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Game Developer - October 2010
THE LEADING GAME INDUSTRY MAGAZINE voL 17 N o9 o CTo BER 2010 INSIDE: 20 C o M p ANIES T o wATCH
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R ED F ACTION A RMAGEDDON .
CONTENTS.1010
VOLUME 17 NUMBER 9
POSTMORTEM
DEPARTMENTS
24 SQUARE ENIX'S FINAL FANTASY XIII
When development started on F INAL F ANTASY XIII its gameplay,
scenario, and technical specs were only vaguely defined. But this
didn't stop the team from motoring ahead anyway, creating assets at
an ever increasing pace with no clear sense as to whether they would
even be usable in the game. It wasn't until the team was obligated
to create a playable demo for the Japanese market that the title's
ultimate design came into focus. In this postmortem we get a unique
look at the creation of a game whose epic scope almost got the better
of the studio. By Motomu Toriyama and Akihiko Maeda
2 GAME PLAN By Brandon Sheffield
[ E D I TO R I A L ]
Wal-Mart Versus the Mom and Pops
4 HEADS UP DISPLAY
[ N E W S ]
Man on a Mission film review, Assembly 2010, and more.
32 TOOL BOX By Ali Tezel
[ R E V I E W ]
Autodesk Softimage 2011
35 THE INNER PRODUCT By Rulon Raymond
[ P R O GR A MM I NG ]
Skin Retargeting
FEATURES
38 PIXEL PUSHER By Steve Theodore
[ A R T ]
7 COMPANIES TO WATCH
The game industry is a constantly shifting landscape. What
companies should you be watching to see which way the wind is
blowing? Here Game Developer looks at 20 companies that currently
or have the potential to set the course for the industry's future.
By Jeffrey Fleming and Brandon Sheffield
Mid Life Crisis
41 DESIGN OF THE TIMES By Damion Schubert
[ D E S I GN ]
Make Better Bosses
43 AURAL FIXATION By Vincent Diamante
[ S O U N D ]
Big Tunes, Small Scale
14 TOP 20 PUBLISHERS
In this companion piece to Game Developer 's "Companies To Watch,"
we look at the publishers that are having the biggest influence over
the direction of the game industry. By Brandon Sheffield
44 EYE ON GDC By Staff
[ G D C ]
GDC Europe and GDC Online award finalists.
47 GOOD JOB! By Staff
[ C A R E E R ]
17 SHATTERED
Volition are the masters of destruction. Here we get a detailed examina-
tion of the shader techniques used by the studio to create shattered
glass effects in its upcoming R ED F ACTION A RMAGEDDON . By JT Hooker
Brenda Brathwaite Q&A, who went where, and new studios.
51 EDUCATED PLAY By Jeffrey Fleming
[ E D U C A T I ON ]
Broken Mind Games' F IG .
30 INTERVIEW: ERIK JOHNSON
P ORTAL was one of those rare, perfectly encapsulated experiences
where gameplay and aesthetics were in complete harmony. So how
does one go about creating a sequel without disrupting the elegant
balance of the original? According to P ORTAL 2 project manager Erik
Johnson, keeping players surprised is the key. By Brandon Sheffield
56 ARRESTED DEVELOPMENT By Matthew Wasteland
[ H UMO R ]
Stack Trace Returns
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GAME PLAN // BRANDON SHEFFIELD
Think Services, 600 Harrison St., 6th Fl.,
San Francisco, CA 94107
t: 415.947.6000 f: 415.947.6090
WAL-MART VERSUS THE MOM AND POPS
DO WHAT YOU DO BEST
SUBSCRIPTION SERVICES
FOR INFORMATION, ORDER QUESTIONS, AND
ADDRESS CHANGES
t: 800.250.2429 f: 847.763.9606
FOR DIGITAL SUBSCRIPTION INFORMATION
AS I WRITE THIS, I’M IN JAPAN FOR
the Tokyo Game Show, and as
such I’ve had the opportunity to
speak with a number of Japanese
developers in the last few days.
One question on everyone’s lips is
“how do we appeal to the Western
market?” It’s understandable—the
Western market is huge, and the
hardcore HD gamer in Japan is
becoming less and less common.
Though this is anecdotal
rather than empirical, I would
submit that part of the reason
Japanese hardcore gamers are on
the decline is that while Western
gamers grew up loving games,
and have continued to find them
a viable means of entertainment,
Japanese gamers that grew up
with the NES/Famicom now find
those old games to be “nostalgic,”
but have moved on to other leisure
activities. However, on this side of
the pond we’ve stuck with games
well into our adulthood.
the principle of supporting local
business. People will always do
what’s easier for them.
But then, there are the niches.
If you want to get the right kind of
bait or tackle or fishing rod, you’re
not going to go to Wal-Mart, you’re
going to go to a specialty bait
shop. If you’re into model trains,
you’re going to go to a shop that
specializes in that. If you like comic
books, you’re definitely not going
to be sifting through the romance
novels at Wal-Mart to try to find the
latest James Kochalka zine.
