

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Page 29: Develop - Issue 96 - July 2009

DEVELOP-ONLINE.NET JULY 2009 | 29

PSPGO | BETA

then that Apple would swagger in with itsone-size-fits all smartphone and wowdevelopers. These things were a bit of a rudeawakening for Sony, no doubt.

“Sony’s been working very hard to find ourposition in that and bring top-end gaming tonot just the consumers who were there forthe launch of PSP, but extending to anaudience that is changing how it consumesentertainment and applications.”

Colaço says the PSPgo and Sony’sextension into the market of digital content isdesigned to match those consumerexpectations: “But it’s not as if we haven’tembarked on this road already over the lastfew years.”

He’s not wrong. PlayStation 3 might havethe smaller installed base of the currentconsoles, but its PlayStation Network haslong strived to push the envelope digitally. Amix of its internally developed games haveeither debuted simultaneously online and atretail (GT5 Prologue) or franchises have goneonline-only (WipEout).

But in an age where Apple can boasthundreds of thousands of SDK downloads,50,000 applications on its store and onebillion app downloads, the format-holderseems to be finally acknowledging that canbe done.

Which brings us to that new initiative toreinvigorate development for the PSP.

Or, in Sony-speak, a bid to ‘widen thecontent experience’. Explains Colaço: “We’reintroducing new initiatives for the PSP whichtake it beyond traditional gaming, but stillincludes elements from gaming, and alsoincludes new developers.”

So the PSP is no longer just for ‘traditional’games developers.

“To help that along the way there has beenthe significant drop of price fordevelopment,” adds Colaço. Announced at E3,the drop is definitely as significant as he says,down a massive 80 per cent – in Europe thatmeans down from €5,000 to €1,200. (Apple

might boast a ‘$99 SDK’ but that doesn’tinclude the $599 minimum spend on a Macto code on, a $200 iPhone or iPod Touch, andany other supplementary tools or softwareyou want to use.) “That’s a significant entrypoint for developers making additionalcontent,” adds Colaço.

Plus, he says, by the end of 2009, thecontent pipeline for PSP will be ‘streamlined’.That includes “new processes and ways tobring product to market, digitally distributedthrough the PlayStation Network Store”.These titles will have their own dedicatedplace in the Store – “they will be describedand placed differently to how you see currenton the PSN today”.

All of that should make the PSP somethingthat “evolves in line with the way consumerschange the way they buy content.”

SMALL STEP, GIANT LEAPSony spokespeople and execs paint this latestphase of PlayStation Portable’s lifespan as notbeing any great, sudden thing. Call it ‘a newinitiative’ and they baulk. But clearly, thingshave changed. The devkit price drop from E3

is proof – as, more importantly, are thedevelopers the company has on board tomake these smaller titles for the PSP’s newdigital lease of life.

“We’ve been working behind the scenes tohave content available for launch,” explainsColaço. Sony has looked far and wide forpartners, he says, and there’s a clutch ofdevelopers with previous publishingrelationships with Sony, plus new developers,charged with creating content for the PSP.

These are a mix of the traditional and theunlikely: Subatomic, developer of the populariPhone tower defence game Fieldrunners, isproducing version of its game for the PSP;Funtank, owner of casual games siteCandystand, is making the surprising switchfrom PC casual to handheld; Indian studioGameshastra is working on tendownloadable titles; meanwhile Creat,already one of the more popular PSNpublishers (even though it is an independentstudio first and foremost) for PS3, isproducing a raft of titles as well.

Specific profiles of these four can be foundover the page, but they are just the tip of theiceberg: Colaço says that 50 Europeandevelopers are working on games for PSPgo,with many more globally. “These studios are atrue illustration of us saying that we arebroadening the platform and introducingnew forms of content, and proves thatbehind the scenes there is a representation ofwhat we are doing,” he explains.

Sony and its new development partnersplan to quickly gauge consumer reactions to

their products and change thingsaccordingly. Colaço says he expects theevolving nature of the PSP productionpipeline (see ‘Pipe Dream’) means it will bevastly different in a year than it will be whenthe PSPgo arrives.

“As with all new things you shape theprocess along the way, and they’ve helped usdefine how we’re changing the distributionpipe. What’s also happening is that we are ina changing market, where we’ve hadrelatively small experience; we’re watchingfrom the outside,” he adds, with the allusionto iPhone clear. That said, he points out thatSony isn’t completely dropping the barriersaround PSP to turn it into a free-for-all: “Thisis very much a PlayStation experience and isall about its high values. It’s not contentwhich is secondary – it’s about content that isimportant to the consumer and things theyare looking to buy.”

And buy it they will – at least that’s theplan. Because this new kind of PSP contentisn’t going be expensive. Even though it hasno name yet, the area of the Store that hoststhese games and applications will be “a placein the PlayStation world that has a differentkind of content and entertainment – andperhaps a more aggressive price point toreflect the type of content you are getting,”says Colaço.

But still, he firm insists that this isn’t amajor change to its strategy, more anevolution of what went before.

“This is not the start of a project, it’s anevolution to look at what other markets aredoing and how consumers are changing.We’ve got a real international mix ofdevelopers working on games for PSPgo –and rightly so; digitally the barriers to entryare much lower. Not only are the pipelinesreduced but the barriers to testing productsare also much lower.”

He adds that a ‘managed process’ willdictate how the platform will keep openingup – suggesting that there will be even moreto talk about, but Sony is being careful. (Aswe go to press there are rumours aboundabout more active pursuing of non-gameapps, and even Sony’s plans to make agames-focused phone, too.)

Yet the widened remit means that moredevelopers will be able to participate, headmits – a definite change from before.

OUT OF THE BOXUltimately Colaço’s final words to us are thebiggest confirmation – whether the formatholder likes to admit it or not – that Sony haschanged, has become smarter about themarket around it, is now willing to playagainst rivals at their own game and be moreaggressive around digital content.

“On PSP we are trying to reduce thebarriers to entry some developers wouldhave had in the physical goods route tomarket. We’re very excited about howexisting developers on other PlayStationplatforms will contribute to this and howthose from other mobile platforms or eventhose who haven’t worked on the platformbefore will come to it.

“Things have changed now – the bestproducts don’t necessarily have to come froma retail box.”

You don’t see thishappening atMicrosoft and you

even don’t see ithappening atNintendo yet.

Ash Monif, Subatomic

ONE OF THE MORE interesting pointsabout Sony’s changing approach to PSPdevelopment is talk of a ‘streamlinedcontent pipeline’. But what does thatreally mean?

Zeno Colaço, head of developerrelations at SCEE, explains: “The two orthree things that are very obvious is that ifthe content is packaged as a smallerapplication then QA will be lighter. We arelooking for the market to decide on whatworks and what doesn’t. So conceptapproval – which is a term I don’t like andwe don’t use in Europe – we won’t have atall, globally. It’s about allowing thecontent find its own space because it’s themarket embracing it. And there is a self-regulating aspect as it is still aprofessional environment, you still need adevelopment kit and you still need tohave investment and a team. But it can bea small team. We don’t see any of therestrictions on the disc-based space beingin this space.”

PIPE DREAM

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30 | JULY 2009

BETA | PSPGO

AKA: THE CASUAL GAMES SPECIALIST

Funtank/Candystand

FOUR PLAYMeet the four studios which prove how much PSP games development is changing…

FUNTANK IS owner of Candystand,one of the premiere casual gamessites on the web which boasts over170 ‘low-barrier titles’ for massmarket consumers.

Since it was launched in 1997, thefirm says its Flash and Shockwavegames have been played over twobillion times on PC – and now theyare heading to PSP.

“We were thrilled when Sonyreached out with the idea that wecould take our premium productsfrom Candystand and make newversions of our most popular games,”the firm’s president Scott Tannenexplains to Develop.

“We’ll take our games that aretried and tested in the marketplace,with 10m to 20m plays a piece, andbring premium versions to the PSP.”

Candystand, which was previouslyowned by chewing gum and sweetsfirm Wrigley, also has a strange claimto fame – the creation ofadvergames. That’s something thefirm wants to bring to PSP, chiming

with the idea that the format canhost cheaper ‘pocket money’ gamesand new titles.

By allowing new kinds of gamesand apps on the platform, the PSP isripe to exploit this business model,says Tannen: “One place we aregoing to innovate is by creating aforum for large companies, premiumadvertisers like Coca-Cola to bringtheir games ad-supported a free toconsumers, digitally through the PSP.We believe that will create a numberof opportunities – for advertisersand consumers this means we canoffer rewarding content that is fun toplay, but also free.”

AKA: THE EMERGING MARKET CHAMPION

Gameshastra

GAMESHASTRA IS based inHyderabad, India and actuallystarted working with Sony in 2006on building the region’s nascentdevelopment community.

“India is more famous for IT and IToutsourcing, but we saw anopportunity to use the great talentin the region for C++ and gaming,”says vice president Rahul Sandil.

When it was founded, the firm firststarted as a QA business, but it wasclear SCEE was interested in helpingcompanies in India embrace gamesdevelopment; it was authorised intwo weeks by Sony UK.

Since then Gameshastra hasplayed a key part in SCEE’s plans tointroduce local content to drive salesof its hardware as it moved from aservice company to a studio. Sandilexplains: “The Indian games sectorwas growing and we came up withthe idea of a game based on ourforgotten backyard sports. The firstperson we pitched it to was Sonyand we got a publishing deal.”

Now the firm is working on fivePSP games Sandil describes as‘snack’ experiences, with five moreon the drawing board after that.

“Not many developers get achance to be picked up by Sony –this opportunity is very exciting notjust because we are talking aboutnew products but also our sweetspot is; casual games. There is a hugepotential on PSP for casual games.”

Adding more varied content tothe device will grow the market for itin India, he adds “India is a countrywith 1bn people, 200m families –but just an install based of 300,000PSPs. So the opportunity is immense,both in terms of hardware andsoftware.”

AKA: THE PSN PRO

Creat

FOUNDED IN 1990 and with studiosin St Petersburg, Russia andMassacusetts, USA, Creat is thenumber two publisher forPlayStation Network games alreadythanks to previous releases like PS3game Magic Ball.

Now it wants to repeat the successon PlayStation Portable.

“Sony has really given us anopportunity for innovation andsupport,” says Scott Hyman, businessdevelopment director.

“This new opportunity allows usto develop PSP games with muchsmaller scope than what we havebeen doing for the PSN.

“We have made other games forthe PSP before, but our businessmodel is really devoted to thedownloadable space these days.”

The studio already has threegames on PSN, with three moreannounced, and a few more on theway by the end of they year.

The three heading for PlayStationPortable are Alien Havoc,

BubbleTrubble and FreekScape.According to Hyman the new PSPstrategy “allows us now, with smallergames, to do things that are moreinnovative, with smaller price pointsand budgets – there is less of a riskand we can find out what it is thatcustomers will gravitate towards”.

He adds that in time that couldmean a PS3 PlayStation Networktitle spun out of a PSP ‘experiment’,or even a bigger boxed release orcompilation on disc: “It depends onwhat kind of feedback we get.”

He adds: “The move to digital is anatural progression for us.”

AKA: THE IPHONE INNOVATOR

Subatomic

AS CREATOR of Fieldrunners foriPhone and iPod Touch, Subatomichas already conquered onehandheld platform, but now its tinyteam wants to take on Sony’s too.

Fieldrunners is described by COOAsh Monif as the ‘premier towerdefence game’ – and it’s hard toargue given glowing reviews from asfar flung as Time magazine, and itsstatus as an IGF winner. Oh, and it’s aDevelop favourite.

The PSP version will boast newcontent including exclusive maps,units and weapons, all of whichshould incentivise players.

“Part of the success we haveexperienced has been adding newcontent and offering new things toplayers,” says Monif.

“We plan to do the same on PSP,so gamers and fans can look forwardto more content on a regular basis.We feel that we will actually be ableto bring a higher quality of servicequicker and faster to the marketthrough PSP.”

He thinks Sony’s new strategy willgive rise to ‘super-casual’ games onthe format: “This initiative is aboutbringing the lighter, lower barriercontent to the PSP that has been sosuccessful in other categories. Youdon’t see this happening at Microsoftand you even don’t see it happeningat Nintendo yet. Part of that‘snackability’ of the content isbecause you can deliver the contentover WiFi super-fast. We’re makinggames that are just 20MB each, that’sless than a minute to download –instant gratification, snackablecontent. This is an opportunity for thepremier indie developers – and I hopewe represent that group – to come inand offer content that will fit the PSP.”

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BETA | LIONHEAD ON AI

About a

BOYIt was the surprise announcement of E3: Lionhead’s

latest project is a virtual child. Ed Fear caught up withPeter Molyneux to discover Milo’s heritage, and why

Lionhead’s always been so obsessed with AI…

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LIONHEAD ON AI | BETA

If there was one thing that generated a lotof buzz at E3, it was Microsoft’s ProjectNatal – and, more specifically, Lionhead’s

latest curio: Milo, the virtual boy.Similarly, nothing from E3 has been so

misunderstood. Look at your average forumor blog and you’ll find people polarised intotwo camps: those that believe it was anelaborate set-up, and those that believe it tobe the biggest development in artificialintelligence and the beginning of a new erafor human-computer interaction.

When we catch up with Peter Molyneux atE3, he isn’t entirely surprised by the reaction.“People want to believe this so much,” he tellsus, laughing. “Journalists have already comein, having done research on the Turing Test,and stand there saying the classic question:‘Do you remember what we talked aboutyesterday?’ But, of course, he’s not reallyintelligent – what we’re showing is a tentativefirst step towards making something thatfeels real. And by real, I mean that he’s awareof you.”

The truth, of course, is that Milo is equalparts smoke and mirrors as he is anintelligent agent; it’s less cheating and more exploitation.

“An awful lot of Milo is like a Derren Brownmind trick,” says Molyneux. “Derren Browncan’t really read your mind, what he does iscollect together a number of little tricks thattell him things. You’ve got to remember thatwe’re not creating a piece of academicresearch; Milo can’t actually think – we’re justmaking the illusion that he can.”

EMOTIONAL BLACKMAILWhat Milo typifies is a long-running ambitionand interest that has permeated througheach of Lionhead’s titles: what Molyneux callsemotional AI.

“At Lionhead, we’ve always been fascinatedby AI and using AI in gameplay. A lot of AI isacademic research; funnelled down neuralnets and learning – it’s very antiseptic, there’sno emotion behind it.

“It goes back further than Lionhead, backto Bullfrog, where we were playing aroundwith these simulations of little people andtheir little minds. Emotional AI is not real AI;you couldn’t write a paper on it, but it’s howyou use weak learning to make people thinkthere’s something going on there.”

It stretches all the way back to Populous,Molyneux recalls, with people convinced thatthe villagers had intelligence and desires.“They swore that these little people exhibitedfear, and curiosity, and ambition, and all ofthat stuff, when none of that was really there– it was just a random number saying ‘walkleft, walk right, walk on this path’. Peoplethink it’s far deeper than it really is, but Iguess that’s still AI – it’s this emotional AI.

“There was this stupid thing in Theme Parkthat got us a huge amount of press, but wasreally just a tiny thing: you could put a drinksstand next to a stall that sold chips, and thenif you increased the salt content of the chipsyou’d sell more drinks. That wasn’t real AI, butpeople thought it was great – that these littlepeople were getting thirsty and everything,but it was just a single line of code. What’sinteresting is that, again, it’s the belief thatthere’s more going on behind the scenes

than there really is. A lot of the time it’sexploiting the numbers in a way that makes itlook interesting.”

But there was one title in particular thatalso cemented Lionhead’s reputation when itcame to AI, and something a little differentthan the emergence of behaviour insimulated communities. It was the company’sfirst title, Black and White, that introduced theCreature – something that would shapealmost everything that Lionhead has donesince, from the dog in Fable II to Milo himself.

“The creature’s mind was kind of abreakthrough. ‘Mind’ is an evocative word,but we had this system that was based upondesires – it had a desire to eat, a desire to behappy or angry. It had ways of satisfyingthose desires, say by eating or sleeping orbeing aggressive. And then there wereactions that could satisfy those. And becausethose actions weren’t fixed, the player coulddecide through interaction which desireswere more important, and how they shouldbe satisfied. That really felt like this was yourcreature – some people could say ‘mycreature likes eating crops from a field’whereas others could say ‘my creature likes toeat people with blonde hair’. It went down tothat resolution. This was much more like amind; it wasn’t a sterile neural net.”

CREATURE FEATUREIt was from this, the experience of havingcreated something complex that people feltattached to, that another project was born –the fabled and long-teased Dmitri, whicheventually evolved into the Milo we seetoday. Having tackled a creature, the teamfound itself asking whether they would beable to do the same thing for humans. Couldthey create a virtual person that peoplewould become attached to?

The first key decision – and one that stillillicits sniggers from all over the industry –was that it would have to be a child.

“We knew we couldn’t do an adult – adultsare tough; they are complex and disturbedcreatures,” Molyneux explains. “As adults,we’re the products of our childhoods and ourexperiences. Look into the eyes of an adultand there’s all this history there. If you try tomake a real one of those, it’s very very toughto do. But children are semi-mad; they’reunpredictable – and that means we can getaway with a lot more.

“The big problem with Dmitri, the one wecouldn’t solve, was the controller – how canyou give the illusion of something being realwhen the only way to interact with it is topress a button? It doesn’t work. Even when I

talk to you over e-mail or Messenger, youdon’t feel real to me, it’s only my experiencesof you that make that like a real conversation.We were never able to solve that, it neverreally worked.”

NATAL CLASSESUntil, of course, Redmond showed them whatthey were working on. But while thetechnology in Natal certainly brings a wholenew range of possibilities to the table, it waswhat Lionhead discovered within the labs ofMicrosoft Research that really took thatinterface problem away. Given its wide remitas a modern technology company, Microsofthad already been doing work on voicerecognition for Windows 7, as well as a wholeraft of computer vision projects coveringobject, body, face and handwritingrecognition – so Lionhead simply put it alltogether, alongside almost a decade ofresearch into developing a empathicvirtual personality, to create Milo.

