Archives For Game Industry

I’ve long held that the technical (i.e. non-artistic) pinnacle that videogames’ can attain, when we’ve finally achieved the point at which technology no longer holds us back, is the complete virtual reproduction of an immersive world in the manner of Star Trek TNG’s Holodeck. If we’re looking to offer wholly-immersive experiences in a virtual environment, then this is the absolute zenith.

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As such, my interest has been piqued for some time now by the affordability and accessibility of virtual reality’s second coming in the form of the increasingly popular Oculus 3D headset. I lapped up the VR-related talks at this year’s GDC, convinced the immediate benefits would outweigh criticisms from developers at Valve and the Oculus guys themselves – appreciating the latter’s “mea culpa” approach and the former’s assertion that while far from finished, this is the first step on the long road of virtual reality becoming a viable gaming reality by comparing the current situation to that of the early days of PC 3D accelerator cards.

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Long before Steve Jobs instrumented Apple’s meteoric rise, the British microcomputer world had Sir Clive Sinclair, responsible for making programmable gaming available to every UK home in the early 80′s. I’ve always believed there were an inordinately high percentage of Sinclair ZX Spectrums belonging the children in my home town of Dundee given they were all factory-produced right there in the city, (and therefore finding their way into homes at “discount” price), producing a generation of ready-made local game developer talent and eventually giving rise to games such as the notable Grand Theft Auto franchise.

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Above, Micro Men is the BBC’s hilariously authentic 80′s-style dramatisation starring The Hobbit and chronicling the rise and fall of Sinclair’s all-too-brief era, though sadly overlooking my own version, 1984′s superior ZX Spectrum+ 48k, (yes, that was the memory limit at that time). Recommended viewing if you’ve got an hour and a half to spare and are interested in the UK gaming scene’s humble origins.

GDC And iAnimate Podcast

February 25th, 2013 — 5 Comments

A month from today I’ll be participating in the first ever Animation Bootcamp at GDC, a tutorial session all day Monday ahead of the full conference. This should be an unmissable day for any game animators attending as it will feature talks from several animators in the game and film industry, and I’ll be giving a video-heavy presentation of behind-the-scenes process and technology on how we created the movement for Connor, entitled “Animating The Third Assassin”.

In related news, here is a podcast I recorded with the guys over at online animation school iAnimate that discusses the animation on Assassin’s Creed III and the upcoming GDC talk. Their school has come up on my radar in the past not only because they have dedicated courses for teaching game animation, but also have many instructors from the game industry; not to mention an impressive set of game-like rigs to work with. Check out their latest game reel below.

Remediating Films And Videogames

February 17th, 2013 — 7 Comments

Once a cancer in our industry, game developers that seek solely to emulate movies are thankfully rarer and rarer these days as we harness techniques only an interactive medium can give. Here, UCLA student Matthias Stork presents a refreshing look at the remediation, (or cross-pollination), of influence between film and videogames – something I’ve noticed a lot more of now perhaps due to younger film directors growing up with videogames.

I would challenge the assertion that in-game camera “shots” are anything more than teams playing to their or their particular game design’s strengths, but otherwise this is a refreshingly unbiased observation of the now bi-directional influence between both mediums.

It was a champagne celebration friday following the news that Assassin’s Creed 3 won the Outstanding Achievement in Animation award at this year’s DICE (Design Innovate Communicate Entertain) Awards – essentially the videogame industry equivalent of the Oscars.

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Competition was strong this year so I’m extremely happy that the Academy appreciated all the hard work and improvements made over the previous games in the series. I’m also incredibly proud of all the team-members that poured so much effort into a sequel – the collective drive to raise the bar at Ubisoft is something quite incredible to be a part of!

The Art Of Videogames

March 14th, 2012 — Leave a comment

The Art of Video Games: From Pac-Man to Mass Effect, which I took interest in not only because of the titular reference to one of my own games but also because I already have several similar books on the subject, is the hard-backed accompaniment released to coincide with this week’s opening exhibition of the same name at the Smithsonian American Art Museum.