What Wal-Mart can’t do is
cater to specific tastes. If what
you’re doing is very generalized,
someone will always be able to do
it better. But if you’re a specialist,
by definition you’re equipped to
understand that niche better than
Wal-Mart could ever hope to, or
even desire to. Wal-Mart doesn’t
want to be the best seller of model
trains. Wal-Mart wants to make the
most money with the least effort. If
you love trains, you’ve got a niche
you can fill, with the right amount
of skill and exposure.
above all other things. Just keep in
mind, if you go into the generalist
camp, simply trying to make a good
game with common themes, you’re
competing with a huge number of
companies, many of which will have
been toiling in your particular genre,
with your particular brand of space
marine for many a year.
On the other hand, if you spend
more time working to differentiate
your game, to give it a unique visual,
aural, or game play style (and I
mean significantly different, not just
nicer explosions, or better ponytail
physics), then you’ve got a talking
point right away. The press will
want to pay attention to your title,
because maybe it’s doing something
interesting. Fans will notice the
press and follow the title. Non-core
gamers may even catch wind of this
buzz, if it gets loud enough.
Could a Japanese-developed
third-person shooter about a
bald, no-nonsense space marine
work? Certainly it could. But does
simply emulating that idea show
the strength of a company or an
understanding of a genre? Not
really. On the other hand, with an
interesting visual theme and an
irreverent sense of humor, you
immediately wind up closer to
distinctive games like N O M ORE
H EROES or M ETAL G EAR S OLID .
It’s not necessary to hide
where you come from—an
American game developer making
R ED D EAD R EDEMPTION is a perfect
fit. A British game developer like
TT Games making an irreverent
well-animated action platformer
like the L EGO franchise is a perfect
fit. For Japan, making a rather
heady, visually stylish game such
as M AD W ORLD or B AYONETTA makes
the most sense. Why should we try
to be something we’re not? If we
all just take what we know, apply
the existing techniques from other
games that have come before us,
but marry all that with our unique
expertise, then we wind up being
the invincible mom and pop that
Wal-Mart simply can’t touch.
—Brandon Sheffield
EDITORIAL
PUBLISHER
Simon Carless l scarless@gdmag.com
EDITOR-IN-CHIEF
Brandon Sheffield l bsheffield@gdmag.com
PRODUCTION EDITOR
Jeffrey Fleming l jfleming@gdmag.com
ART DIRECTOR
Joseph Mitch l jmitch@gdmag.com
PRODUCTION INTERN
Tom Curtis
CONTRIBUTING EDITORS
Jesse Harlin
Steve Theodore
Daniel Nelson
Soren Johnson
Damion Schubert
ADVISORY BOARD
Hal Barwood Designer-at-Large
Mick West Independent
Brad Bulkley Neversoft
Clinton Keith Independent
Brenda Brathwaite Lolapps
Bijan Forutanpour Sony Online Entertainment
Mark DeLoura Google
Carey Chico Independent
ADVERTISING SALES
GLOBAL SALES DIRECTOR
t: 415.947.6227
MEDIA ACCOUNT MANAGER
John Malik Watson e : jmwatson@think-services.com
t: 415.947.6224
GLOBAL ACCOUNT MANAGER, RECRUITMENT
t: 415.947.6241
GLOBAL ACCOUNT MANAGER, EDUCATION
t: 415.947.6223
WAL-MART: THE GREAT EVIL
» In one particular discussion,
I mentioned that Japanese
game companies needn’t hide
their cultural background and
different nature when making
games for the West, as they
often try to. It’s similar to the
debate about Wal-Mart killing all
the local businesses. The fact is,
yes, Wal-Mart kills local grocers,
clothiers, and appliance shops
when it moves into an area. It
does this by providing a greater
variety of products at a cheaper
or comparable price, all in one
location. The trouble is, if your
market is general, like many
of these mom and pop stores,
someone will always be able to do
that better than you, faster than
you, and more efficiently than you,
provided they have the backing
to do it.
While I absolutely do feel for
the mom and pop shops that got
closed down when Wal-Mart rolled
in with its poor wages and sub-
par product, I understand why
people choose convenience over
GET IN THE NICHE
» There are two types of
Japanese games that have done
well in recent years. There are
those games that are simply very
solid, but don’t necessarily appear
to be from any particular country.
Games like S TREET F IGHTER IV or
N EW S UPER M ARIO B ROS . W II are
good examples. But you’ve also
got the games with interesting
ideas that attempt to differentiate
themselves in order to get noticed,
such as N O M ORE H EROES or D EMON ' S
S OULS . The games from Japan
that have failed have often been
those that attempted to emulate
Western games just for the sake of
it, without actually understanding
what makes those games fun in
the first place.
This really applies to all of game
development, not just when trying
to make a game in Japan that will
appeal to the West—but you’ve
got to have a basically good game
ADVERTISING PRODUCTION
PRODUCTION MANAGER
Pete C. Scibilia e : peter.scibilia@ubm.com
t: 516-562-5134
REPRINTS
WRIGHT'S MEDIA
t: 877.652.5295
AUDIENCE DEVELOPMENT
TYSON ASSOCIATES Elaine Tyson
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t: 914.368.1000
MARKETING
MARKETING COORDINATOR Nahal Agahi
2
GAME DEVELOPER | OCTOBER 2010
HEADLINE
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