“When all of this came along, itwas like, ‘Wow, our biggestproblem with Dmitri can bethrown away’. And that’s why wewere so far ahead of the curve –we’d done all of this backwork,so it was amazing for thepeople over at Redmond to seethat we had Milo come to lifeafter just a couple of weeks.”

So, we ask Molyneux: doesemotional AI, the most currentiteration of which we’ve just beenexposed to, take as much inspirationfrom psychology as it does computerscience and academic artificialintelligence?

“Absolutely,” he asserts. “The otherpeople to really get inspirationfrom are people likedirectors andactors. We’vegot a full-time

Emotional AI isn’treal AI – youcouldn’t write a

paper about it. It’s howyou use weak learning tomake people thinksomething is goingon there.

Black and White’sCreature was the firsttime the companyattempted to emulate a ‘mind’, andhas influenced almost everything the company has made since

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BETA | LIONHEAD ON AI

director and a full-time scriptwriter workingon Milo – they’re here all of the time. So weask them, ‘Is the way Milo is acting, is hisdistance from the camera – is this takingemotion away or adding it?’ I mean, askyourself: why are there good actors and bad

actors? Why does Meryl Streep consistentlyprovide good performances while Madonnadoesn’t? There’s a definable skill there: it’spoise, it’s body movement, it’s blink rate. Allof things communicate emotion.”

But there is a downside to being hung upon the details; on the little things that standout – and Molyneux is not unaware of howthis obsession with making a believableworld can come at the expense of the game.

“People love the idea of emergence, andthat is an important game mechanic toexploit. My criticism of us is that, at times,we’ve become too obsessed with it and haveforgotten about the core of the game. I thinkyou can probably see that in Fable 1, that wegot a bit too obsessed with the simulationand forgot that it was a game that wasfundamentally about being a hero.”

Nevertheless, the exploitation of emotionalAI as gameplay remains one of Lionhead’score ambitions – and, as such, we shouldn’treally be that surprised that Milo is the latestthing to emerge from its secret corridors.And, just as every one of Lionhead’s previoustitles has shaped what comes next, thelessons learnt in making Milo a morebelievable character will have implications formaking NPCs less roboticthroughout thewhole industry.www.lionhead.com

The villagers in Fable IIexhibit behaviours ontwo different levels –individual reactionsand also a ‘group mind’that represents acommunity as a whole

The unsolvableproblem withDmitri was the

controller – how can yougive the impression ofbeing real if the only wayto interact with it isto press a button?

IN THE PROCESS OF talkingabout Milo, Molyneux refers backto an old colleague of his –Demis Hassabis, the wunderkindwho co-designed Theme Park andbriefly worked at Lionheadbefore starting his own studio,Elixir, which closed in 2005.Although no longer working inthe games industry, Hassabis hasindirectly contributed to thebirthing of Milo.

“Demis is actually nowworking in clinical research onhow the human brain formsmemories and how it approachescreativity. There was a projectthat I helped out on in 2007,which partially looks at whetherit actually doesn’t form memoriesin the way we thought it was; it’svery constructive about it. Weworked on it together – althoughI should point out that I onlyreally did a bit of programmingand helped with thebrainstorming part – and thenhis team released this paperwhich is really well thought of.

“It was really useful to referback to that for Milo: if you canbegin to understand how totrigger these memories, that’sreally useful because part of thereason why Milo is so fascinatingis that, as he gets to know you,he begins to remind you ofthings you’ve forgotten in yourchildhood.”

SMART BOMBS

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BETA | XBOX

Left to right: Ben Board, Charlie Skilbeck,Allan Murphy European game developers, something

actually quite useful has happened: ifyour game will be released on Xbox

360 or Windows, you now have people inyour time zone dedicated to you.

Team Xbox has added two new DAMs(Developer Account Managers) and a ninjaengineer to its European HQ in Reading, UK.As one of those new DAMs I’d like to describewhat we do and why that’s good for you, tolet you know we’re here, and to give you a bitof personal background on the team.

HOT DAMSo what does a DAM do? We work closelywith your game teams to find ways to achievethe cool stuff you’re planning, using ourknowledge of the hardware, software,features, technologies, processes, and newinitiatives, even the MS address book.

If you have any other reason to want tocontact Microsoft, your DAM is a greatstarting point. Perhaps you’ve been talkingabout building a website that can talk to thegame, or you want to set up an online serverfor the title to store shared screenshots orreplays; or you’re thinking about your DLCstrategy, perhaps using an in-game store, andyou want to know whether it’s worth theeffort; or you think that your game will stepon a TCR, and you’d like to talk about anexception. Or you want to use native Xboxfeatures like Avatars, Live Party, or a certaincool new camera technology. Or perhapsyou’d like an Xbox expert to look at theperformance of your title, or to give advice onyour code architecture, or to help you withyour XLSP installation. This is what we do.

Let me introduce the new team. I’m BenBoard, and after joining Bullfrog/EA as acoder in 1997 eventually was a lead on Fableat Lionhead, established and ran theGuildford IGDA chapter, and spent threeyears as a producer in Australia before joiningMicrosoft. Charlie Skilbeck, my DAMcolleague, has been involved with video

games since about 1990, mostly as aprogrammer. He’s worked for Codemasters,LucasArts and more recently EA Partners astheir tech director. Ask him about his 256byte Tron implementation and prepare toglaze over. Our third pillar is Allan Murphy,XDC engineering ace. Allan has worked in thegame industry for over 16 years and onconsoles since the early ‘90s, has shippednumerous titles and worked on a wide varietyof engine technology, and has fixed moreLoad Hit Stores than I’ve had hot dinners.Between us we can offer nearly a half-centuryof game development experience.

While there’s a lot we can do for youdirectly, much of our work is finding answersto questions or putting you in touch with theright person, and we work with a huge arrayof experts behind the scenes: the exceptionalUS DAM team; the AMs, who work withpublishers on the business and commercialsides; the Release Managers, who work withpublishers and developers to shepherd titles

through submission; the marketing team, theWindows and DirectX teams, and not leastXNA, to whom Allan reports. We have accessto the definitive body of knowledge on Xboxdevelopment, in the form of whitepapers,Gamefest and GDC presentations, and agalaxy of subject matter stars who havesupported their specialities for years, andoften designed or developed the featuresthemselves.

Do you have something you’d like to talkabout? If you don’t know who your DAM is,the first step is to [email protected]. We’ll discuss yourquestion over email or on the phone, and wemay loop in a platform contact or two fortheir input. Depending on the issue we mightarrange a conference call, or we might cometo your office and talk about it in person. Ifneeded, we can arrange meetings betweenyou and relevant specialists at E3 or GDC.

Get us involved early. We do troubleshootlast-minute problems, but if you talk to yourDAM about your title and its aspirations when

it’s in its early stages there’s more we can dofor you, and we have a better chance ofavoiding drama at five to midnight. Includeus in the planning phase, when you’re aiminghighest, and when we can help you estimatehow much work some of these features willbe. And get to know your DAM. Business isdone between people, not companies, andwhen things get crispy (and they will) it canbe very helpful to have someone at theplatform that you can call on a Sunday night.And we buy a lot of lunches. The next onecould be you.

If we’re coming to see your studio or a newtitle for the first time, it’s helpful if we canspeak to people from all disciplines. Theprogrammers may cut the code that runs onour hardware, but designers and artists makedecisions based on platform capabilities, QAneed to understand the TCRs and submissionprocess, producers need to understandtimelines and the cost of features, and studioheads need to make decisions that supportthe higher-level goals of a title or franchise. Inmy experience the most productive meetingsoccur when all facets of the project sit arounda table, present their ideas, ask questions, getanswers, and come to an understanding withme and each other about realistic options,and I take away a list of things to resolve.

X MARKS THE SPOTThat’s what we are – now let me describewhat we’re not. We’re not a replacement forthe peerless Game Developer Support([email protected]). They remain thebest target for your low-level API questions,but we suggest you CC your DAM so we’reaware of your issues. We’re not MicrosoftGame Studios, so if you’ve got a game ideathat shows off Xbox’s unique capabilities youshould pitch it to them.

We are a Microsoft resource for you, andwe pride ourselves on our ability to keep yourinformation confidential. We’re not founts ofall knowledge, so bear with us if we have toloop in the gurus. We don’t make decisionsabout your game’s content: we’ll give youreasoned advice, but what you do with it isup to you. And we’re not so blinkered toignore that you work on other platforms too– yes, we want the Xbox version to be thebest, but we know that you take pride in thequality of all your SKUs, and we won’t giveyou advice that undermines that.

Starting next month, I’ll be contributing acolumn to this fine periodical in which I’ll talkabout the big topics in our world and howyour game might benefit from using them.For now, just know that you have a DAM, andhe’s ready, willing and able to help your gamereach its potential. No charge.

We’re not soblinkered to ignorethat you work on

other platforms too – weknow you take pride in thequality of all yourSKUs, and we won’tundermine that.

Giving a DAMSo we’ve heard about Lionhead’s plans to build creative AI, but what about Microsoft’s plans for everyone else?Ben Board of Xbox’s new European developer account manager team explains what they can offer…

36 | JULY 2009

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BETA | NOKIA ROUNDTABLE

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NOKIA ROUNDTABLE | BETA

Leading figures fromKonami, Glu,Ideaworks3D, FishLabs,Orange and DigitalLegends attendedNokia’s Developroundtable on thefuture of mobile games

To those who adore it, the smartphoneplatform is an exalted gadget, industrysaviour and technical marvel. Its

apparent radiance often blinds the publicand press alike, and subsequently it has been heralded as the exclusive redeemer ofmobile gaming.

And yet there are a wealth of smartphonesand operators sketching out a lessmonopolised plan for the future. As Applecharges off into the distance on a tangent ofits own, the rest of the industry is beginningto come together, and take a long look atwhere mobile gaming needs to go, and whatneeds to be done to get there.

Two buzzwords currently dominate thedialogue of the industry’s leading companies.The first is ‘context aware gaming’, and theother is of course ‘social gaming’. These arethe concepts on which mobile gaming haspinned its hopes, and as a result Nokiarecently decided to gather together anumber of key figures in the sector toseparate the wheat from the hyperbole.

The usual garland of bottled water, coffeeand biscuits adorns the centre of theexpansive meeting table at Nokia’s chosenvenue, but those who surround the displayare far from ordinary.

Along with the discussion’s moderator,IMGA’s Maarten Noyons, are Konami’s head ofmobile business development Florian Stronk,Digital Legends CEO and director generalXavier Carrillo Costa, FishLabs’ technicaldirector Marc Hehmeyer and Orange GamesServices partnerships and services directorDan Keegan. They are joined by Ideaworks3Dvice president of business developmentJulian Jones, Glu managing director for

EMEA, Frank Keeling, and Nokia’s directorof games publishing Mark Ollila.

PUTTING THINGS IN CONTEXTIf you aren’t familiar with context-aware

gaming, you aren’t alone. While anybodydirectly involved with mobile phonesunderstands the term, there’s still some wayto go before its exact meaning is agreedupon. “I think we should ask for commonground in definition,” suggests Konami’sStronk. “How do we define this from ausability perspective, and from a technologyperspective?”

“When it comes to a definition of contextaware gaming, it comes to looking at somesort of gaming experience that understandsor interacts with the social context of whereyou are or what you’re doing,” adds Nokia’sOllila. “Be it that it takes into account thetime, the weather, the location, the numberof contacts you have in your handset, maybeyour weight, your height, or even your sex orthe amount of alcohol in your body.”

Ollila’s final detail is greeted with laughter,but the idea in general is something thepanel take very seriously. A product thattakes into account the context that the user isin, and uses that data to provide an actual

gaming experience is seen by many as theway mobile games can reinstate theirreputation. The first step towards that goal,the panel agrees, is an awareness of the newways in which people understand gaming,mobile applications, and the ever-presentshadow of social networking.

“We need to understand the phenomenonitself and what is actually happening andwhat we’re seen over the past few years, andactually have a look at what direction we’regoing in and see how we in the industry canhelp facilitate those trends in terms of mobilegaming,” says Ollila. “It’s important for us tounderstand what’s happening and what’savailable.”

“Also, we need to look at how socialnetworking is going to merge with mobilegaming in the future,” adds Glu’s Keeling. “I’minterested in the kind of trends people arelooking for and the direction they are goingto go in. What are people going to use theseservices for and what are they using them fornow? That’s important.”

The enthusiasm in the room is impossibleto ignore, and at this point the panellists areitching to speak, as Keeling continues to

elaborate: ”Looking at it from another angleit’s difficult to know if customers actuallyrealise they are playing social games, asopposed to traditional games. It would beinteresting to see if we could categorise itand if they saw it as a natural extension of theplatforms.”

There’s a lot of hopes, a number of broadquestions and a great deal of fervour andoptimism, and again and again the age-oldissue of merging of technologies is broughtup. As games take a footing with the likes ofFacebook, and as applications continue towoo consumers, the focus of the industry isstill unclear.

SOCIAL RESPONSIBILITYThat is the very reason many of the people atNokia’s roundtable are here, and as theycontinue to pursue shared understanding,again the talk turns to definitions. Thingshave rapidly moved to gaming in a socialnetworking context, and it’s quickly apparentthat while the leading mobile companies arenot outpacing web-based social networking,the popularity of the concept is something ofgreat interest to the sector.

“Socially networked gaming is something Isee as defined by the ingrainedcompetitiveness, and that’s the appeal,” saysOrange’s Keegan.

“Just the ability to be ranked, to see whereall your friends and peer groups are in theranking. That’s such a compelling feature, andwhile it’s only one feature of social gaming, itcould be the most interesting aspect.”

There’s lengthy discussion of whatFacebook has done to get it so right, and keywords that it seems mobile developersshould bear in mind are generally simpleconcepts: sharing, networking, rewardingusers, communication. There’s little doubt

Ideas for gamesthat use real worlddata seem to

be hardwired into thepsyche of those who aretrying to sketch outthe future ofmobile games.

With smartphones and contextually aware gaming offering the mobile sector a new wind, Nokiagathered the industry’s key figures to discuss what the future holds for wireless devices and thetypes of entertainment they can offer. Will Freeman pulled up a chair and listened in…

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BETA | NOKIA ROUNDTABLE

that anybody considering the creation of amobile game has to move way beyondtraditional playability if they are to hope tocapture the imagination of an increasinglysavvy public, and it’s clear there are also morecomplex matters to consider.

“On Facebook right now pretty much mostof the games are asynchronous,” points outKeeling. “In fact the big attraction is that youdon’t have to worry about someone beingthere. So perhaps competition is not thething to focus on. But asynchrony givesgames a competitive advantage.”

“I think social games should generatesystems of competition, cooperation, andactions and interaction,” adds Ideaworks3D’sJones. “There are so many playercommunities all over the world on consolesand PCs, and they are all separatingthemselves from the outside world. Peoplethere are looking at their local lists andfriends list before the global rankings.”

As the conversation develops, DigitalLegends’ Costa is keen to discuss a broaderissue, and one of utmost importance asmobile developers are forced to bear theburden of innovation more than most: “Ithink we need to understand that the veryconcept of what counts as a game ischanging. We would not really consider theidea of, on Facebook, who has the mostcontacts as a game. I think with social gamingwe need to look at something different fromthe traditional industry and redefine whatcould be the substance of a game.”

“In terms of contextually aware gamingand applications, it is the next walled garden,”adds Jones. “It’s time to break down theboundaries between what is an applicationand what isn’t. Education of the consumer isthe barrier to progress of social gaming –education about adoption, and about how touse the technology. It’s a group responsibilitywhich involves operators, involvesdevelopers, and involves publishers.”

ALL ECOSYSTEMS ARE GOJones’ point is well taken, and suddenly talkturns to the mobile ecosystem that is theindustry’s Pandora’s Box.

Issues such as the problems the numerousmobile formats cause developers are welldocumented, but there are more specificproblems related to a stable platformincluding workable standardisedmonetisation that emerge as pressing issues.

“We also need to be very cautious becausethe technology opportunity is immense, butas Julian says, the immense effort to educate

the customer as to how to use these services,not just at the beginning, but to maintain itand sustain it, is a massive marketinginvestment, and very few companies can dothat,” says Glu’s Keeling. “If at this stage ayoung company is looking to what the newmobile technology and category is, maybesocial gaming as a stable platform on a massmarket basis is most prudent.”

Showing where their professional heartsare, next the gathered executives come overa little creative, and several ideas are putforward for games that may be best suited.One thing that unites all of their suggestionsis an emphasis on concepts with a practicalfunction or real-world connection. Acontextually aware dating system is greetedwith the most nods, and typifies the kind ofgame that the experts seem to be willing toput their faith into.

Titles built around real world data arehardwired into the psyche of those sketchingout the future of mobile games.

“I think the future will be that even datamore will be digitised, such as Google Mapsand Street View, and every kind of data willbe made available to gaming,” revealsFishLabs’ Hehmeyer. “Of course, the handsetswill move on with various upgrades. You willhave a device so everywhere you areconnected with everyone, and there will bethe possibility to connect every kind of dataand get involved with your environment, andthere will be no boundaries city-wise or evencountry-wise.”

Meanwhile, Keeling has an observationfrom another angle, which takes things backto the troubled mobile ecosystem: “I think achange will come when, with these kinds ofgames, it’s as easy to play and buy them as itis to make a phone call. Right now buying thegame is a pretty horrendous experience.

Next, the focus turns to the importance ofestablished brands in the marketplace.

Everybody agrees that customers don’t talkabout social networks and contextually awaregames. Rather, the public refer to theirFacebook accounts and MySpace profiles.Social networking brand successes are ofcourse notoriously hard to predict, as are anumber of other communicationphenomena.

Texting was a huge sensation without anykind of ecosystem, but the successes oftenoutshine myriad failures, which is a point thatfascinates the panel.

“I think that’s true about things that getpicked up, but it’s possible to stimulate it bygiving information and giving interestingideas,” suggests moderator Noyons, beforeasking his participants to try and concentrateon the downsides of social gaming.

”To be negative about social gaming isreally hard – it’s just a great product,” admitsKeegan. In general, the group agree thatdistribution channels do need some workbefore the industry can take mutual benefitfrom the new forms of mobile gaming, whichis an issue that the iPhone model haschanged forever.

