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Deus Excess

February 26th, 2012 — Leave a comment

Deus Ex 3 (later to be subtitled “Human Revolution”) was what can best be described as a learning experience for me. I had just arrived in Montreal to work at another studio and while awaiting a visa was contacted regarding the mystery project at the recently announced Eidos Montreal. I honestly thought it was a Soul Reaver sequel, never dreaming I’d have the opportunity to work on a re-imagining of one of my favourite games of all time. I joined as the 5th or 6th DX3 team-member, (featuring in several of the credit roll photos, wearing an N7 T-shirt no less), and for a time all was great and exciting. A new city, new studio, new project, new team, new technology… they were all adding up to a lot of new, which anyone with any experience will tell you… that’s a lot of risk.

Over the proceeding year, beyond the expected growing pains of a newly formed team it was rapidly becoming apparent that it was impossible to see eye to eye with others on the leadership team when developing something as large and complex as an action-RPG, especially coming straight from successfully doing so on Mass Effect. I could say a lot worse, but will instead acquiesce to many of the disagreements falling on my shoulders as I took literal the Eidos mandate that we were to create games with modest team sizes and schedules, myself always looking for the most dynamic and efficient solution rather the grand ideas of my colleagues, wherein lay the conflict. Having now worked in Montreal for around 5 years I have a better understanding of the culture that many of my former team-mates had come from, and simply accept that they just didn’t know any other way. Their risky gambles ultimately paid off with the miraculous purchase of Eidos by Japanese publisher Square Enix granting an additional two years of development.

And what happened with those extra years? I honestly enjoyed much of the game. The level design is as tight as it comes. The feeling of “being” in a cyberpunk future is unmatched. The visuals swing between some of the worst character realisation ever to moments of real beauty, (so in that respect it is a very accurate homage to the original), and the audio landscape lends itself the credibility of its forebears, (again an homage for better or worse). Certainly by no means a game worthy of 4 years of development, I remain confident I made the right choice in leaving during pre-production to start the BioWare Montreal studio and with a few good friends instead helped ship what was to be one of 2010′s games of the year in Mass Effect 2.

In summary, much like the “choice and consequences” mantra of the game’s design, Deus Ex : HR ended up playing out exactly as a consequence of choices made early on in the development cycle – with Square Enix’s intervention providing a literal Deus Ex Machina to that project’s story.

2010 was not a good year. I don’t usually write end-of-year reviews, and I’m a wee bit late given that we’re nearly mid-January already, but this is mostly an exercise to exorcise a year fairly consistent in its misery – something I’m extra disappointed in because I was looking forward to 2010 as the first year where in my opinion, much more plausibly than 2001 or 1984, the numbers actually read like the future. Additionally, beyond marking 5 years of this site, it was also the year I celebrated my first decade in the industry.

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I just got my second Xbox Red Ring, leaving me out of the Read Dead Redemption multiplayer action for the foreseeable future. Given that I got the first one as soon as I stuck Rockstar’s last opus GTA4 in the tray I’m wondering if they’re overclocking the console in a similar manner to which Chains of Olympus did on the PSP. Is this even possible via software?

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That old post reminds me that Rockstar are still one of the few developers that have fully adopted Naturalmotion’s behavioural physics-based Euphoria, (most likely due to NM’s stipulation of inserting their own guys onto your team), leading to some unresponsive controls which are thankfully greatly decreased in the recent cowboy offering. The big sell will undoubtedly be their soon-to-be-released “Backbreaker” above, featuring character-on-character interactions as a centrepiece.

Those around me will no doubt by now be sick of talk about the diet I’ve been on for the last few months. For the record, I’ve always had a distaste for what I call the “Game Developer Physique” sported by so many of our contemporaries, so any slip towards that abyss I consider a total failure on my part. While I’ve never been shy of the gym, a recent trainer schedule ended with the shocking realisation that my weight and BMI placed me just into the realms of “overweight”, which by some twist of fate coincided with the symbolic humiliation of a button bursting off my jeans.

So in addition to ramping up the gym attendance, it was high time for my first serious stab at a diet – specifically one that would kickstart the old metabolism to make it sustainable when going back to “real life”. Thankfully, I have the support of a similarly enthused exercise nut in MJ who has joined me in this challenge and proven invaluable in terms of forcing good food habits on the both of us.

As such, I can say that after just a couple of weeks of cold-turkey I found it really easy to manage, all the while eating better quality food than ever with the only downsides being the extended time to prepare meals and, hardest of all, facing the social challenge of not drinking around others, (each of the major spikes above being a piss-up). In addition to completely changing my food intake and greater exercise, part of this project involved picking up Wii Fit as a means of exercising at home while playing. However, much like every other Wii enterprise, I quickly found the exercises tedious and low-quality to the point of the balance board being a mere gimmick – how can you possibly get fit by balancing alone anyway? While I used it nearly every day, its scope was dramatically reduced to being nothing more than a fancy set of scales.

What I didn’t count on though, were the reinforcing effects of having your scales directly linked to a self-updating graph, charting progress (and regress) over the following months. These little triumphs are what drives decision making during the day, whereby not only are achievements and mishaps recorded, but calorie intake becomes something of a game to try and go for the “hi-score” in weightloss every day. The latest issue of Wired magazine has its cover and a sizeable section inside dedicated to exactly this – the power of personal data-tracking, with articles on Nike+ and other gadget-related accessories, though for some reason overlooks Wii Fit and its hidden weightloss meta-gaming.