Smithsonian The Art of Videogames

I initially thought this would be another coffee-table art book celebrating the long journey from pixels and sprites to the fully mocapped characters we enjoy today, and this assumption met disappointment as aesthetically the book is all over the place. Each spread is customised to the game in question for better or worse, and many of the screenshots showing less-than-flattering views of games I know to have much more to offer visually as well as featuring a notable absence of any form of concept art.

Thankfully, the term “art” appears to cover more of a general creative expression than just visual, with selection criteria including creative use of technologies, and how world events and popular culture influenced the games; referring to games as “an artistic medium, both technologically and creatively”. Broken down into four epochs of the authors’ determination, the book chronologically charts the evolution of the medium in a series of eighty 2-page spreads, voted for by the public from an assembled pool of 240.

Where the book shines is in the blurb accompanying each game, which more often than not features insightful commentary on the game’s relevance to the medium – sometimes providing societal references from which they were drawn, and often their place in the technological progression. Perhaps of most interest to the casual reader, (i.e. videogame fan), will be the colourful anectdotes on the game’s creation. One good example is Shigeru Miyamoto’s supposed inspiration for the Zelda series being taken from his real life lamp-lit exploration of  forest caves as a child. I myself  noted the near carbon-copy similarities between the layout of Hyrule Field and the game series’ development home of Kyoto when visiting there some years ago.

There’s a lot to gain from a developer’s perspective also. Of perhaps even more value are the exclusive interviews with industry vets – though I must admit I haven’t heard of the half of them. Ploughing the usual roster from the speaking circuit, there’s an injection of relevance from the likes of the ever-entertaining Tim Schafer. Notably, when taken out of the context of a web interview and placed into a book like this, his hilarious musings are given an added weight. “I didn’t like the way early 3D appeared; it always looked like someone had printed an image of a body or a face and stretched it over a bunch of cardboard boxes”, giving rise to the visual style of Grim Fandango.

Coincidentally also releasing this week, thatgamecompany’s Journey producer Robin Hunicke offer’s insight into the studio’s consistently successful approach to game development, with a focus on collaboration and simplification: “At that stage of the process, we’re thinking about what items we could leave out. What can we take away from these ideas that would make it even closer, even more compressed, like a diamond”.

While not an exercise in visual design, The Art of Video Games: From Pac-Man to Mass Effect is not only a solid attempt at recording the young history of our medium, but more importantly stands as a testament to the value of chronicling its progression as not only this century’s newest form of creative expression, but as part of our culture as a whole. I hope this is the beginning of a larger movement to archive and document our burgeoning artform, and that the Smithsonian exhibition is only the first of many.

This Is Next-Gen

February 9th, 2012 — Leave a comment

This generation’s long life-cycle has been a mixed blessing. On the one hand, so many years without new hardware has allowed us to push the limits of our current engines and learn so much about finesse and polish without the need to relearn or start from scratch.  The challenge this time around has been more about real artistry in both visuals and game design without the ability to hide behind some major leap in visual fidelity or previously-impossible technology opening up new game concepts. On the other, we’re getting to a state of diminishing returns In terms of effort to rewards, and as a gamer I really want to see something that gets me excited again in a way that only realtime interactive CG can provide. And this is the first glimpse of where we’re going.

While mostly a lighting demo of Infinite Realities‘ scanned head we’ve encountered before, seeing it running in realtime on a PC at work both terrifies and exhilirates me. Once he opens his eyes and begins to move around, it will be our task to breathe life into characters that look like this in immersive worlds that are consistent and do not break the suspension of disbelief.

Since arriving in Canada, I’ve worked exclusively on games with character casts are in the hundreds, requiring procedural and systemic solutions to create their animation. Perhaps this leap in character realisation will instead force us to concentrate on stories with fewer actors that have an unprecented depth of character.