CHANGING THE CHANNELJust how open distribution channels shouldbe is certainly a contentious issue, asHehmeyer highlights: “You will have thosesmall applications that get there. It’s true thatnow, if you provide better access to thechannels, you will have to compete againstgarage teams that can totally break a marketin terms of pricing, which I would say is athreat and a strength.”

The day ends with talk of the desktopcomputer disappearing all together, andpeople using their mobile in the future asmuch as they use their PC today. It’s anambitious dream, but one these industryleaders take very seriously. Furthermore, it’s aprocess they hope will accelerate. They’vecome a long way to doing it to the landlinephone, so why not the PC?

“The PC should be eliminated,” concludesHehmeyer with a smile. “When the PC isbanished, everything you need will be in yourpocket, and then everything you do with thePC nowadays will automatically come up inyour pocket device.”

If that vision becomes a reality, thenmobile gaming will have done far more thansalvaged its reputation. It will hold theworld’s attention, and completely change thegames industry as we know it. After all thefurore, maybe Apple’s attempt with theiPhone is just the beginning.

On Facebook most of the gamesare asynchronous.

The big attraction is that you don’t have toworry aboutsomeone beingthere to play with.

Page 41: Develop - Issue 96 - July 2009

The Music Masters

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Page 42: Develop - Issue 96 - July 2009

The Develop Conference is an inspiring place to be – over 80 great sessions given by a host ofinternational development experts and around 1200 developers getting together to share ideas, learnfrom each other and socialise.

So if you’re involved in game development then there’s only one place to be this July!

Tuesday 14 July

This one-day conference focuses on developing games for newplatforms, new technologies and new markets. Speakers includeDenki, Glu Mobile, Google, Kerb, MySpace, Nokia, Playfish.

Backed by Skillset, brings together the UK’s foremost educatorsto connect directly with the world’s top developers andproducers. Speakers include Blitz Game Studios, Channel 4,Microsoft, Sony Computer Entertainment Europe and theuniversities of Abertay, Tipperary and Wales.

After Hours• Icebreaker Drinks• GamesAid Charity Poker Tournament

Wednesday 15 July

Day one of the main conference with 6 tracks to choose sessionsfrom, including the new Evolve track exploring issues associatedwith cutting edge game development.

After Hours• Post Conference Drinks•

Thursday 16 July

Day two of the main conference with 7 tracks to choose fromincluding the Audio track and the new Den sessions organisedwith One Life Left offers off-the-wall sessions in a creative space.

Here are just some of the companies that will be there. Make sure you are too!

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Acclaim Games • Ariadne Capital • Assyria Game Studios • Audio Media • Autodesk • BBC • Bizarre Creations • Blitz GamesStudios • Brain in a Jar • casualgaming.biz • Channel 4 • Chart Track/GfK • Chillingo • Climax • comScore • CreativeAssembly • Crytek • Denki • Develop Magazine • Disney Black Rock Studios • Dolby • Doublesix • EA • Edge • Eidos •Eurogamer • Eutechnyx • Fishlabs • FluffyLogic • Frontier • Futurelab • Games Audit • gamasutra.com • Gamespot • GI.biz• Glu Mobile • Google • Guerrilla Games • Gusto Games • ICO Partners • IGDA • iPhone • Impromptu Software • InfospaceInc • Invest Quebec • Jagex • JFX Sound • Kerb • Lightning Fish Games • Linden Labs • Lionhead • Matmi • MCV •Mediatonic • Monumental Games • Mythic Entertainment • Media Molecule • Microsoft • Music4Games.com • MySpace •NanaOn Sha • ngmoco • Nikitova LLc • Ninja Theory • Nokia • Official Xbox Mag • Opus AAL Ltd • Pixel Lab • Playfish •Pocket Gamer • Rare • Realtimeuk • Realtime Worlds • Relentless • Revolution • SGX Engine • Silicon Knights • Sidelines •Skillset • Sony Computer Entertainment • Splitscreen • Sports Interactive • Sumo Digital • Tag Games • Team 17 •thatgamecompany • The Guardian • The Mustard Corporation • Sunday Times • TIGA • Traveller's Tales • Ubisoft •Universal Music • Zoe Mode • Zoonami

Page 43: Develop - Issue 96 - July 2009

• Stephen Mcfarlane and Louise Ridgeway, Rare• Jimmy O'Ready, Realtime Worlds• Beverley Bright, Bizarre Creations• Ian Faichnie, Lionhead Studios• Si Jaques, Lionhead Studios

• Simon Arnold and Marc Langsman, Dolby• Kenny Young, Media Molecule• Paul Moore• Allan Wilson• Andy Farnell• Jeremy Mayne and Ciaran Rooney, Disney Black Rock Studio

• Tom Armitage, Schulze & Webb• Ed Daly, Zoe Mode• Chris Pickford and Ben Ward, Bizarre Creations• Simon Watt, Universal Music • Online/MMO’s Panel• Edward Hunter, comScore

• Steven Goodwin, SGX Engine• Eduardo Jimenez Chapresto, Disney• Doug Wolff, Eutechnyx• Andrew Ostler, Autodesk• Lee Hammerton and Jake Turner, Crytek• Doug Binks, Intel

• Jenova Chen, thatgamecompany• Dave Ranyard, Sony Computer Entertainment Europe• Martin Hollis, Zoonami• Michael De Plater, UbiSoft• Denis Dyack, Silicon Knights• Masaya Matsuura, NanaOn-Sha co., Ltd

• Dave Thomson, Denki• Martyn Brown, Team 17• Limvirak Chea, Google• Chris Thorpe, MySpace• Kristian Segerstrale, Playfish• Jeff Coghlan, Matmi

• Andrew Oliver and Aaron Allport, Blitz Games Studios• Graham McAllister, Sussex University• Jason Avent, Black Rock Studios• Imre Jele, Volatile Games• Tristan Lefranc, Creative Assembly• Simon Prytherch, Lightning Fish Games

• Masaya Matsuura, NanaOn-Sha co.Ltd• Jenova Chen, thatgamecompany• Alice Taylor, Channel 4• Susan Gold, Full Sail/Game Prgram• Prof James Newman and Iain Simons, National Videogame Archive• Ana Kronschnabl, FluffyLogic

Make sure you stay ahead of the game – come to Develop in Brighton!

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Top Notch Keynotes:

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ART

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Conference KeynoteDavid Jones - creator of legendary titles Lemmings and Grand Theft Auto, and founder of Realtime Worlds

The Art of LittleBigPlanet - A BigMedleyKareem Ettouney andMark Healey, Co-founders, Media Molecule

The Runtime Studio in Your Console: The Inevitable Directionality of Game AudioGuy Whitmore, Director of Audio, Microsoft Game Studios

Out of the Box(ed Product): Thinking for an Online AgeJeff Hickman, Executive Producer, Mythic Entertainment

PLAYSTATION: Cutting Edge TechniquesKish Hirani, Head of Developer Services and Colin Hughes, Senior Principal Engineer,Sony Computer Entertainment Europe

Building LEGO Worlds- Online, Offline, and Everything in BetweenJonathan Smith, DevelopmentDirector, Travellers Tales

Resetting the GameDavid Perry, Creative Director. Acclaim Games

The Long Tail and Games:How digital distributionchanges everything. Maybe.David Edery, Principal, Fuzbi

Moving Games to a New Beat: The Developmentof Nokia's Dance FabulousMark Ollila, X-Media Solutions, Media & Games, Nokia

Bridging The Gap Experiences Learned with Agile Project Management Across Multisite, Multicultural and Multilingual ProjectLisa Charman, Associate Producer Ubisoft; Patric Palm,CEO, Hansoft

More Great Speakers include:

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Page 44: Develop - Issue 96 - July 2009

44 | JULY 2009

BETA | ALAN WAKE

Waking theDeadFour years after it was first announced, Remedy Entertainment’s thriller Alan

Wake has finally emerged from development limbo. Will Freeman caught upwith some of the people creating the next big hope for horror games…

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DEVELOP-ONLINE.COM JULY 2009 | 45

ALAN WAKE | BETA

Alan Wake and itstitular hero may havebeen devised by aNordic team, but itaspires to capturesmall town Americana

First revealed at E3 in 2005, RemedyEntertainment’s Alan Wake has enjoyedan infamously long gestation period as

its developer has toiled away at realising anambitious project.

Both studio and game have been closelywatched – at least, as closely as something soheavily guarded can be. As a Microsoft-exclusive (the game is being made for boththe Xbox 360 and Vista) it has teased fanboys;it’s protracted development time hasmeanwhile lead those working in theindustry to speculate that the game couldend up being one of the most expensivedeveloped in Europe given its lengthyproduction cycle.

AN AWAKENINGBut with a spring 2010 release dateconfirmed at E3 2009, rumours about thegame’s immenent abandonment have finallybeen put to sleep, and a wealth of slickscreenshots have been unveiled.

Billed as a story-lead psychological actionthriller, Alan Wake boasts some impressivetech, particularly in terms of motion capture.In February Espoo-based Remedy confirmeda partnership with Imagination Studios,formerly known as Northern Light Studios,which is revitalising the project with mo-capand animation services.

Remedy’s project follows the exploits of abest-selling suspense author suffering fromwriter’s block, who escapes to a small townonly to face the mysterious disappearance ofhis fiancée.

To find out more about the making of thegame, Develop sat down with some of theRemedy team to find out more about a titlethat is still shrouded in mystery.

That meant speaking to several key figuresat the company – namely the game’s leadwriter Sam Lake, Remedy developmentdirector Markus Mäki, lead technical artistSami Vanhatalo, and Oskari Häkkinen, whohas the rather interesting title of head offranchise development.

How did you conceive the original idea forAlan Wake, and what were its inspirations?Sam Lake: Right from the start we knew wewanted to have a modern day real worldsetting, but even with that base, we wantedto have gameplay options that would allowus to break the laws of reality in some way. Bymaking it subjective, something that may ormay not be true, as is the case in apsychological thriller, we managed to find agood balance between the two.

We were making an action game, but wedidn’t want an action hero as the maincharacter, we wanted a capable everyman,someone flawed, but smart and likeable. Wewanted to make a story-driven game, and weknew that we wanted to use narration as astory-telling tool. A writer – a professionalstoryteller – seemed like a prefect choice.

And finally, we wanted to use an idyllic all-American small town as our setting,something seen over and over again inmovies and TV-series, such as Twin Peaks, butnot so much in video games.

The role of narration as a story-telling toolcomes up time and again with reference toAlan Wake – both in terms of its creationand story itself. Did the focus on narrationrequire a different type of approach toproduction and design to that typical of anaction game?SL: We started out with the story, and workedour way to the gameplay and game worldfrom there. Naturally the ideas anddiscoveries we made with the gameplayprototyping, and while building ourtechnology and the game world, meant that

the story had to be rewritten many timesalong the way, but the core concepts of theoriginal story still remain.

How has the use of outsourcingcomplemented production?Markus Mäki: Remedy is a reasonably smallteam, with just over 40 persons. Outsourcingis a key model for complementing the teamand giving us more flexibility in pre-production schedules.

It also allows us to get more expertise,gather knowledge and work with talentedpeople who know their focus area.

And that’s why you took the outsourcingapproach?MM: Outsourcing some of our production isin our opinion the smart way to go. It hasallowed our team to stay focused on thecreative and technical aspects of theproduction process which are probably themost important drivers in making a coolgame. We can also keep the work interestingand challenging for our team andconcentrate on what we know best.

You have choose to work with new mo-captechniques with Alan Wake. What exactlywas the new mo-cap tech youimplemented?Sami Vanhatalo: We are constantly workingto improve our processes, to take our gamesto the next level and to give the best possibleexperience to the gamer. Co-operating withImagination Studios on facial motion captureto bring our characters to life is only the mostrecent example.

What other new technologies, internal oroutsourced, have you used in Alan Wake?MM: We have a wealth of cool, never seenbefore technology in our game. The lightingtechnology is obviously the most visible one,but I’m also proud of our landscape andvegetation. We also have screen-spaceambient occlusion; I don’t at least know ofany shipped Xbox 360 title that has it. Fromthe outsourced technologies I could mentiona recent addition, Umbra Software’s occlusionculling solution that has simplified our techand has given us a nice performance boost.

The ideas anddiscoveries madewith the gameplay

protoyping meant thatthe story was rewrittenmany times alongthe way.

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46 | JULY 2009

BETA | ALAN WAKE

Alan Wake has been in gestation forsometime – have you consciously had alonger production cycle?Oskari Häkkinen: As a company Remedyaims to create intellectual properties thathave unique concepts and entertain wideaudiences. We feel that the Remedy brand isa seal of quality, and we want our followers tofeel this too. We have always been driven byour own quality bar, not by timelines.Whereas this approach often takes on alonger development cycle we believe ourconcept serves the gamers as well as ourcompany’s internal high expectations.

Do you think that taking so long oncreating Alan Wake makes consumers’expectations higher? Does that put anyadded pressure on you? OH: We stepped into this project knowingthat it would take a generous investment intime to get it right; creating a new conceptthat works and taking the time to mouldideas into something tangible always does.We believe that when the player gets theirhands on Alan Wake they will see where wehave put careful time and thought into everysmall detail to create that great gamingexperience.

Now that you draw to the end of AlanWake’s creation, is this kind of extendeddevelopment cycle a model you’d like to

continue with in the future?OH: We believe we have a quality bar to liveup to, and we are only as good as our lastproject. We strive to improve and deliverinnovative games with unique features –break barriers so to speak –and this takestime, but our end result should always speakfor itself.

What has Microsoft been like to work withas a publisher? Has it been understandingin its support for the longer developmenttime Alan Wake has taken?OH: Microsoft has been very understandingof the development schedule and the vision

for Alan Wake throughout the development.Both Microsoft and Remedy are committed toonly the highest quality of games and that issomething I hope gamers will notice whenthey play Alan Wake.

Rockstar Vancouver is now developing thethird Max Payne game. How do you feelabout an IP so integral to your studiohistory being developed by anotherstudio? Are you involved at all? OH: Honoured, in one word. The Max Paynefranchise was a fantastic project whichbrought us a lot of joy and success, so to seeit being kept alive is a living commendationof our work and to our achievements in ourpast projects.

Have you managed to benefit fromfinancial aid from the likes of Tekes andother Finnish funding initiatives that assist game development and R&D in your country?MM: Tekes has been a tremendous help toreduce the risks in our technologydevelopment and company developmentefforts. Tekes is a valuable support arm andone of the reasons why Finland is a greatcountry for games development.

Lighting serves a dualpurpose for Remedy,not just as a tool forenvironmental effects,but also as a weaponduring gameplay

Outsourcing meanswe can keep thework interesting

and challenging for ourteam while concentratingon what we know best.

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DEVELOP-ONLINE.COM JULY 2009 | 47

MIDLANDS STUDIOS ROUNDTABLE | BETA

MIDLAND OFHOPE AND GLORYAs well as being the UK’s geographical centre, the Midland’s has long played its part at the core of the country’sdevelopment community. Eager to learn about how developers in the region plan to maintain momentum in theindustry, Ed Fear and Will Freeman sat down with some of the studio heads leading the charge…

What are the benefits for thoseestablishing a development house in theMidlands, in a place so far removed fromthe country’s biggest cities? Simon Phillips: I think it’s a double-edgedsword really.

The obvious downside is not being in a bigcity, aside from being near Birmingham, soit’s harder to attract the younger post-graduate talent who want to be in thehubbub of things and not in a field with cowsin Bloxham.

But it is that which is the best thing aboutbeing around here; we have lots of ruralenvironments like this where the moremature people in the games industry whowant more of a chilled-out lifestyle can settledown and blend in with their family life.

From that point of view, then this area hasa lot to offer that big cities don’t. That’s one ofthe key perks, so you get a lot of experiencedstaff up here.Simon Prytherch: At the same time, largecities are very accessible from here, and we have some of the best universities inOxford, and twenty minutes down the linewe’ve got Warwick University up nearLeamington. That’s very good for recruitmentas both of those areas are renowned centres:one for students and academia, and theother, Leamington, being great fordevelopment studios.Phillips: Exactly. It’s an hour from here toeverywhere. Paul Smith: It is a great place to live, and

there’s a lot of talent in the area. Where weare we’ve also got Derby, where there’s acluster of big game studios. If you’re going toset up a new studio, you go to where the rawmaterials are. There’s lots of people to tapinto, and there’s just great countryside. I usedto work in London, and I don’t miss it.

So the quiet nature of the region isdefinitely an asset that attracts moreexperienced talent?Phillips: Absolutely. It’s got that ‘settle-down-appeal’. And also, because of that, you knowthat when somebody moves into the area

What we don’thave in theMidlands is a

regional organisationalbody for the industry likeGame Republic orGameHorizon inthe north.

Paul SmithMD, Strawdog StudiosFocused on creating and nurturing its own IP,Strawdog was formed in 2003 and initiallyfocused on contract work before stepping outon its own projects.

Simon Prytherch,CEO, Lightning Fish Banbury-based Lightning Fish specialises in family-orientated titles like its NewU fitnessgame.

Simon Phillips,MD, Gusto GamesFormed in the wake of Silicon Dreams’ demise, Gusto makes sports games for most formats.

Graeme MonkMD, EiconicFocused on smaller projects for PC and console, Eiconic’s latest release is theGametrak-using SqueeBall Party.

WHO’S WHO

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DEVELOP-ONLINE.COM JULY 2009 | 49

MIDLANDS STUDIOS ROUNDTABLE | BETA

and settles down with their family they are init for keeps. It’s not a case of them working ata place they can get to on a tube, doing it forsix months and seeing how it goes, beforemoving somewhere else.Graeme Monk: The industry has got ten tofifteen years older too, which is somethingthe area can take advantage of. We’re all thatmuch older, with families and various otherthings, so if you don’t want to work inLondon, it’s nice and chilled.Prytherch: I find it an advantage forinternational recruiting as well, because thisarea offers a quintessential British image, andit’s outside of London. So if people havecome from a rural area or have had enough of

city life, perhaps living in Paris or Helsinki,then they can come here and think ‘this isexactly how I envisage England to be’.Smith: And, it’s funny, because I’m surprisedby how many people who work in this areawere actually born around here. Also, thereare some universities offering some greatcourses that can retain a lot of people in thearea, and some big studios like Eurocom and Rare down the road, that are attractive to people.Prytherch: In fact, I was doing a quickmental count of all the people employed inthe games industry in the Midlands and I’dprobably say that we’ve got, in terms of headcount, more than any other region – evenLondon. I think we’ve easily got a headcountof over 2,000 just looking locally, going as faras the Leamington and Oxford areas.