Now with just 9lbs left to achieve the ideal BMI of 22, but with a 2-week holiday and the parents visiting from Scotland in a few days, I’ll once again have to run the gauntlet of alcohol and other temptations – which can be considered something of a boss fight.

Cloud Computing FTW!

June 7th, 2009 — 3 Comments

The other day the fancy laptop turned out to be not so fancy after all and crapped out on me after just a few months, so in the interim I’ve been using the iPhone for surfing duties and comandeering MJ’s computer while she busies herself ranking up on Call of Duty 4, (it sounds great getting your girlfriend into online gaming, until she really gets into it and you can’t get near your Xbox).

A pleasant surprise, however, has been my awakening to the joys of cloud computing. Some time ago I placed all my bookmarks on Firefox’s Xmarks (formerly Foxmarks) site after experiencing the pain of rebuilding my surfing experience during the initial move to the laptop, which really paid off during this situation.

Additionally, I’ve been dabbling in image editing with the AMAZING online photoshop-like suite of Aviary tools. This is really impressive stuff, especially the Node-based UI of Peacock for generating effects and really sparks the imagination for what could be available in the future – 3D animation software perhaps?

Lastly I’ve been writing up documents and spreadsheets with Google Docs – something that’s certain to continue even after the computer is fixed as it’s opened up a world of non-static, shared documentation. Having spent the last decade working out of server-based file-management systems like Perforce and jumping in and out of Maya’s referncing system, (not to mention several years tinkering with .html and .php), I find it abhorrent to work on documents static or local.

I’d be interested to know if there are other cloud-based software out there I should be aware of?

SNK Pixel Art Gallery

May 31st, 2009 — 1 Comment

Still on my pixel art trip, I created this out of fridge magnets the other day. Coincidentally, one of the guys at work forwarded this page by SNK Playmore illustrating their methods for pixel art creation, (which they refer to as “Dot Art”.) While I’ve always been a fan of Capcom’s games, I do appreciate that SNK’s character art and animation are superior, with a personal preference for the realistic style of Shinkiro below.

There are instructions as to the various stages of the art creation but unfortunately the text is image-based so I can’t babel it. While there are 5 characters at the time of writing, it looks like it’s going to grow over time so certainly something to check back on.

UPDATE: Thanks to Jason Porath for swiftly providing a translation for the stages of production:

  1. Get the design of the character, usually from the art director, or sometimes Rough Design. One character usually takes about 3 days.
  2. Make a 3d model of the character. This usually takes 2 weeks per character. You also make the ranges of motion, which takes around 2 months/character.
  3. Render out the 3d character. To bake out all the animation for one character usually takes around 2 weeks.
  4. Touch up the render, according to art director’s wishes. This usually takes 1 week per character.
  5. Add in additional stuff like wrinkles, muscle creases, and the like, while maintaining the form. This takes each character around 6 and a half months (!). This is where all the character’s consistency in form is checked.
  6. Adding in gradients. This takes 2 and a half months per character.

Each character usually has around 500 frames of animation, but some are up to 4x that.

Megaman Pixel Art

May 18th, 2009 — Leave a comment

Here’s the product of a rainy Sunday afternoon – a twist on the original purchase here. I took bad when we first moved from pixels to the anti-aliased imagery of photoshop because of the loss of control, so it’s nice to see pixel art becoming a decorative retro-style all of its own.

Border Crossing

May 10th, 2009 — Leave a comment

On a recent road trip down to NYC for the long weekend, MJ and I were customarily delayed a little extra at the border control due to my non-Canadian status. The conversation with the patrol officer went a little like this:

Officer: What is your status in Canada?
Me:
I’m on a work permit.
Officer:
And what kind of work do you do?
Me:
I make videogames.
Officer:
Made any famous videogames I might have heard of?
Me: Well… perhaps. My last big one was called Mass Effect? [...] It’s kind of an eighties sci-fi story in a similar vein to Star Tre…
Officer: Is it rated E for Everyone?
Me: No, M for Mature. It’s quite grown up.
Officer: [Indignantly] Well I’ll make sure my kids never get to play it.
Me: Well you make sure you do Officer, so you can carry out your job as a parent with every bit the efficiency of your day job.

OK, so the last line only played out in my head as I nod politely lest I wish to follow up with “Step on the gas!” and and ensuing police chase all the way to the Big Apple, but it’s one of the few times I’ve witnessed first-hand the ignorance of opinion that all videogames are for children. When are these parents going to finally get it that they are in fact QUITE RIGHT to ensure their kids don’t play senior-rated games? That’s the whole reason the ratings are there in the first place.

Bathroom Vindication

March 26th, 2009 — Leave a comment

I’ve been criticised in the past for my practice of taking over-long bathroom visits, as well as the variety of entertainment I’ll take in there with me to make those extended stays more productive – ranging from books and magazines to my DS, ipod, laptop, and even the guitar. The truth is, I can’t think of a better place to brainstorm and have come up with some of my greatest breakthroughs and solutions on the job. In a panel at this week’s GDC, No More Heroes creator Goichi Suda clearly shares this practice too, stating that:

…he gets his inspiration from films, TV and other games, as well as art. But perhaps his best ideas come from a different place: “Being alone is very important. I go to the bathroom and then I try to poop and I’ll come up with a good idea.”

It would be interesting to know how many others in this creative industry find inspiration from unusual places and states of mind. For me it’s the bathroom, plus the acoustics are great in there too.

[via gamesindustry.biz]

…for not screwing it up. In the likely event that I’ll change this sometime, here’s my XBOX avatar as of January 20th 2009, for posterity.