Contra Diction

October 7th, 2010 — Leave a comment

I am forever confused by the duality of games players (and developers) on the opposing subjects of art and censorship in games. The former gives rise to claims of higher meaning in their creations or past-times, while the latter all too frequently finds defence in being “only a game”, and therefore absolved of the same scrutiny deserving of other commercial forms of expression – I’m looking at you, Taliban-less Medal of Honor.

So which is it, gamers? New entertainment medium with an obligation to provide socially and morally responsible experiences above the puerile, or harmless and meaningless time-sink?

With two weeks to go from today, I thought I should plug that I’ll be speaking at the Montreal International Game Summit, with the talk entitled Cinematics Sans Cutscenes. Here is the abstract:

Cutscenes are a divisive subject amongst videogame developers. We rely on them as a relatively production-safe solution for imparting exposition and story progression, to give the player objective location information, and to reward achievement and successes like level completion. However, they cut more than just the camera. The flow, immersion, and most of all, interactivity uniquely enjoyed by the medium of videogames all take a hit for their (often unskippable) duration.

In their defense however, attempts to forego their inclusion can result in a weaker visual presentation and take us further away from an emotional connection with characters and story. Additionally, a quick scan of screenshots previewing upcoming games illustrates our growing reluctance as an industry to present titles from the in-game perspective, where cameras are rightly skewed towards gameplay.

This talk explores various techniques used by games over the years to create a cinematic look outside of the traditional reliance on cutscenes, with the pros and cons of each, finishing with suggestions on how these might be combined in the future to offer cinematic moments while keeping the player in the game.

Takeaway: Techniques alternative to cutscenes for imparting interactive story and cinematic moments in games.

Intended Audience: Game Designers, Writers, Animators and those involved in storytelling.

Should you be attending the conference please stop by at 2.45 on Monday afternoon. If at least one of my observations is taken onboard then we might just reduce our reliance on cutscenes for storytelling.

IGDA Comic Genius

September 6th, 2009 — Leave a comment

Your videogame developer association is at a crossroads. The senior board staff are leaving left, right and centre and member apathy is at an all-time high. You’re looking for something, anything, to drum up passion once more in 13,000+ strong community where the vast majority of members are signed up automatically by employers often without their knowledge, or only to recieve industry-related discounts. What you need is a controversy – one so great that it will get folks who had never even considered themselves members calling to arms, becoming the hottest gossip in studios around the globe as the soap-opera plays out in real-time…

In step Dr. Timothy Langdell, a masterstoke of invention in a creative industry run on heroes and villains. This surely fictitious character was supposedly a board member on an association to advocate the rights of game developers internationally, yet was continuously embroiled in litigation with the most defenseless small game-related companies unfortunate enough to approach his trademarked “EDGE” brand. This was a developer/publisher with a claim to over 700 games backing up that brand, yet had not released a game since the early 1980s, leaving confusion in the marketplace (and therefore a legal leg to stand on) impossible. Such a stickler for legality, Doc Dastardly had been exposed time and time again using others work for his own financial and status gain, ranging from game, comic and television works in no way connected to him, to stooping so low as to pass off a 15 year old girl’s artwork as coverart for his incoming “products”.

It was this last practice that drew the ire of most IGDA members already frustrated with his ongoing suit against a celebrated iPhone game developer, signing Cease and Desists as IGDA Board Member, further damaging the reputation of the organisation. To which end, over 2000 members including myself signed a petition to oust him, or at least call a meeting to do so. A meeting was called, (to decide how to call a meeting), after which the meeting was set. In some semblance of decency, Little Langdell resigned a week later, but not without kicking and screaming on the IGDA forums and comically failing in updating his online store to support his case.

So there it was – a villain vanquished – the members feel empowered and are now looking to the next challenge in resurrecting the IGDA’s status – the character served his purpose. But the story continues. Langdell, it appears, is not so fictitious after all, and lives on beyond the board. You can follow his continuing comically incompetent capers here…

[Unlike the subject, sprite image used with permission of the artist]