So are the universities in the areasomething that makes recruiting high

calibre employees easier?Smith: We’re finding that in Derby theuniversity is very, very strong onprogramming, and there’s a lot of greatstudents coming through. In fact we take onthree or four a year through placements, andsome stick with us.Phillips: Maybe it’s a bit different with thearts side. There things are lagging slightly,with the very specific skills they need to learn,although they are beginning to catch up. Ofcourse I can only speak for my area of theMidlands. In general though, we are verypleased with what we can see.Prytherch: Also, on the programming side,both Oxford and Warwick University have gotsome of the best computer science courses,but that means it is very hard to competeagainst all the other industries to get thosegraduates. We’ve found that by working withthe universities we are getting some more ofthose now – not necessarily people justfinishing their degree courses, but thosedoing research and masters and PhDs areeasy to make contact with here, and we’reinterested in some of their research.Monk: I think there should be more initiativeshere like Dare to be Digital as well. Whenyou’ve got students actually starting to worktogether as a team on a particular project,and they actually deliver something at theend of it, it’s a really good platform for peopletrying to get into the industry. I’ve employedthree or four people who have been involvedwith Dare to be Digital, and you can actuallysee the kind of quality of gameplay that theycan put together. Again, there needs to bemore of those kinds of things here.

Do you feel staff sharing schemes have aplace in bringing together the Midlandsdeveloper community?Smith: Just the phrase ‘staff sharing’ scaresthe living daylights out of me.Prytherch: But put it another way, as‘collaboration’. I think collaboration is reallyimportant for smaller developers to grow. Ifyou want to move up a level there are ways ofdoing that by working with other people whomight have different skills to you.

What we don’t have in the Midlands, whichI think is a shame, is an organisational bodyfor the industry in the region. That’s partly

due to there being no Government funding for the Midlands area, or very little.You get things like Game Republic, orGameHorizon in the north, but nothing here. That’s something I definitely want to change.Smith: It just hasn’t happened in theMidlands yet. Whether it will or not I don’tknow, but because we’re so dispersed, andthe Midlands is such a huge area, it’s difficultto define where it begins and ends.Phillips: If we’re sat here wondering why onehasn’t been set up perhaps that’s somethingwe should all talk about. The thing is, withcollaboration, it needs to be very wellcommunicated and very well set up to workefficiently, because somebody always has anedge or angle.Monk: There’s got to be a lot of trust betweenthe different studios as well, because one ofthe biggest things is confidentiality betweenprojects. If you’re going to outsource tosomebody else, you want to be careful aboutwhat they’ve got in development in-house.Ideas get shared, and quite often ideas getnicked as well.Prytherch: And you probably have to go tocertain people because they are specialists inthat area, and therefore are going to be doingsomething similar to you. So I think it is a caseof having it legally defined and keepingthings separate. I’m on the advisory board forGameHorizon, and I’ve seen how it works inthat region. I’d say that the biggestadvantage of that organisation is thenetworking and collaboration. And that’s forall studios – not just the small ones. Forexample, Eutechnyx get the smaller studiosto help them on some of their larger projects,giving those studios the experience to get tothe next level.Smith: There needs to be something in thisregion to be honest. Monk: When I was working down in Oxford, alot of the Oxford developers would gettogether and just chat about things, and itwas a really good forum to discuss problemsthat you were having with projects, or aparticular approach you were taking to aproject. I think that is potentially what’smissing from the Midlands. It is almost as ifwe need a Tiga Midlands chapter, whichwould benefit us all.

From left to right:Graeme Monk, PaulSmith, Simon Phillipsand Simon Prytherch

This region easilyhas a headcount ofdevelopers greater

than that in London.We’ve got around 2,000just in areas likeLeamington Spaand Oxford.

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50 | JULY 2009

BETA | MIDLAND STUDIOS PROFILES

GUSTO GAMESSTATS

Number of staff: 50

Year founded: 2003

Location: Banbury

Key staff:Simon Phillips (Managing Director)Steve Archer (Development Director)Andrew Hersee (Technical Director)

Previous projects:Urban Freestyle Soccer, Console versions of Eidos’ Championship Managerfranchise, Pro Stroke Golf, uTour Golf, Golf.com Pro Challenge, Ultimate ISPY,Goosebumps: Horrorland

Currently working on: The official Ashes Cricket game on Wii (due out this summer) fromCodemasters, plus a number of as yet unannounced titles (both sports andnon-sports based)

STEPPING OUT of the ashes of Silicon Dreams in 2003, it’s been a rapid jounreyfor Gusto to get where it is today. Set up by a bunch of friends, Gusto’s remitwas to stay within the sports sector and capitalise on the experience they’dgained – and the technology they’d developed – at Silicon Dreams.

And remain along those lines it did, getting its first gig on Urban FreeStyleSoccer – unusually cross-platform for a brand new studio, thanks to thataforementioned technology obtained from its predecessor, which still formsthe base of Gusto’s cross-platform engine to this day. The studio’s big breakcame next, however, in the form of Eidos’ Championship Manager.

“We were tasked with developing the game for all console formats,” saysmanaging director Simon Phillips. “It was an incredible challenge and one weare still proud of – the PSP version is still a favourite game.”

The studio has at least two main game teams in order to ramp up and down smoothly on products, as well as separate technical, production and concept/design teams. The set-up is deliberately flat, says Phillips, in orderto “encourage all to come forward with new ideas or ways of doing things.”

“The individuals here all feel as though they contribute to making a successof the studio.”

The studio’s long-standing tech base has been updated and optimisedthroughout its 12 years to add in new platforms as they are launched, whichPhillips says has come in handy as the company prepares to enter the field ofsocial gaming.

“As we start moving into more social spaces of gaming, where the platformyou use becomes less important than the experience, having this wide-rangingtechnology makes life easier to create games where you can log in from youriPhone, PC or PS3 and have similar experiences and social elements.

“Also, the fact that it’s gone through so many product cycles is reallyimportant – it gives us great reliability during submission processes, which issomething you can’t really put a price on when working on licensed productsthat are tied in to real-world events.”

CONTACT

Gusto GamesBloxham Mill, Barford RoadBloxham, BanburyOxfordshire

W: www.gustogames.comE: [email protected]: +44 (0) 1295 724 537

STRAWDOGSTATS

Number of staff: 12

Year founded: 2003

Location: Derby

Key staff:Paul Smith(Managing Director)Simon Morris (Technical Director)Derek Pettigrew (Development Director)Dan Marchant (Business Development Director)

Previous projects:Geon (XBLA,PSN,Wii), Turbo Duck (iPhone) and numerous work-for-hire projects

Currently working on: Latest XBLA game Space Ark due for release end of Q3 2009

IF YOU’RE thinking, ‘Hey, I already know about these guys,’ you probably do –Develop ran an in-depth profile on Derby’s digital darlings in our March issue.But, to save you rooting through your back issues (we know you have them),here’s a quick recap: six years ago, a group of people working at differentstudios in the UK felt a twinge to go it alone. Several pub conversations, emailsand forum posts later, Strawdog Studios was born.

Originally working largely on contract work, it invested the profits from thisinto building its own original prototypes. A strong Game Connection showinglead to its first original project, Geon, being signed by Eidos, which originallylaunched on Xbox Live Arcade before being ported to PSP, PSN, iPhone andWii. Since then it’s been working on Space Ark, another digital-download titleset for release in Q3 this year, plus spending spare moments on iPhone gameTurbo Duck which it released a few months ago.

Despite being such a small studio, the team always makes sure it has a smallteam constantly working on designs and ideas for new IP, in addition to themain project of the studio, while the technical director maintains the studio’sproprietary cross-platform tech.

The studio is committed to keeping control of its IP and building a businesswith long term value, says managing director Paul Smith.

“We have invested capital in several of our own original game projects andbrought on board other investors who are not linked to the games industry,”he explains. “We’ve worked very closely with EM Media who are well known forsuccessfully supporting UK regional film, and have now co-funded two of ourgame projects plus several others in the region through their Europeanregional development funding.”

The funds, and the attached stipulation that the IP must remain in theregion, has helped the studio when negotiating contracts. “It’s allowed us tolicence various versions of our games to different publishers for publicationacross a wide spread of platforms. For an independent developer it is vital toget your IP onto as many platforms as possible to maximise revenue.”

In the long term, Strawdog aims to become a digital publisher, utilising abusiness model that’s “revenue based and less dependent on third-partyfunding,” says Smith – starting with this year’s Space Ark, which will be the firsttime Strawdog has taken the dual roles of publisher and developer.

CONTACT

StrawdogThe iD Centre, Lathkill House,RTC Business Park, London RoadDerby, DE24 8UP

W: www.strawdogstudios.comE: [email protected]: +44 (0)1332 258820

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DEVELOP-ONLINE.COM JULY 2009 | 53

MIDLANDS STUDIOS PROFILES | BETA

EICONICSTATS

Number of staff: 5, plus contract staff

Year founded: 2006

Location: Various, distributed development around the Midlands, butprimarily based in High Wycombe.

Key staff:Graeme Monk (MD/Executive Producer)Dave Pollard (Lead Games Programmer)James Boulton (Technical Director)Neall Jones (Creative Producer)Simon Credland (Art Director)

Previous projects:SqueeBalls (Oct 2009), Polar Panic (Sept 2009)

Currently working on: TBA

EICONIC IS one of the growing group of distributed developers, having nofixed abode but all collaborating remotely. Its founders came from the Oxfordstudio of LEGO iterators Traveller’s Tales. After working on Crash: Twinsanityand Super Monkey Ball Adventures, they left in 2006 to start Eiconic.

Since then, the team has been working with Performance DesignedProductions producing SqueeBalls for its Xbox 360 Freedom motion controller,which was recently announced at E3. It’s also hard at work on an Xbox LiveArcade and PlayStation Network title Polar Panic on off-moments. The studioaims to release the latter this year.

“We’re a core team of dedicated professionals who concentrate on small tomedium projects,” explains managing director Graeme Monk. “We much preferthe shorter turn-around of projects lasting up to 12 months.”

What really separates Eiconic is the ‘virtual studio’ approach, however. Staffwork from home, using established communication software like Skype andGoogle Talk – and its proprietary technology Moai has been specificallydesigned to work on a remote server.

“It was necessary that all of our tools, assets and production pipeline couldwork remotely and from anywhere in the world,” explains Monk. “Everymember of staff works on live data and the latest code, and clients have accessto the same data and pipeline. If we want feedback on an issue, asset orgameplay mechanic we can inform the client, who can update and build thedata on their end in less than ten minutes.”

The system works well for the team, who still meet up every few weeks butcan have Scrum production meetings daily. They also try to keep to standardworking day hours, but can be flexible – and this, coupled with the lack ofstress that comes from no commute, makes production “very relaxed, andincreases the creativity that we have,” says Monk.

In fact, they’re so confident with the distributed model that they think other studios will follow suit in time: “We firmly believe that distributeddevelopment will become more and more commonplace over the next fewyears. When we set up with this philosophy, people said that we were mad,and that we wouldn’t survive. We’re now in a position where we’ve proven thatit works and that our philosophy is sound – we’re still alive and kicking, andlooking to expand.”

CONTACT

EiconicW: www.eiconic.comE: [email protected]

LIGHTNING FISHGAMESSTATS

Number of staff: 12

Year founded: 2008

Location: Banbury

Key staff:Simon Prytherch (CEO)Mike Montgomery (Development Director)David Hunt (Chief Technology Officer)Phil Marley (Creative Director)Nicola Salmoria (Senior Programmer)

Previous projects:N/A

Currently working on: NewU Fitness First Personal Trainer, further NewU products, plus unannounced title

LIGHTNING FISH is the youngest of all the developers featured here, havingbeen set up only last year – but the firm is already set to release its first retailproduct this September, the fitness title NewU Fitness First Personal Trainer.

Set up by industry veterans Simon Prytherch, Mike Montgomery and DavidHunt – who have more than 60 years of experience between them – LightningFish is targeting a different type of gamer than the traditional core user:families, and specifically the growing number of people using game consolesas fitness devices. Shortly after its inception it signed a deal with Black Bean todevelop NewU, for which it worked closely with fitness chain Fitness First and(non-)Dr. Gillian McKeith’s ‘You Are What You Eat’ company, to ensure the gamehad a solid fitness and nutritional grounding.

“Our studio mission is to develop family-oriented games that have a positiveeffect on your life through social interaction,” says founder Simon Prytherch.

“When designing games we consider the consumer first. This means weoften come up with novel approaches that are not always the acknowledgedapproach. For example, NewU is gathering attention because we decided tofeature real video-based characters rather than computer generated avatars:the audience for fitness titles is much more comfortable with a real person,and this is proving to break down barriers.”

To this end, Lightning Fish has its own studio for video shooting, which itintends to leverage for all of its future titles. “Our proprietary technology is inthe areas of motion tracking and video/graphic integration,” says Prytherch. “Itenables us to achieve excellent motion tracking and custom video editing. Thiswas initially all developed for the Wii, but we are now developing versions forXbox 360, PlayStation 3 and PC.”

Lightning Fish believes in the power of small teams – which will always beten members or less, says Prytherch – because it believes it to be the mostefficient way of developing games. “It also means that every team memberknows each other, and everyone has a say in the direction and design of theproducts,” he explains. And while there may only be one product team at themoment, it is currently staffing up for a second team, and is poised toannounce further family titles in the next few months.

CONTACT

Lightning Fish GamesColin Sanders Innovation CentreMewburn RoadBanburyOxfordshire

W: www.lightningfishgames.comE: via websiteTel: +44 (0) 1295 817666

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54 | JULY 2009

BETA | MIDLANDS STUDIOS PROFILES

HIGH SCOREPRODUCTIONSSTATS

Number of staff: 3

Year founded: 2004

Location: Oxfordshire

Key staff:Hugh Edwards (Director)

Previous projects:Beijing 2008 Olympics, Fallout 3, IL2 Sturmovik: Birds Of Prey, LEGO Batman,Ultimate ISPY

Currently working on: Unannounced titles for Eidos and Blitz

HIGH SCORE Productions is an audio-outsourcing company based in Banbury,Oxfordshire that specialises in creating music, sound-design, voiceover andlocalised audio specifically for games. High Score has a permanent team ofthree and several regular contractors across their two studios.

High Score has worked for many large UK, European and Americanpublishers and developers, including Eidos, Sega, EA, Activision, Rebellion,Oxygen, Blitz Games and 505 Games to name but a few – and believes that italways leaves a client satisfied.

Since the outfit’s conception in 2004, the team has worked on over 70 gametitles across all platforms such as PC, console, handheld and mobile, havingoriginally worked in the television and film arena.

"We’ve been fortunate enough to have worked on some fabulous titles overthe past few years and have a very large, ever-growing professional client-base,” says director Hugh Edwards.

“Once we gain new clients, they always come back to us, I think because ofour attention to detail and the fact that we really do care. It’s all about makingthe best game possible for the audience and like it or not, audio is easily 30 percent of the gamer’s experience. Graphics sell games – graphics, gameplay andaudio make the player come back again and again."

Edwards believes that the studio’s location makes it very cost-effective whencompared to the traditional Soho outfit, and that this is more important nowthan ever before.

"One of the things that we’ve always scratched our heads about is whypeople traditionally think that you need to be in Soho to be able to producegreat quality audio for games,” he claims.

“It’s all about the talent in your people and all our guys are spot-on. Sincethe credit crunch came about people have been very pleasantly surprised tosee that we’re just naturally more commercially viable than a lot of our largercompetitors, simply because of our location. The days of large London audiostudios are coming to an end – it’s just not necessary."

"If we need to record in London, we record in London. If we need to recordin LA, we record in LA. We have the best of both worlds, our audio is of theutmost quality, and our costing model is transparent and realistic."

CONTACT

High Score ProductionsW: www.high-score.co.ukE: via websiteTel: 44 (0) 1295 738337

IMPROMPTUSOFTWARESTATS

Number of staff: 5

Year founded: Registered 1999, startedbusiness 2006

Location: South Derbyshire

Key staff: Nigel James Brown (Managing Director and Technical AudioConsultant)

Previous projects:Virtua Tennis 2009, GTI Club+, Sega Superstars, B-Boy, Flat Out Head On

Currently working on: Three projects across all major handheld and console platforms

FIRST REGISTERED as a company in 1999, Nigel James Brown’s ImpromptuSoftware was initially formed to function as a vehicle for the promotion of thei2MS cross-platform interactive music system.

Soon after the studio’s conception, Brown went on to work for both Coreand Microprose, before a period freelancing while he developed a newinteractive audio system by the name of iSAudio. As a result Impromptu layrelatively dormant until 2006, which saw the company become an entity in itsown right, offering the iSAudio tech to developers looking for a cross-platformsound solution.

“Our mission is to be innovative with audio and try and push the limits ofeach console’s audio hardware to achieve the best cross-platform solutionavailable,” reveals Brown. “We believe passionately that audio should beplanned and integrated within the game from day one – not just anafterthought. We believe in building partnerships with external audiooutsource talent that we can call upon for specific game requirements.”

Currently working on three projects across all the major console andhandheld platforms, Impromptu is focused on constantly developing itstechnology to integrate with emerging formats. The emphasis on evolvingiSAudio means working directly on projects, adding support for the tech’s toolsinto the game developer’s export pipeline. Impromptu also assists with thesourcing and implementation of sound, and has started to supply iSAudio as amiddleware solution for cross-platform development overseas.

“We are currently like no other audio middleware company because we willwork directly with the projects that we get involved with,” says Brown. “We alsobring a complete solution for cross-platform audio support that can be tailoredto suit many game genres. We should really be called ‘The Entire AudioDepartment for Hire’ because that’s how many of our clients view us.”

Looking to the future, Impromptu is looking to further its course down theroute for licensing its middleware solution, while continuing to expand theportfolio of games on which it has worked.

“We’re very pleased to be a part of the many titles we’ve worked on over theyears,” enthuses Brown. “It’s really nice to be part of a team that has beennominated or won awards. Sega Superstars Tennis was nominated for a Developaward in 2008, and B-Boy won a Develop award for Audio Accomplishment andwas also nominated for a BAFTA.”

CONTACT

Impromptu SoftwareW: www.impromptu-software.co.ukE: [email protected]

Page 55: Develop - Issue 96 - July 2009

Language Matters

At Testronic Labs, we understand that the smallest linguistic error or culturalfaux pas can ruin a game’s reputation. That’s why our localisation servicefocuses on providing an authentic experience that conveys the idioms,atmosphere and energy of the original.

Covering an extensive range of languages and media – from in-game text tomarketing collateral, audio recordings and websites, Testronic Labs offers atruly comprehensive and reliable service for localisation and localisation QA.

Talk to Testronic Labs. We're here when language matters.

For this, and to see our full range of games services, please contact us at:www.testroniclabs.com l [email protected] l twitter: testroniclabs

Page 56: Develop - Issue 96 - July 2009

■ YOUR HOST

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■ SPECIAL RECOGNITIONDevelopment Legend Grand Prix

Page 57: Develop - Issue 96 - July 2009

Wednesday July 15th, 2009■ Hilton Metropole Hotel, Brighton, UKFor tickets, table sales and sponsorship opportunitiescontact [email protected] • (0)1462 456 780

■ EXCLUSIVE DRINKS RECEPTION PARTNER■ EVENT PARTNER■ STUDIO CATEGORY SPONSOR

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Page 58: Develop - Issue 96 - July 2009
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WWW.DEVELOP-ONLINE.NET JULY 2009 | 59

DEVELOP BRIGHTON GUIDE | BETA

Sun, sea and……seminars

The Develop Conference and Expo returns this month. We offer you a handy guide to the event…

On July 14th, UK coastal cityBrighton will once againwelcome over 1,000 developers

and games execs to attend the DevelopConference and Expo.

It’s the fourth outing for the event,which continues to go from strength tostrength each year.

The conference is split into three parts:the main two-day conference which runson July 15th and 16th, the expo, and thenthe two one-day conferences that runbefore them on July 14th.

The first of these two is for gameseducation. The second is an engrossingnew addition to the schedule called Evolve,which looks at the new emerging marketsfor games developers; namely areas likedigital distribution, social games, mobileand online.

Over the next four pages we’ve pulledtogether all the info about them, includingtimings and speaker details for eachsession, plus a guide to the expo. Head to www.developconference.comfor more details. See you there.

KEYNOTES

MAIN KEYNOTE: GTA creator and Realtime Worlds’ DaveJones talks about the opportunitiesavailable to developers via online

TRACK KEYNOTES:ART: The Art of LittleBigPlanet – A BigMedley (Kareem Ettouney and Mark HealeyCo-Founders, Media Molecule)AUDIO: The Runtime Studio in YourConsole: The Inevitable Directionality ofGame Audio (Guy Whitmore, Director ofAudio, Microsoft Game Studios)BUSINESS: Out of the Box(ed Product):Thinking for an Online Age (Jeff Hickman,Executive Producer, Mythic Entertainment )CODING: PlayStation: Cutting EdgeTechniques (Kish Hirani and Colin Hughes,Sony Computer Entertainment Europe)DESIGN: Building LEGO Worlds – online,offline, and everything in between(Jonathan Smith, Development Director,Traveller's Tales)EVOLVE #1: Resetting the Game (DavidPerry, Creative Director of Acclaim Games)EVOLVE #2: The Long Tail and Games:How digital distribution changeseverything. Maybe (David Edery, Principalof Fuzbi)MOBILE: Moving games to a new beat:The development of Nokia's DanceFabulous (Mark Ollila, Director ofTechnology & Strategy and Head, Nokia)PRODUCTION: Bridging the Gap:Experiences Learned with Agile ProjectManagement (Lisa Charman, AssociateProducer, Ubisoft and Patric Palm, CEO andCo-Founder, Hansoft)

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10:00 - 10:45

10:45 - 11:00

11:00 - 11:45

11:45 - 12:30

12:30 - 13:30

13:30 - 14:15

14:15 - 15:00

14:45 - 15:30

15:30 - 16:15

16:15 - 17:00

17:00 - 17:15

17:15 - 18:00

KEYNOTE: Resetting the GameDavid Perry, Creative Director, Acclaim Games

Coffee Break

MOBILE KEYNOTE: Moving games to a new beat: Thedevelopment of Nokia's Dance Fabulous

Mark Ollila, Director of X-Media Solutions, Nokia

Whose Quiz is it Anyway? Bringing User-GeneratedContent to the Buzz! Franchise

Caspar Field, Senior Producer, Relentless Software

Browser Based Games The Past, the Present, the FutureJonathan Lindsay, Game Designer, Splitscreen Studios

20 Great Innovations in Casual, Social and Mobile GamesThat You Should Steal

Stuart Dredge, Pocket Gamer

10 Things Nobody Tells You About Digital Distribution andSelf-Publishing That You Must Understand to Succeed

Martyn Brown, Co-Founder, Team 17

The European Free to Play MarketThomas Bidaux, ICO Partners

Lunch

Coffee Break

Break

KEYNOTE: The Long Tail and Games: How Digital DistributionChanges Everything. Maybe.David Edery, Principal, Fuzbi

How Today's Social Networks Will Change How You Make,Play and Sell Games Tomorrow

Kristian Segerstrale, Playfish

Panel: Crossing Over in a World Gone CasualMatt Spall, Founder, Playora; Magnus Alm, CEO, Muskedunder

Interactive; Niall Fraser, Co-Founder, Tin Raven; Nils-HongerHenning, CCO, Bigpoint GmbH

The Xbox LIVE Indie Games Platform:Community Games for Fun and Profit

Charlie Skilbeck, Developer Account Manager, Microsoft

A Game is a Gameis a Game

Dave Thomson, Number One Fan, Denki

Panel: Opportunities and Hurdles for Mobile GamingJohn Chasey, President, Finblade; Tim Closs, CTO,

Ideaworks 3D; Tim Green, Editor, Mobile Entertainment

Infectious: How Viral Games Capturean Audience of Millions

Jeff Coghlan, Founder and Creative Director, Matmi

Panel: The Fight For Playtime: What Do Social NetworkingSites Have To Offer The Games Industry?

Tom Armitage, Writer, Schulze & Webb; Limvirak Chea,Android Market and OpenSocial Leader, Google; Chris

Thorpe, Founder, Jaggeree

Case Study: A Browser-Based MMORPG on Every DesktopJim McNiven, Kerb

Launch Your Game Across Multiple Mobile and SocialPlatforms Without Killing Your TeamChris White, Studio Head, Glu Mobile

Panel: After the iPhone Honeymoon:Where Next forApple's Mobile?

James Brooksby, Studio Head, doublesix; Chris Byatte,Director, Chillingo; Paul Farley, Managing Director, Tag

Games, Michael Schade, CEO, Fishlabs; Alan Yu, VP, ngmoco

How Social Networks and Emerging Platforms andTechnologies Will Re-shape Gaming's Oldest Genre

Struan Robertson, Producer, Gusto Games

Practical Applications of Online ConvergencePaul Croft, Co-Founder, Mediatonic

Evolve

Tuesday 14th July: One-day conferences

09:30 - 09:45 Introduction and WelcomeDavid Hayward, Pixel-Lab

09:45 - 10:15 KEYNOTE: Building Institutional RelationshipsRichard Wilson, TIGA

10:15 - 10:45 KEYNOTE: Channel 4 Educationand Indie Games Alice Taylor, Channel 4

10:45 - 11:00 Coffee Break

11:00 - 11:30 Oh The Cowman and Farmer Should be FriendsDr Mike Reddy, Head of Interactive Technology,Newport Business School, University of Wales

11.30 - 12.00 Blitz Open DaysKim Blake, Blitz Game Studios

12:00 - 12:30 Academic Partnerships with SCEESarah Lemarie, SCEE

12:30 - 13:30 Lunch

13:30 - 13:40 Skillset Sessions - Introduction

13:40 - 14:00 The Global Game Jam

14:00 - 14:20 Centre of Excellence for Games, AbertayGregor White, University of Abertay

14:40 - 15:00 X48 Andrew Sithers, Microsoft

15:00 - 15:20 Games Fleadh Phil Bourke, Tipperary Institute

15:20 onwards Roundtable Discussions

Games:Edu

BETA | DEVELOP BRIGHTON GUIDE

60 | JULY 2009

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09.00 - 09.30

09.30 - 10.30

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12.00 - 13.30

13.30 - 14.30

14.30 - 15.00

15.00 - 16.00

16.00 - 16.30

16.30 - 17.30

Evening

Community Chest:10 Useful Things

We Learned Fromthe SingStarCommunity

Dave Ranyard, SCEE

Lua ScriptingInteractive

Behaviour forPlayStation Home

ART KEYNOTE: The Art of

LittleBigPlanet Kareem Ettouney (Art

Director and Co-Founder,Media Molecule) & Mark

Healey, (Co-Founder, MediaMolecule)

Driving 3D TVs UsingCurrent Generation

ConsolesAaron Allport (R&D

Manager, Blitz GamesStudios) & Andrew Oliver

(CTO, Blitz Games Studios)

What the Music IndustryCan Reveal About

Digital DistributionSimon Watt, Vice

President, Technology,Universal Music Group

Tom Clancy's EndWar:An After Action Report

Michael De Plater,Creative Director, Ubisoft

Keynote

Dave Jones, Creative Director, Realtime Worlds

Develop Industry Excellence Awards

Break

Break

Registration

Lunch

Now in its seventh year, the Develop IndustryExcellence Awards is the only event which rewardsthe work done by Europe’s leading developmentcompanies. This year, over 70 companies fromacross the continent are contesting for 18 awardsthat recognise every facet of making games.

Details on the finalists can be found online atdevelopmag.com/develop-awards.

The 2009 ceremony will be held at the HiltonMetropole, Brighton on Wednesday July 15th – over500 games industry execs are expected to attend.

To attend, contact [email protected] orcall +44 (0)1462 456 780 – hurry, tickets and tablesare quickly selling out.

Wednesday July 15th: Conference

DEVELOP INDUSTRY EXCELLENCE AWARDS: July 15th TRACKS KEY

62 | JULY 2009

BETA | DEVELOP BRIGHTON GUIDE

Open Software forClosed Hardware

Steven Goodwin,SGX Engine

BUSINESSKEYNOTE:

Out of the Box(edProduct)

Jeff Hickman, EA Mythic

Race Script:An Alternative toRubber BandingEduardo Jimenez

Chapresto, AIProgrammer, Disney

Usability Testing forVideogames

Jason Avent, GameDirector, Black Rock &

Graham McAllister,Director of Vertical

Slice, Sussex University

DESIGNER MASH-UP:David Braben and

Dave Jones playElite and GTA

DevelopmentOpportunities forPlayStation Home

Liam Wickham,Support Manager,

SCEE

Avatarrific: Puttinga Face on the 360Stephen Mcfarlane,

Art Director, Rare& Louise Ridgeway,Head of Animation,

Rare

User GeneratedContent – The

LegalConsequences

Tahir Basheer,Partner, Sheridans

flOw and Flower:Games and Art

Jenova Chen,Creative Directorand Co-Founder,

thatgamecompany

Growing Your Business(Panel discussion)Thomas Bidaux (ICO

Partners), James Brooksby(Doublesix) Charles Cecil

(Revolution), and Paul Farley (Tag Games)

Preparing forLarrabee

Dr Doug Binks(Senior Application

Engineer, Intel)& Josh Doss (Intel)

Are You ReallyGoing to Retire as aGame Developer?

Ed Daly, GeneralManager, Zoe Mode

Never Mind theBoxes: Games as

a ServiceTom Armitage,

Writer, Schulze & Webb

PlayStation Home– First Term Report

Peter Edward,Home PlatformDirector, SCEE

Break

The Life Cycle of TheBonsai Barber for

WiiWareMartin Hollis, Founder,

Zoonami

Architecture and GamesViktor Antonov (The

Building) Rory Olcayto(The Architects' Journal),Rob Watkins (Lionhead

Studios) & Alex Wiltshire(Edge)

PRODUCTIONKEYNOTE:

Agile ProjectManagement

Lisa Charman (Ubisoft)& Patric Palm (Hansoft)

Crossing Over: WorkingWith Other Industries

Alex Amstel (Tuna), JamieCampbell (Juice Games),

Margaret Robertson(Consultant), Adam Russell

(Lecturer/IndependentGame Maker)

Evolving the RacingFranchise

Chris Pickford(Associate Producer,Bizarre Creations) &

Ben Ward (StudioCommunicationsManager, Bizarre)

PANEL: From Light Bulbto Console: The Writing

Process Sini Downing (Sidelines),James Swallow (Writer),Justin Villiers (Writer) &

Andy Walsh (Writer)

Is Digital Distributionthe Saviour of PC?

Charlie Barrett (Kalypso),Dorian Bloch (Chart

Track/GfK), Rich Keen(Direct2Drive), Mark Morris

(Introversion), DavidNottingham (LucasArts)

ART

AUDIO

BUSINESS

CODING

DESIGN

EVOLVE

PRODUCTION

THE DEN

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WWW.DEVELOP-ONLINE.NET JULY 2009 | 63

DEVELOP BRIGHTON GUIDE | BETA

Registration09.00 - 09.30

09.30 - 10.30

10.30 - 11.00

11.00 - 12.00

12.00 - 13.00

13.00 - 14.00

14.00 - 14.30

14.30 - 15.30

15.30 - 16.00

16.00 - 17.00

17.00 - 17.15

17.15 - 18.00

3 Shades of Racing – BuildingEnvironments for Blur

Beverley Bright (Art Manager,Bizarre Creations) & Ben Ward,

(Bizarre Creations)

Video Games as The Eighth ArtDenis Dyack, Founder, Silicon

Knights

Panel: Online Games, VirtualWorlds and MMOs: RaisingMoney and Making Money

CODING KEYNOTE:PLAYSTATION: Cutting

Edge Techniques

Public Service Gaming: PublicValue First, Commercial Value

SecondAlice Taylor, Commissioning Editor,

Education, Channel 4

Art Directing CustomisableCharacters for International

MarketsJimmy O'Ready, Character ArtTeam Lead, Realtime Worlds

Management for EvilGeniuses

Imre Jele, Project Director,Volatile Games

The Wizards of OS: I Don'tThink We're in C++ Anymore

David Hawe (Eutechnyx)& Doug Wolff (Eutechnyx)

DESIGNER MASH-UP: Masaya Matsuura and Jenova

Chen play PaRappa theRapper and Flower

Introduction to Human IKMiddleware

Andrew Ostler, Autodesk

DESIGN KEYNOTE: BuildingLEGO Worlds

Jonathan Smith, Travellers Tales

Text; Voice Over; Multiple SKUs:How a AAA localisation

producer's nightmare can turnto be living a dream!

Tristan Lefranc, Creative Assembly

Games, Designs and LessonsLearned at Global Game Jam

Susan Gold (Full Sail/GameProgram) & Gorm Lai

(Programmer)

SESSION TBC

Using Git to Tame a Herd of CatsLee Hammerton (Network Lead,

Crytek UK) & Jake Turner (SoftwareDevelopment Manager, Crytek UK)

It’s Time for Music Games 2.0Masaya Matsuura, President,

NanaOn-Sha

How to Communicatewith Artists

Arran Green, Senior VideoDesigner, SCEE

Ship Your Game On Time,On Budget: Seven Highly

Effective PracticesRobert Walsh, CEO and Co-

Founder, Krome Studios

Making Videogames History:Starting the NationalVideogames Archive

“Diagetic Media” – BeyondFirst-Person Shooters

Ana Kronschnabl,CEO, FluffyLogic

Understanding the GamingAudience Landscape

Edward Hunter, comScore

Gamesification: TurningOther Things into Games

Maurice Suckling, Writer, TheMustard Corporation

The Evolution of Fable'sChallenging Hero

Ian Faichnie, (Character & CreatureArt Manager, Lionhead) & Si Jaques,

Lead Artist (Lionhead)

Managing Asset Heavy GameProduction: Quality Video,Graphics, Audio and Text

Simon Prytherch, CEO, LightningFish Games

The Develop Den Opinion Jam 2009

Coffee Break

Break

Break

Coffee Break

Lunch and One Life Left

Thursday July 16th: Conference

Panel: Tip Top Technology inTrying Times: How Do StudiosKeep Up-to-Date in a Credit

Crunch?

09:30 - 09:45 Welcome and IntroductionJohn Broomhall

09:50 - 10:20 Dolby in Games – EveryBit AmazingSimon Arnold, Dolby Games Group EMEA &Marc Langsman, Dolby Games Group EMEA

10:20 - 11:00 Real-time Audio: ContextIs EverythingKenneth Young, Audio Designer, MediaMolecule

11:00 - 11:20 Break

11:20 - 12:00 Guerrilla Tactics: DesigningAudio for Killzone 2Mario Lavin, Sound Director, Guerrilla Games

12:00 - 12:40 Moore's More Story-TellingPower of Sound: The Eagerly Anticipated Sequel To Last Year's HighlyPopular SessionPaul Moore

12:40 - 13.40 Lunch

13:40 - 14:20 Orchestral Soundtracks forVideogames: The Vital Do's & Don'ts Fora Successful Orchestral ProjectAllan Wilson

14:20 - 15:00 Painting With Sound:The Future of Procedural AudioAndy Farnell

15:00 - 15.30 Break

15:30 - 16:10 Gold Blend: Audio Codeand Design Working Together for thePerfect FlavourJeremy Mayne, Disney Black Rock Studio &Ciaran Rooney, Disney Black Rock Studio

16:10 - 17:00 AUDIO KEYNOTE: The Runtime Studio in Your Console: TheInevitable Directionality of Game Audio Guy Whitmore, Director of Audio, MicrosoftGame Studios

16:30 - 17:20The 2009 Open Mic Session: What next? Alastair Macgregor (Senior AudioProgrammer, Rockstar North), GregO'Connor-Read (Founder, Music4Games),Guy Whitmore (Director of Audio, MicrosoftGame Studios), & Kenneth Young (AudioDesigner, Media Molecule)

The Audio Track (runs Thursday, July 16th)

Page 64: Develop - Issue 96 - July 2009

For more information visit

www.edinburghinteractivefestival.com

Expanding the Creative Culture of Games

13th - 14th August 2009

9Part of the Edinburgh FestivalRetail Partner

Media Partners

Whether you want to meet games industry decision makers, have an insight into the trends and new thinking in interactive entertainment, meet development talent or just play some of

the latest games, you need to be in Edinburgh this August.

Peter Moore (President of EA Sports) - Peter Cowley (Managing Director of Digital Media, Endemol UK)

Kristian Segerstrale - Timo Soininen (CEO of Sulake Corporation)

Jim Crowley (President and CEO of Turbine Inc.) - Sean Dromgoole (CEO of Some Research)

Martin Owen (Founder of Smalti Technology) - Mike Bennett (CEO and Creative Director of Oil)

Simon Guild (Chairman of Bigpoint) - Keiran O’Neill

Associates

Conference

Games Screenings

Networking

Dare to be Digital Protoplay

Free Game Play

Scottish Developers Area

Recruitment Area

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Festival Partner

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Scottish Developers

Page 65: Develop - Issue 96 - July 2009

Running alongside the Conference is the Develop Expo, which is free for visitors to attend and brings together some of Europe's mostinnovative companies from every sector of games development.

For visitors, it offers the opportunity to find out about the latest development tools andtechnology, to try them for yourself, as well as make new contacts and catch up with old ones in thenetworking areas.

The Develop Bar & NetworkingLounge is located on the Expo floor soyou don't have far to go to buy acolleague a drink, have an informalmeeting or just mix with other visitors.The exhibitors are:

AWE B31B-Block Studios B22BlitzTech B20Custom House B36Dolby B34Emergent Game Technologies B16Enzyme Labs B42Hansoft B48Nokia Products Ltd C14Peppermint P B50Phonetic Arts B30Pixelux B32Scaleform Corporation B12Southampton Solent University B24TechExcel B46The Register Books B40Tiga B28Train2Game B10Wired Sussex B26

EXPO: JULY 15th & 16th

EXPO: FLOORPLAN

WWW.DEVELOP-ONLINE.NET JULY 2009 | 65

DEVELOP BRIGHTON GUIDE | BETA

Page 66: Develop - Issue 96 - July 2009

66 | JULY 2009

BETA | DEVELOP BRIGHTON GUIDE

on the button

Before you judge us,we’d like to plead guiltyto the following.

Yes we admit it. Not only have we beendelivering the highest quality recruitment servicein this industry for the last eleven years, wehave been up to a lot more besides!

For a friendly chat about everythingwe could do for you, call+44 [0] 1206 214421

OPM Response LtdTel:+44(0)1206 214421

www.opmjobs.com

EDITORS’ PICKS: OUR TEAM CHOOSES THE CONFERENCE’S BEST SESSIONSMichael FrenchEditor-in-chiefPublic Service GamingThursday, 11:00 - 12:00; Alice Taylor, Channel 4Channel 4 is one of the most interesting of the ‘newwave’ of games companies, mixing contentcommissioning with its public service remit. Theseinsights should make for an illuminating session.

Designer mash-up: David Braben and Dave Jonesplay Elite and GTAWednesday, 13:30 - 14:30

Dave Jones and David Braben are real luminaries, and to be able to see them playtheir games and give insights into their design and development processes shouldprove fascinating.

Ed FearDeputy EditorLessons Learned at the Global Game JamThursday, 13:00 - 14:00; Susan Gold, Full SailThis year's Global Game Jam event saw over 1,600people working together to create games, and thissession will explore how that rapid prototyping canhelp full-scale development.

10 Things Nobody Tells You About DigitalDistribution and Self-Publishing…Tuesday, 11:45 – 12:30; Martyn Brown, Team 17

Every developer is talking about embracing the self-publishing movement online, butit's not without it's own pitfalls, which Brown – having turned Team 17 into anexclusively self-publishing studio – will enumerate from his experience.

Will FreemanStaff WriterFrom Light Bulb to Console: The Writing ProcessWednesday, 16:30 – 17:30; Sini Downing, JamesSwallow, Justin Villiers, Andy WalshThree of the industry’s leading writers shed light onthe mysteries of dialogue for those not directlyinvolved in game scripting.

ART KEYNOTE: The Art of LittleBigPlanetWednesday, 16:30 – 17:30; Kareem Ettouney and Mark

Healey, Media MoleculeThe Media Molecule founders and art director discuss the creative processes behindintegrating a game’s look and functionality.

Rob CrossleyOnline EditorAre You Going to Retire as a Game Developer? Wednesday, 11:00 – 12:00; Ed Daly, Zoe ModeNot many people consider their future in the gamesindustry, largely because it's so young itself – but, asthe pioneers get older, where do you go from here?

Gamesification: Turning Other Things into GamesThursday, 16:00 – 17:00; Maurice Suckling, The MustardCorporationGame versions of other IP are, in general, mistreated –

so how do we go about doing a better job of it? Suckling's session will examine casestudies and, hopefully, give all sorts of helpful tips.

Page 67: Develop - Issue 96 - July 2009

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TOOLS:CRI guns for

smartphones p70

KEY RELEASE:Microsoft’s

Kodup75

FEATURE:QA as a route

to dev jobsp78

THE LATEST TOOLS NEWS, TECH UPDATES & TUTORIALS

HEARD ABOUT: How Fable IIgot its soundtrack , p76

Light fantastic

EPIC DIARIES: CROSSING THE BORDERLANDS > P77

Cutting-edge rendering andlighting tech in focus, p72

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70| JULY 2009

BUILD | TOOLS

MY FAVOURITE THING RELEASED on thePlayStation 3 this month wasn’t inFamous –although it is a frustratingly brilliant game – norwas it the awesome eco-Tetris/Katamari mashupTrash Panic. No, it was the launch of VidZone:Sony’s music video-on-demand service, like MTVor The Box but with a playlist you control. Ormaybe it’d be more zeitgeisty to describe it asSpotify, but for music videos.

No matter how you describe it, it’s an awesomeexample of forward-thinking on behalf of acompany that, when it’s come to online, haslargely been playing catch-up with Microsoft. It’salso probably a scary thought for companies likeMTV: not only are TV viewers now controllingwhen they watch traditional TV content throughPVRs, they’re also now doing it for music videosthrough their PS3s.

Of course, the content delivery side of it isintriguing in its execution, but one interestingthing we were told recently was how it usesScaleform GFx to handle its interface. Interestingbecause VidZone is free to all PS3 owners, both interms of initial cost and subscription, in whichyou might think it might be cost-prohibitive todeploy middleware.

As consoles become less game machines andmore media centres, the opportunities formiddleware to be used in a non-game context iscertainly bigger. Take CRI for example – its focuson sound and video compression systems mighthave spelled disaster as we move into the Blu-rayera, but with efficient internet transmission ofthese very things now a vital cornerstone in theformat war, there’s all new opportunities toexploit. And especially on the still-bandwidth-constrained smartphones, onto which CRI istraining its eyes. What I wouldn’t give for a properrelease of Spotify on Android.

Will VidZone killthe MTV star?

Ed [email protected]

< coding >

With the iPhone still stealing developers’ hearts across the world, is ita market ripe for middleware exploitation? Ed Fear spoke to the headof CRI Middleware’s new smartphone division, Tomonori Haba, to talkiPhone, the smartphone future and Japan as a middleware market…

Why has CRI chosen to enter the smartphonemarket now?At CRI we’ve been offering middleware forhome consoles and arcade machines for overten years, starting with the FM-TOWNS andexpanding to systems such as the Saturn,Dreamcast, PS2, Xbox, Gamecube, and now PS3,Xbox 360, Wii, PSP and DS. However, we weren’tparticularly active in the mobile arena. Therewere a lot of companies that already specialisedin middleware for Java or BREW developers, andwe didn’t really see the benefit of being the lastperson to the party.

However, recently there’s been a real pushtowards open mobile platforms, and the specsof phones have really advanced too – they’renow powerful enough to be considered asentertainment devices. I saw this and realisedthat the time had come for CRI to port itsmovie, audio and compression solutions tomobile platforms, and so started thesmartphone division.

The launch of the iPhone in Japan was also abig reason behind us establishing the division, Ithink, but we’re not just looking to offer ourmiddleware on iPhone – we want to be able tosupport Android, Windows Mobile, Symbian OSand all other smartphone platforms. And we’renot just offering middleware, either – we planto expand into helping produce and developiPhone, iPod Touch and other smartphone apps,as well as help with all kinds of promotion andbusiness matchmaking.

Do you think that those other smartphoneplatforms hold much potential for gamedevelopers?I think that all of the smartphone platformshold equal potential for the future. It’s just thatthe huge success of the iPhone has been seizedupon as a great phenomenon – and a veryencouraging one at that.

The operating systems that smartphones run on are being used more and more outsideof the smartphone industry – various machines are being developed that run onAndroid, for example, and of course the iPodTouch runs on the iPhone OS even though it’snot a phone. So, in that regard, the word‘phone’ doesn’t actually matter that much. Wethink that the smartphone OS industry isn’tbound to things made specifically for phones,but can be applied to all sorts of digital gadgetsand machines.

You’ve performed a number of surveysabout smartphone development – what haveyou learnt about the Japanese market’sattitude to the iPhone?One interesting thing that came up from thesurvey was just who is actually developing theiPhone apps within studios. I figured it wouldhave been those teams that work on the PSP orDSi, or maybe Java or BREW teams if they hadthose. But, looking at the results, morefrequently it was the console teams – PS3, Xbox360 and Wii – that were doing it.

I thought this was interesting, so decided toinvestigate further. I think that they don’t thinkof it as just being a phone or as a mobileplatform, but as one of the many digitaldistribution platforms alongside XBLA, PSN,WiiWare, DSiWare and PSPgo. So, I think thatdevelopers are looking at the iPhone as a baseplatform for downloadable content and games.When you decide to make a digitally distributedgame, in order to minimise the risk involvedand get it in front of as many people aspossible, it’s natural to think of doing it onmultiple platforms. I think that’s why there’smore console teams making iPhone gamesthan mobile teams. I’m interested to seewhether this is just a trend in Japan, or whetherit’s something that’s the same the world over.

Smart thinking

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Are there things that are turning developersoff the iPhone?One of the barriers is that, to develop foriPhone, you have to use a Mac. The truth is, onlya few of those Japanese game developerssurveyed had experience of developing withMacs – only 23 per cent. 64 per cent had noexperience but did want to work on iPhone.This is really important: it shows that the Mac ismaking inroads into game development, butalso that literacy with Macs is a problem. I think that’s an aspect with which our solutionscan help.

Are you planning to localise yoursmartphone middleware into English?Yeah, it’s on the radar. Because we’re a Japanesecompany, we tend to create products first andforemost for Japanese developers, but we wantto share our technology with developers in theUS and Europe too. If we get a lot of requests,it’ll certainly expedite the development of anEnglish version, so please do get in contact ifyou’re interested.

What types of middleware are iPhonedevelopers looking for?From those we surveyed, the most demandedtype of middleware was audio middleware –around 50 per cent. We think that ourestablished solutions, CRI ADX and CRI Audio,can support this. In addition, given that onlyapps under 10MB can be downloaded over-the-air, developers need to compress all of theirdata – not just audio and video – which iswhere our general purpose compressionsystem FileMajik Pro can help. Finally, a reallybig area in demand is for movie playback. Thecurrent SDK’s support for playing back video islimited, and so we’ve made our CRI Sofdecavailable on the platform, which gives morefreedom and extends the scope for playback.

You recently teased a new piece ofmiddleware called CLOUDIA – can you tell us

anything about what it might be?I can’t say too much at the moment, but… if Iwas to explain it simply, as the name suggests,it’s linked to the ‘cloud’. In other words, it’s amarketing support tool that links together appsand servers. It’s marketing middleware, but in acloud form.

The middleware we’ve created so far hasbeen geared towards developers, helpingincrease the quality of audio or solutions forplaying movies. CLOUDIA, on the other hand, isperhaps more geared towards producers.Developers working on a number of productswon’t necessarily achieve good sales on all ofthem. It’s a plan to get those difficult-to-noticeapps in front of more people. We’ll be able tosay more in the autumn, I think.

Japan has traditionally been seen as adifficult market for middleware makers tobreak. Do you think that there’s still areticence amongst Japanese developerswhen it comes to adopting middleware?In the console market, there has certainly beena section of the Japanese industry that’s beencautious about adopting middleware, and havebeen skeptical as to the real practical benefitsand results – but that situation is changing.

Game development has become a giganticundertaking, and so as the cost of developmenthas suddenly skyrocketed, developers want tobe more efficient. In that sort of environment,

more and more people are using middleware.In addition to that tailwind, there’s an attitudestarting to permeate through the industry thatmore time should be spent on planning, the‘pursuit of fun’ and the actual content itself –and that can be done by using middleware, as European and US developers do. Accordingto a survey we did some time ago, 95 per cent of game developers want to introduce oruse middleware. This figure is the best proof that Japanese developers really arechanging.

Originally, Japan has been able to boast thatit was the birthplace of game culture. It’s acountry particularly skilled at producinginnovative games – titles that are full of ideas –and I think it’s also been particularly good atcreating small-scale titles on handhelds. So, ifyou consider this skill at small- to medium-scaledevelopment as a speciality, then Japanesegame development culture is still applicable inthe smartphone space. Compared to the toughhead-on fight between Japan and anentertainment giant like America in the consolespace, in the smartphone market I thinkJapanese developers have a huge advantage.www.cri-mw.com

There has certainlybeen a section of the

Japanese industry that’sbeen cautious aboutadoptingmiddleware, butthat is changing.

CRI’s TomonoriHaba. He loveshis iPhone, he does.

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BUILD | GUIDE

As more and more games feature vast, open worlds and even more stark visual styles, occlusion culling and globalillumination technology is now more in-demand than ever, as Ed Fear discovers…

The term ‘rendering middleware’might well make you raise atleast one of your eyebrows. After

all, ‘rendering’ is a pretty vague term.In truth, it’s a way for us to umbrella

two fields that are somewhat relatedbut perhaps not quite establishedenough to warrant a round-up all oftheir own.

Not that either of these two areas –occlusion culling and lighting – are anyless important than other sectors we

might cover. If one trend was startedlast generation, it was the move tomore open-world, sandbox style gamesthat gave players freedom to maketheir own adventures, and it’s a trendthat’s showing no signs of stopping.

Almost invariably, these games takeplace in vast cityscapes – and so beingable to quickly cull swathes ofirrelevant geometry is more importantnow than it ever was. Consoles may bemore powerful these days, but that

doesn’t mean wasted cycles are anymore palleteable than they ever were.

Lighting, on the other hand, iscertainly becoming one of the bigdifferentiators when it comes to gamevisuals. Look at the praise heaped onLionhead’s Fable II for its volumetriclight scattering (okay, maybe not inquite those words) and how Mirror’sEdge used stark lighting with primarycolours to create a unique andappreciated visual aesthetic.

Thing is, though, that artists haveunderstandably had enough of placinghundreds of lights across even thesmallest of scenes just to make it lookright, then being forced to wait forlightmaps to bake before they can seethe results. Dynamic, global, entirelyreal-time lighting will not only providemuch more aesthetically appealingscenes, but will also give artists thetime to focus on more importantendeavours.

GUIDE: RENDERING MIDDLEWARE

Geomerics’ big push with Enlighten isthat the tech straddles the gapbetween radiosity and globalillumination, providing a real-timeradiosity solution with specularhighlights from bounced lighting. Ittakes a general description of a

scene’s direct lighting and computeslightmaps in real-time, as well as lightprobes to describe the indirectlighting environment. Because itgenerates textures, they can beintegrated with your shaders. It’s alsonow integrated into Unreal Engine 3.

www.geomerics.com

DEVELOPERGeomericsCLIENTSCCPPLATFORMSXbox 360, PS3, PCPRICEAvailable on [email protected]

ENLIGHTEN

Umbra is an occlusion culling solutionthat works at run-time, working outthe visible objects in a scene so thatoccluded objects are not wastefullyrendered. Because it works at run-time, objects can be moved, addedand removed at run-time without

causing a hitch, and it also means that level builders don’t have tospend time creating portals, taggingzones or splitting up level meshes –it’s all automatic. Integrations areavailable for UE3, Gamebryo,HeroEngine and BigWorld.

www.umbrasoftware.com

DEVELOPERUmbra SoftwareCLIENTSTurbine, EA Bioware, CCP, ArenaNet,Funcom, Game Arts, Monumental, RemedyPLATFORMSXbox 360, PS3, PCPRICEAvailable on [email protected]

UMBRA

Beast is an advanced globalillumination lightmapper thatcalculates lightmaps, shadow mapsand point clouds with soft shadows,ambient occlusion, and colourscattering from coloured objects andalso transparent entities. It can also

generate light probes for dynamiclighting of objects in real-time, whichcan then be loaded in with a simpleC++ library. It also supportsoffloading map generation todistributed processors like Condor orIncredibuild.

www.illuminatelabs.com

DEVELOPERIlluminate LabsCLIENTSCrystal Dynamics, Sony OnlineEntertainment, A2M, EA DICE, GuerrillaGames, Game Republic, EA Bioware PLATFORMSAll (integrations available for UE3 andGamebryo)PRICEAvailable on [email protected]

BEAST

EA DICE’s Mirror’s Edge is one of the moreprominent titles to use Beast

Umbra gives advanced occlusion culling withoutrequiring any preprocessing

Wizaid says that it created Visor toadvance the PVS system into themillion-polygon model age. Despitethis, its API contains only six publicfunctions and consists of just 450lines of C. That may sound like itdoesn’t do much, but that’s not the

case: Visor is the opposite of Umbrain that it is squarely based in thepreprocessing phase, with four toolsthat partition level geometry througha GUI or via the command-line. It alsouses bounding-volume visibilityqueries to cull dynamic objects.

www.wizaid.com

DEVELOPERWizaidCLIENTSNot disclosedPLATFORMSAllPRICEAvailable on [email protected]

VISOR

Visor is supremely lightweight, doing most of itswork in the preprocessing phase

Dynamic radiosity lets artists iterate lighting andsee results in real-time

Page 73: Develop - Issue 96 - July 2009
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A UK Games Industry Charity

Become a member today, and help to make a difference

Play your Part

www.gamesaid.org

Page 75: Develop - Issue 96 - July 2009

Kodu

Share wareWhile being able to make your owncreations is a great prospect, it’s a slightlyhollow one if there’s no way to let othersplay your masterpiece. Given that Kodu isbeing released on Xbox Live, though, suchnetworking magic runs through its veins.

“Yeah, we are absolutely doing sharing,”confirms MacLaurin. “We’ve got a peer-to-peer sharing model in place at the moment,where you can invite your friends over XboxLive to come and play your game – just likestarting a multiplayer match in a normalgame. I think we’re the first people to dopeer-to-peer sharing on Xbox Live.

“From the very beginning, we’ve wantedto make sure that the data format behindthese games is extremely compact so thatthey can be shared easily. With our currentsystem, you can make terrains a mile longand they’d still fit on a floppy disk.”

If you were hoping for a slightly morecomprehensive server-based solution forsharing games – maybe something thathighlights the best of user creations, muchlike the Xbox Live Community GamesChannel – MacLaurin hears you.

“We do have a small research projectworking on a server-based system inschools in New Zealand, Sweden, Canadaand Australia. It’s a really good opportunityfor us to study online sharing communities.There are some people out there that reallylike to create a lot of stuff.”

For a wannabe game developer,the path to becoming one isboth harder, and easier, than it

ever was. While the technologicalbarrier to entry is higher than ever,programmes such as Microsoft’s XNAand Xbox Live Indie Games areproviding new easy routes of entry.

The thing is, says Kodu programleader and lead designer MattMacLaurin, they all provide verydifferent results to what kids are usedto seeing on consoles.

“You can go and tell kids that theycan make games, but if they’re justmoving GIFs around the screen, it’s likea gaming ghetto. We wantedsomething where kids could makethings that were as cool as, and thathad the production values of, thingsthat they’d buy.”

Initially, he says, the team looked tocreate a programming language thatwas not only easy to learn and intuitiveto non-programmers, but also couldbe used without a keyboard. Whatthey came up with not only ticks all ofthose boxes – although we’re nostrangers to code, we’re knocking uplittle games within ten minutes of firstgetting our hands on the controller –but also exceeded their expectations.

“You know, when kids look to learnprogramming today, the tutorialsaround the internet are all aboutdrawing rectangles to the screen inJava. It’s really hard to care about that.

“We started off very interested inthe programming aspect of it,including inventing a newprogramming language, but werealised that we couldn’t really solve

the programming problem if we didn’tsolve the design problem at the sametime. This lead to the breakthrough:presenting programming as a design process.”

The language is essentially eventbased: ‘lines’ of code are split into twosegments, a condition and the actionsto execute. Conditions are expressed

in terms of sensors, such as hear,bump, ‘standing on’ and timers – eachexplicity linked to everyday verbs.

Because each character or item hasits own routines, the language isessentially concurrent and object-orientated from the ground-up. It’seven Turing complete, and other armsof Microsoft Research have expresseddesire to do work on tools and deadcode detectors for the language. Butthat doesn’t mean it’s there to teachpeople about programming,MacLaurin asserts.

“You’ll notice that I’ve not usedwords like ‘variable’ or ‘branch. Wedecided very early that we weren’ttrying to teach people Java or C#. The

language has been driven just asmuch by the usability process as byany sort of language theory. Wecontinually get unexperienced kidsand people into the labs to see wherethey go; see the barriers theyencounter and then try to removethem. Every time we add a new verb tothe language, we’ll get the usabilitylabs to get people in and make surethat it works in the way they’d expect.”

Of course, while code is a bitch, youcan’t get anywhere without assets –and it’s here where Kodu is slightly lessflexible, but only so that it caneventually get out of the door. It’splanned to release with around 20different characters and objects, whichmay not sound like a huge amount,but the team is planning to add moreas time goes on.

“You have to look at this as beinglike Lego: yeah, we are going to giveyou a fixed set of components to playwith, but we intend to make moreplugins available as time goes on.There’ll be more characters, moreabilities, stuff like that.

“For a lot of people Koduencapsulates why they got into theindustry in the first place, and whatthey’re not able to do these days –pursue crazy ideas, really innovate.With XNA, even if we gave you theassets it’d take you weeks to get going.

“Kodu is different: you can sit downwith someone and make a game withthem in real-time. I can sit down withmy daughter, and she can come upwith these ideas and I can make themfor her as we sit there. It’s a wholedifferent social context for coding.”

Left:Kodu’s language inaction, clearlyshowing thedivision betweenconditions andactions

Top:The conditionwheel shows howtriggers are linkedto real-life verbsand concepts

Above:Matt MacLaurin,program leaderand lead designerof Kodu

KEYRELEASEPRODUCT: KoduCOMPANY: Microsoft ResearchPRICE: TBACONTACT: Download via Xbox Liveresearch.microsoft.com/en-us/projects/kodu

With Kodu you can sitdown with

someone and make agame in real-time.It’s a whole differentsocial contextfor coding.

Can you teach kids to make games with just a joypad? Ed Fear investigates…

DEVELOP-ONLINE.NET JULY 2009 | 75

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By any measure of videogames, it’s not ahuge stretch to call Fable II a triumph.First and foremost it’s all about playing

a part in a dramatic story. How you progressthrough that story, and the actions you takealong the way, can trigger different outcomesand change the way you’re perceived in theworld, says the game’s composer and audiodirector Russell Shaw. “Emotions are key inwhat we’re trying to achieve and there aresome very poignant moments.”

From the outset, the team was determinedto go all-out for serious acting talent, betterwriting, charismatic characters, more emotionand scripted music – all feeding Shaw’soverall vision for the soundtrack.

“The story is about growing from a child toa hero. As such, the music box features a lotto reflect the character’s lost childhood, andwe used Tiffins Boys Choir for many choralsequences for similar reasons. We wanted themusic to convey the world of Albion but alsoenhance the story. Each region had its ownmusic built on descriptive keywords:Bowerstone, for example, is typified by thewords Celtic, Scottish, folk and gentle.

“Each scripted moment had anaccompanying scored piece. I knew we’d haveto use a pretty hefty orchestra to achieve therichness we were after, and also that we’dneed to record solo instrumentalists for thefolk elements. I’m very lucky in that Petergives me free reign to do what’s right for thegame. The game itself provides so muchinspiration – musical ideas pop into my headas I’m playing it for the first time.”

Shaw first sequenced his compositions inCubase using The Vienna Instruments VSTSymphonic Library and Reason’s orchestralset before working with orchestrator andconductor Allan Wilson and the SlovakNational Symphony Orchestra in Bratislava.

Meanwhile, a scratch mix from the MIDIscore was used as placeholder in-game untilthe full mixdown was done at Phoenix Sound,Pinewood, UK.

Structurally, the music mainlycompromises detailed scripted stereo cuesand appropriate atmospheres, but a different approach was taken for combat,Shaw explains.

“Peter wanted the player to feel thecombat sequences were building in intensity;that the hero was adding to the scoredepending on how well (or how poorly)he/she was doing. So we had five stereostreams which built in intensity – from, for

example, a drone right up to full-on rhythmtracks. Each track would be faded in at keymoments in the combat: new enemiesjoining the fight, maybe, or a new weaponselected. We limited the number of tracksheard per combat sequence, so if you’refighting a small beetle group you only hearmaybe one or two tracks, whereas if you’refighting a boss you get four or five tracks.

“Additionally, we included two choir tracksin sync which gradually fade in as the playerstrings together more and more successfulcombat attacks on an enemy. If you’refighting really well you’ll be hearing fivestereo music tracks and two stereo tracks of

choir. If you get hit during an attack the choirvolume is drastically reduced. Further still,we’ve added musical/percussive stabs theinstant a player uses his sword effectively –like a flourish or a combo move.

According to Shaw, reaction to Fable II’smusic from fans and peers alike has beengratifying and humbling: “The score is far lessmelodic than Fable I as I wanted to get awayfrom ‘tunes’. I was a bit worried about this, asfans had expectations based on the originaltitle but, thankfully, the music was well-received and nominated for BAFTA and AIASawards. Given that I had very little time, thegreat reaction and overall quality andmusicianship of the recordings is somethingfor which I’m really grateful.

Ask Shaw how he feels about the currentstate of the game music industry and he’sunequivocally upbeat.

“This is a brilliant time to be in game music.The divisions between being considered amovie or game composer have pretty mucheroded completely; all that’s left is ideas. Weshould be much more thoughtful about howwe use those resources.

“I’ve played games with wall-to-wall musicand it quickly becomes very tiring, so I’vealways strived to have non-musical areas ofthe game to give the musical areas moreimpact. There’s also a growing tendency inthe industry to use orchestra just because thebudget allows for it rather than the gameneeding it. On our future titles, I will continueproducing music for the game’s sake ratherthan for the music’s sake.”

Fable IIJohn Broomhall makes it his quest to find out the story behind Fable II’s much-celebrated musical score…

John Broomhall is an independent audio director,consultant and content [email protected]

Lionhead’s RussellShaw hard at work

DEVELOPER:Lionhead

PUBLISHER:Microsoft

PLATFORM:Xbox 360

THE MUSIC TEAM:Composer: Russell ShawOrchestrator/conductor: Allan WilsonEngineer/executive music producer: Peter Fuchs

FABLE II MUSIC SCHEDULE:Scoring, composing and orchestrating: eight weeksOrchestral recording: one weekChoir and final mix: one weekGame implementation: two weeks

There’s a growingtendency to use anorchestra just

because the budgetallows for it.Russell Shaw, Lionhead

HEARDABOUT

76 | JULY 2009

BUILD | AUDIO

Page 77: Develop - Issue 96 - July 2009

To discuss anything raised in this column or general licensing opportunitiesfor Epic Games’ Unreal Engine, contact: [email protected]

FOR RECRUITMENT OPPORTUNITIES PLEASE VISIT:www.epicgames.com/epic_jobs.html

Gearbox Software has reinvented its sci-fi shooter, Borderlands, with a newdistinctive look. The game, which has

always been powered by Unreal Engine 3, gotan extended development timeline last yearwhen the decision was made to launch inholiday 2009. The larger window proved to bea opportunity for the team’s art department.

“From a small group of artists came aninitiative to render the concept art style in thegame,” said Randy Pitchford, president ofGearbox Software. “Have you ever seen areally cool looking concept car? Concept carsare always amazing. But we never get to drivethem. Something always happens betweenthe concept car and when it’s finallymanufactured and all the coolness is strippedaway. I think our artists asked themselves whywe couldn’t just make the game look like theconcept art. So they did it.”

The prototype blew away management atGearbox and publisher 2K Games. Pitchfordsaid when people see screenshots, they wantto know what the game looks like when it’smoving in real-time 3D. And when they see itmoving, they want to pick up the controllerand walk through the world themselves.

“Unreal Engine 3 is a great platform for theart direction because it supports so manygreat features for the kinds of materials wewant to render,” said Pitchford. “It’s alsoextensible; our engineers have added to andextended the engine’s rendering features tomake lighting and shading changesnecessary for this distinctive look. We’ve been

able to do this and remain compatible withthe Unreal Engine 3 code base and acceptnew upgrades as they come, both fromwithin Gearbox and from Epic, who areconstantly improving the technology.”

Gearbox’s programmers have worked withits artists to add new rendering techniquesthat work with the content to create theastonishing look of Borderlands that is unlikeanything seen before. Pitchford said it’s anamazing testimony not only to the technicalflexibility of UE3, but of the possibilities thatcan be unleashed when talented artists,designers and engineers are empowered tobe creatively flexible.

Pitchford said his Borderlands team has alsocapitalised on the advancements from Epic’sown Gears of War 2.

“With the success and quality of Gears ofWar 2, we leverage a huge amount oftechnology value,” said Pitchford. “We use thisto ensure that Borderlands looks amazing andruns fast on PlayStation 3, Xbox 360 and PC.But the look of the game is not even half ofthe story. The gameplay is amazing, too, andthe results we’re seeing are only possible withstrong talent using great tools.”

The Borderlands team also used UE3 todevelop a data-driven system to support thecreation of an artificial intelligence thatprocedurally generates each of the millions ofdifferent weapons in the game. This GearBuilder system and AI is new technology thatGearbox was able to seamlessly layer on topof UE3 without compromising systems. The

end result is a game that looks and plays likeno other experience out there. Pitchford saidthat one look at Borderlands is all that’sneeded for someone to see that Gearbox hasused UE3 technology to create a look that issimultaneously familiar and yet unlikeanything that’s ever been seen before.

Pitchford concluded that Borderlands is avery robust, rare and valuable gameexperience that’s been created from the mixof Gearbox Software’s talent and the tools ofUnreal Engine 3. In essence, it’s the perfectmarriage of creativity and technology.

Thanks to Gearbox Software for speaking withfreelance reporter John Gaudiosi for this story,which will be posted in full atwww.unrealtechnology.com

GEARBOX SOFTWARE’S

BORDERLANDSBUILT ON UNREAL ENGINE 3

upcoming epicattended events:Develop Conference Brighton, EnglandJuly 14-16, 2009

SIGGRAPH New Orleans, LAAugust 4-6, 2009

GDC EuropeCologne, GermanyAugust 17-19, 2009

Please email: [email protected] for appointments.

DEVELOP-ONLINE.NET JULY 2009 | 77

EPIC DIARIES | BUILD

Gearbox Software’sBorderlands for PS3,Xbox 360 and PC

Mark Rein is vice president of Epic Games based inRaleigh, North Carolina. Since 1992 Mark has worked onEpic’s licensing and publishing deals, businessdevelopment, public relations, academic relations,marketing and business operations.www.epicgames.com

Page 78: Develop - Issue 96 - July 2009

The video games industry nowrepresents more than just the youngergenerations. As it grows and its years

amount, the industry continues to establishrelationships with new fans and maintainthose developed in its younger years. Thistranslates into adults more aware that gamesdevelopment is a viable career choice.

A heightened awareness of these workopportunities, combined with anacknowledgement within higher education,means that more individuals look to theindustry for work or as an educational path.

Higher education is beginning to respondto the academic value and career promise of‘gaming’, offering specialist degrees to helpmould and shape the designers, artists andprogrammers of tomorrow. Although this isundeniably a positive step in developing anapplied understanding of the industry,industry experience and comprehension canalso be attained through quality assurance.

EXPERIENCE POINTS‘Lack of experience’ is a term that is oftensynonymous with rejection and underqualification but, when conductinginterviews, I do not necessarily valueexperience as an attribute more worthy of ajob role than passion, for example. Thesuccess of this industry was born out ofcreativeness, inventiveness and anunderstanding of the targeted consumer.These skills cannot be generated byexperience alone, but are usually a result of apassionate interest in gaming. At Testology,we like to encourage all candidates withvarying experiences and backgrounds toapply for our testing positions. Testers are theconsumer’s eyes within the studio. They

themselves are avid gamers who live andbreathe gaming. This translates intoenthusiasm, a vital characteristic whenconsidering a testers role of assuring quality.

Even post graduation, with a degree inhand, it can be difficult to break into thegraduate’s chosen area without anyexperience of the industry. QA can offer thistype of experience for people with ambitionsin other areas of game development, but canalso offer inexperienced non-graduates anopportunity to work in one of the world’sleading industries. Interestingly enough,

some of the best QA contractors I haveworked with are those who are non-graduates, whose primary motivation is adesire to learn and channel their passion forgaming into a paid job role. Experience is avaluable asset and its influence on theinterview process is unquestionable, but thefrustrations lie within the casual deflection ofpotentially talented ‘inexperienced’applicants. Without an opportunity, thesehidden ‘gems’ would remain undiscovered.

One thing to consider is the motivationsfor QA applicants. With an increasing numberof unemployed, it is fair to question themotivations of these varied potential testers.Do they want to advance within the industry,interpreting QA as an obvious steppingstone? Is testing a role that will educate themon the development cycles and processes ofgame development? Or are they hugelypassionate gamers whose lifestyles react tothe latest releases, generating a desire toexperience it first hand? No matter what themotivation, the underlying message is thatQA is regarded as a way to progress adevelopment career, or indeed progress a QAcareer. At Testology, we deal with a multitudeof clients with a variety of developmental andmethodological preferences. When weexpose our contractors to these variations ofprojects and processes we educate them onadapting to projects, a valuable skill whenconsidering different clients.

TAKE A BREAK Testing is still, irrefutably, a way to break intothe industry, with obvious progressions beingdesign and production – although it'scertainly not limited to those two professionsalone. Testers, especially leads inmanagement roles, need to be wellorganised, proactive and highly competentcommunicators. Managing databases, liaisingwith the development team, distributingworkloads and reporting on the team’sprogression are tasks that develop a skill setthat resembles those of a producer. Ourtesters have direct contact with our client’sproducers, which increases an awareness of aproducer’s job role and its similarities with alead tester’s.

BUILD | QA

Testing times

78 | JULY 2009

The old wisdom for those looking to get into the industry is to get into QA as the first step on the ladder – butrather than resist it, says Testology's Andy Robson, QA companies should exploit their testers’ ambitions…

A heightenedawareness of

opportunities in theindustry, plus attentionfrom higher education,means morepeople now look togames for a career.

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DEVELOP-ONLINE.NET JULY 2009 | 79

QA | BUILD

The Testology teamgoing about their daily business

The processes and methods applied to alead tester’s role can be translated to aproduction role with ease. This transitionfrom tester to producer is natural because ofthe high frequency of contact between thetwo positions and the mirroring skill sets.Throughout my career I have interviewed,hired and trained many testers who havenow established themselves as successfulproducers at influential developers – atestament to the value of a QA tester and theapplicable attributes developed in this role.

At Testology, I have hired 108 applicantsfrom 1,700 interviews, a small percentage incontrast to other testing departments, but anexample of the opportunities offered inregards to interviews. It also highlights ourattention to quality, something we valuehigher than quantity in our company.

When considering the procedures andpractices of a QA tester, production isperhaps the most obvious role transition.However, when taking into account thefocuses and role of a QA tester, it is moreappropriate to make a comparison withdesign. Testers offer an objective perspectiveon a product, exhaustively playing andtesting a title for eight hours a day. This vastunderstanding of the functionality andworkings of a proposed design allows a testerto offer structured critique to improve andrefine a design. The job expectations force atester to criticise the work of programmersand designers which can often lead to thembeing considered as some sort of ‘evil within’.Without this objectivity and consciousness ofconsumer expectations, products may notachieve quality levels demanded by thepublic. Again, as with production, I have hiredand trained many QA testers who are now

successful designers. My philosophy hasalways been to remain honest. If an area ofgame functionality is broken or could beimproved it is the tester’s job tocommunicate these views.

OPINION JAMMuch of my early success was a result of myunrestrained honesty and a commitment toreleasing the highest level of games possible.This was partly the reason for my greatworking relationship with Peter Molyneux,who at Bullfrog Productions and LionheadStudios trusted, valued and expected mydirect opinions. We promote the samephilosophy at Testology, where ourexperience within these creative areas hasallowed us to build a successful consultancyteam. We have worked with many clients whosend us game prototypes, semi/fullycompleted levels and even designdocuments to objectively assess the qualityof the work and offer our opinions and

suggestions for improvements. Usually, theclient is surprised at the amount and qualityof the feedback we present in our report, butalways values and considers our opinionswhen making alterations.

When constructing levels for projects atBullfrog, Peter Molyneux and I would worknext to each other, me giving input on leveldesign and suggesting improvements oralterations based on my experience as agamer. On all projects, Peter would consultwith me when considering the release of agame, with my objective opinion on itsquality influencing his decision. Closelyworking with designers such as Peter allowedme put into practice the creative expertisethat is produced from testing positions, thesame experience we apply to our consultancydepartment at Testology.

We don’t consider our testers asinsignificant ‘numbers’, but instead nurturetheir skills so they can become well-rounded,capable workers in multiple developmentroles. When setting up QA departments atBullfrog Productions and Lionhead Studiosboth Peter Molyneux and I both agreed onthis point and considered QA staff aspotential talent. Our testers have interests inother fields of games development; art,animation, modeling, audio, scripting andprogramming to name a few, and exploittheir understanding of these fields whenundertaking their QA tasks. The executiveproducers, artists, level designers, designers,scripters and coders I originally trained as QAcontractors are sufficient evidence to suggestthat testing is still unrivalled in developingdevelopment talent.www.testology.com

Testing is still,irrefutably, a way

to break into the industry,with obvious progressionsbeing production anddesign – but it's notlimited to thosetwo fields alone.

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DEVELOP-ONLINE.NET JULY 2009 | 81

PEOPLE: Realtime Worlds

hits 250 staff;aiming for more

p82

TOOLS: Alan Wake

getting culled by Umbra

p84

SERVICES: Quantic Dream tosell pre-recordedmocap packages

p86

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

KEY CONTACTSSTUDIOSBlitz Games Studios +44 (0) 1926 880 000

Crytek +49 69219 77660

Denki www.denki.co.uk

nDreams +44(0) 1252 375754

Razorback www.razorback.co.uk

Realtime Worlds +44 (0) 1382 202 821

Stainless Games [email protected]

Strawdog Studio +44 (0) 1332 258 862

TOOLSbluegfx +44 (0) 1483 467 200

Epic Games +1 919 870 1516

SERVICES3D Creation Studio +44 (0) 151 3459551

Air Studios +44 (0) 207 794 0660

Ian Livingstone +44 (0) 1483 421 491

Partnertrans +44 (0) 1753 247 731

amBX UK Ltd. www.ambx.com

Testology 07919 523 036

Testronic Labs +44 (0)1753 653 722

Universally Speaking +44 (0) 1480 210 621

COURSESUniversity of Hull +44 (0) 1482 465 951

RATES1/4 page: £450 (or £200/month if booked for aminimum of six months)

To get your company featured here contact:[email protected] T: 01992 535 647

Page 82: Develop - Issue 96 - July 2009

MOBILE.DEVELOP-ONLINE.NET82 | JULY 2009

Studio NewsThis month: Crystal Dynamics, Realtime Worlds, Warner

Toby Gard, the creator of the Tomb Raiderseries, has once again shifted his role atCrystal Dynamics.

When the North Californian developerstarted Tomb Raider Legend, Gard joined thecompany as a consultant. As the studiomoved on to develop Tomb RaiderAnniversary – a retrospective on Gard’sprevious work – the British-born developershifted his role to lead designer.

For Crystal Dynamics’ third main TombRaider title, Underworld, Gard moved toserve as cinematic director.

Now, an unearthed Toby Gard profile onnetworking site LinkedIn shows that theindustry veteran has is now ‘leading a designgroup for an unannounced project.’

The revelation closely follows the newsthat Crystal Dynamics is once again working on a ‘triple-A project’ following a series of layoffs.www.crystald.com

Realtime Worlds has announced that itsworkforce has surpassed the 250 mark, withplans in place to increase that figure to over300 by early 2010.

In order to facilitate the studio’s sudden influx of new workers, theCrackdown developer has acquired anadditional 8,000 square feet of officespace. This will take RealtimeWorlds’ studio capacity to some34,000 square feet.

“The calibre and potential ofgames we are creating requiresstaff of the highest calibre, and we’reproud to have found 250 immenselytalented and creative individuals so far,and look forward to finding more like-minded people to join the family,” saidRealtime Worlds’ CEO Gary Dale.

The company is now recruiting for 40 openvacancies, though it is not known if allpositions are for projects beyond the crunch period for Realtime World’s upcomingtitle APB.www.realtimeworlds.com

studios

Crytek +49 69219 77660 www.cryengine3.com

Blitz Games Studios 01926 880000 www.BlitzGames.com

Rare’s community manager GeorgeKelion has left his role at thedeveloper, and has joined WarnerBros. Interactive Entertainmentin the European PR Team.

Kelion has worked at raisingRare’s external profile for two years,where he liaised with thecompany’s numerous fan sites topublicise information on a studioonce famed for its secrecy, bringingit kicking and screaming into theinternet age.

Prior to that, Kelion had workedas an account executive at PR firmInferno Communications, as well ascommunications manager for Macgame publisher Feral Interactive.

Rare’s Mike Wilson has assumedKelion’s responsibilities, as well asmoderating Rare’s Banjo forum.www.warnerbros.com

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studiosnDreams +44 (0) 1252 375754 www.ndreams.comDenki www.denki.co.uk

Razorback Developments [email protected] www.razorback.co.uk Real Time Worlds 01382 202821 www.realtimeworlds.com

Page 84: Develop - Issue 96 - July 2009

Strawdog Studios 01332 258862 www.strawdogstudios.co.uk

MOBILE.DEVELOP-ONLINE.NET84 | JULY 2009

tools

Alan Wake developerRemedy Entertainmenthas licensed UmbraSoftware's renderingoptimisation toolset togive a speed boost tothe long-runningproject.

The Espoo, Finland-based developer haschosen Umbra for twokey reasons. Firstly, theGPU-acceleratedrendering optimisationmiddleware can speedup content creation.Secondly, themiddleware can dramatically increase frame rates by culling huge amounts ofgeometry from the rendering phase. The toolset itself has been designed forproduction on Xbox 360, PC and PS3.

“Umbra gave a significant boost in rendering performance on the Xbox 360, and atthe same time made our content creation faster,” said Remedy Entertainment'sdevelopment director Markus Mäki.

“With Umbra's culling technology, Remedy's team can add more details to AlanWake's world and concentrate on the cool visuals while minimizing tedious work suchas adding portals.”

The Finnish studio – which was once responsible for the first two Max Paynegames – joins a growing list of studios employing the Umbra tech, including BioWare,CCP and Turbine.

Remedy recently announced a partnership with motion-capture group ImaginationStudios, ending a long spell of silence from the Finnish developer. Shortly after, thelead writer for Alan Wake had responded to concerns that the game was taking toolong to develop, declaring that the Remedy team “is not a factory”.www.umbra.fi

New export pipeline coming to ZBrush 4Pixologic has revealed GoZ, a new exportpipeline set to feature in version 4 of popularsculpting app ZBrush.

GoZ aims to help artists spending less timefiddling with inter-application exporting byproviding a pathway between ZBrush and appssuch as Maya, Cinema 4D and modo. Not onlydoes it help transfer geometry between thesesoftware packages, it also transfers texture,normal, and displacement maps and connectsthem to the appropriate shader networks in thedestination app.

GoZ is set to be added in the next Mac OSXupdate of ZBrush, while Windows users will haveto wait until version 4 is released in August.www.pixologic.com

Tools NewsAlan Wake employs Umbra middleware

Stainless Games [email protected] www.stainlessgames.com

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tools

SpotlightTool

FMOD EX AND DESIGNERTogether the FMOD EX API and FMODDesigner offer a comprehensive libraryand tookit for the creation andplayback of interactive audio.

The EX system provides developerswith a solid audio engine that offerssound designers, musicians and audioengineers a range of features, andwhen used in conjunction with theFMOD Designer package it provides thebenefits of both a low-level and data-driven API.

The engine’s advanced compressedsample and streaming support meansthat mp2, mp3, ADPCM and XMA filescan be looped or sequenced with othersamples, and the software letsdevelopers use a number of formatsincluding .WAV, .MIDI, .XMA, .OGG and .MOD.

EX also lets users create rich, realisticsoundscapes by automatically applying

volume, filtering, surround panning andDoppler effect to mono, stereo andmultichannel samples positioned atsound sources throughout a 3Denvironment.

Compatible with all major consoleand computer platforms, EX’s virtualvoice allows a game to play thousandsof sounds at once on limited hardware.

Meanwhile, for sound designerswithout programming knowledge,FMOD Designer provides easy-to-useaccess to FMOD EX’s advanced low-level features, enabling modelling ofcomplex events, creation of scores,wave bank management andauditioning in 3D.

CONTACT:Level 12, 2-26 Elizabeth StMelbourne 3000,Victoria, Australia.

email: [email protected]: www.fmod.org

Epic +1-919-870-1516 www.epicgames.com

bluegfx 01483 467200 www.bluegfx.com

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MOBILE.DEVELOP-ONLINE.NET86 | JULY 2009

services3D Creation Studio +44(0)151 345 9551 www.3dcreationstudio.comServices News

Quantic Dream’s famed mo-cap studio has launched theMotion Kit Collection, an ‘evolving library’ of animationsand captured motions.

Motion Kit Collection Vol 1 will feature two motion kitlibraries (one for each sex), both comprising of 84 genericmotion animations, which totals 2 x 7 linear minutes ofanimation data.

Quantic Dream – the French studio behind Fahrenheitand the upcoming Heavy Rain – say that the new MotionKit Collection is ‘the industry’s first high-end, off-the-shelfsolution for real-time 3D character animation.’

With each humanoid animation captured usingQuantic’s 28-camera Vicon MX-F40 system, the motionscan be used for building motion kits for both playablereal-time characters and NPCs. Quantic has said thisprocess will ‘reduce time and budget outlays for prototyping, pre and full productions.’

The animation package is available in .FBX format, which are linkable with 3D softwarepipelines such as MotionBuilder, Maya, 3DS Max or XSI.

The animations were recorded at Quantic’s Virtual Actor Studio in France.www.quanticdream.com

Heavy Rain dev to sell‘mo-cap packages’

London studio Supermassive Games has formed a newproduction department, which promises to provide project management and staff on a short or long term basisto other studios.

Claiming to be supporting development on some of themost significant releases due for the next 12 months, SMGEurope has the ability to conduct training, facilitation towardsolutions, or hands-on production management.

The company aims to serve professionals looking forinterim production management support at all levels, andpublishers and investors seeking facilities to betterdevelopment solutions. SMG Europe also offers independentand measured assessment of the direction of projects.www.smgeurope.biz

Air Studios 0207 7940660 www.airstudios.com

New production companySMG Europe formed

Audio production house Side has detailed its work on Konami’s forthcoming additionto the hugely popular Castlevania series.

Side was commissioned to carry out casting for Castlevania: Lords of Shadow, a co-production of Japanese studio Kojima Productions and Spanish dev MercurySteam, forwhich they assembled a collection of famous and highly regarded actors and actresses.

Those involved in providing dialogue for the game include Robert Carlyle, who hasstarred in successful movies including Trainspotting and 28 Weeks Later, and esteemedstage actor Patrick Stewart, who is currently appearing in an adaptation of the playWaiting for Godot on the London stage. Stewart is most famous for his lead role in StarTrek: The Next Generation.

Side’s Kate Saxon provided voice direction for the script, which focuses on ‘an epictale of love and loss’. Side’s London facilities were used for the recording.www.side.com

Side provides castingfor Castlevania

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WWW.DEVELOP-ONLINE.NET JULY 2009 | 87

servicesamBX UK Ltd www.ambx.com

Partnertrans +44 (0) 1753 247 731 www.partnertrans.com

Ian Livingstone 01483 421 491 www.ianlivingstone.net

Develop Magazine 01992 535 647 www.develop-online.net

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Tel: 01992 535 647

Page 88: Develop - Issue 96 - July 2009

MOBILE.DEVELOP-ONLINE.NET88 | JULY 2009

servicesTestronic Labs +44 (0) 1753 653 722 www.testronic labs.comTestology Ltd. 07919 523 036 www.testology.co.uk

Specialist Games ServicesLocalisation

» Global network of games specialised linguists » Translators to cover all genres of games

» All languages covered» In game, scripts, paper parts and marketing translations

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Universally SpeakingPriory Chambers, Priory Lane, St Neots, Cambs., PE19 2BH, UK

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Universally Speaking 01480 210621 www.usspeaking.com Develop Magazine 01992 535 647 www.develop-online.net

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Page 89: Develop - Issue 96 - July 2009

WWW.DEVELOP-ONLINE.NET

courses

JULY 2009 | 89

Staff and students at the University of Abertay Dundee had the chance to show off theDare to be Digital scheme to HRH The Duke of York recently.

At an event in London organised by Turner Broadcasting and UK Trade andInvestment, the yearly game development competition was shown to the Duke of Yorkas one of six projects selected by Turner to showcase its investment in the UK. He metPaul Durrant, director of business development at the University and organiser of Dareto be Digital, plus BAFTA winners Graham Ranson and Yves Wheeler, plus BAFTAnominee Richard Barlow (pictured above, left to right).

“We recognise that in addition to investment in technology development and newcontent to sustain growth, we must also continue to invest heartily in the future talentthat will exploit and develop these technologies,” said Laurie Baird, director oftechnology partnerships at Turner Broadcasting.

“Abertay University’s Dare to be Digital is a great model of international talentdevelopment, bringing together the fresh minds of University students, industryprofessionals, academics and the latest technologies and we are delighted to be a part of that.”www.abertay.ac.uk

Duke of York Dares to be DigitalTraining News

Teesside University’s Vis Awards has celebrated its student talent by awarding four ofthem six-month contracts at Ubisoft Reflections.

The awards seek to recognise the skill and knowledge of students within theUniversity’s School of Computing, and are held in cooperation with CodeworksGameHorizon and the Newcastle arm of Ubisoft’s development empire.

Ole Kristian Homelien (far right), Justin Lim (second from right), Wei Xing Yong(second from left) and Peter Adamson (far left) – who won awards for gamesprogramming, games design, character animation and modelling respectively – willnow receive six-month paid internships at Ubisoft Reflections upon their graduation.

“Winning the Vis awards was an incredible experience, and a great opportunity toget a foot in the games industry door, something that is all the more valuable due tothe uncertain economic state,” said Adamson.

“The fact that my first job in the games industry is with such a major worldwidedeveloper makes this all the more special, and I can’t wait to get started!”

Giselle Stewart, general manager at Ubisoft Reflections (pictured above, centre),added: “We were very pleased that the University of Teesside invited us to sponsorthese awards; we were able to spot some new creative talent to further our success as adeveloper of successful driving games. We were particularly excited about the calibreof students who won the internships and we hope it will be the start of an excitingcareer within Ubisoft for them.”www.teesside.ac.uk

Students shine at University ofTeesside’s Vis Awards

The University of Hull +44(0) 1482 465951 www.mscgames.com

Develop Magazine 01992 535 647 www.develop-online.net

GREAT ADVERTISINGOPPORTUNITIES

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Page 90: Develop - Issue 96 - July 2009

CODA

90 | JULY 2009 DEVELOP-ONLINE.NET

I LOVE… THE LEGEND OF ZELDAby Yoshinori Kitase,Senior Vice President of Software Development,Square Enix

Back when the Famicom first came out, I was addicted to The Legend of Zelda.One of the things I think is really uniqueabout it is that, right from the start, youcan go straight to the final dungeon –there’s a really vast level of freedom forplayers there, you can choose your ownpath. It was very unique for its time.

MY FA OURI TE GAMENotable developers tell us which game warmed their heart, caught their eye, and ate up their free time…

Develop Awards round-upEvent: Edinburgh InteractiveFestival, GDC EuropeRegional Focus: ScotlandCopy Deadline: July 23rd

Outsourcing SpecialRegional Focus: AsiaCopy Deadline: August 19th

The Future of Game AudioCopy Deadline: September 17th

100th Issue Special EditionEvent: Montreal Game SummitRegional Focus: CanadaCopy Deadline: October 23rd

Special Focus: Artificial IntelligenceRegional Focus: LondonCopy Deadline: December 3rd

Special Focus: RecruitmentCopy Deadline: January 14th

develop FORWARD PLANNER

EDITORIAL enquiries should go through to

[email protected],

or call him on 01992 535646

To discuss ADVERTISING contact

[email protected],

or call her on 01992 535647

september 2009

august 2009 october 2009

november 2009

dec 09 / jan 10

february 2010

Page 91: Develop - Issue 96 - July 2009
Page 92: Develop - Issue 96 - July 2009