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Pobierz
Game Developer - January 2006
GDC
:
06 PREVIEW GUIDE INCLUDED
J ANUARY 2006
THE LEADING GAME INDUSTRY MAGAZINE
>>
2005 FRONT LINE AWARDS
THE VERY BEST TOOLS
FOR GAME DEVELOPMENT
>>
BETTER GRASS BY DESIGN
MAKING VERTEX BUFFER
GEOMETRY TEXTURES
>>
FUN FANDANGO
CHARTING INGENUITY
WITH TIM SCHAFER
POSTMORTEM:
THE BRAINS BEHIND WIDELOAD’S
STUBBS THE
ZOMBIE
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[
CONTENTS
]
JANUARY 2006
VOLUME 13, NUMBER 1
FEATURES
10
GAME DEVELOPER’S 2005
FRONT LINE AWARDS
Game Developer
’s eighth annual Front Line
Awards aim to single out those companies
and products that have made significant
strides in the battle to get developers home
by five in the afternoon. Along with a panel of
respected industry judges, we have awarded
the leading tools, hardware, and book for
their excellence, and inducted one
distinguished tool into the Hall of Fame.
10
POSTMORTEM
19
MAKING THE GRASS
As 3D game worlds become more realistic,
small-scale geometric details will become
more and more important. While it’s vital to
showcase our expanded hardware power in
impressive ways, these tiny details, be they
tufts of hair or blades of grass, can be
computationally expensive. This technical
article discusses the use of the GPU and
vertex buffers to create memory efficient
details in vibrant game worlds.
By Holger Gruen
24
CHOMPING AT THE BIT: WIDELOAD GAMES’ STUDIO
EXPERIMENT BITES BACK WITH
S
TUBBS THE
Z
OMBIE
Wideload is using a unique model for game development which has
generated significant buzz in the industry. Similar to what Hollywood
studios do, the company only hires select core staff and outsources the
brunt of the work to contractors. Here, Wideload founder Alexander
Seropian lays out the ups and downs of his cost-effective model, sharing
how it helped his team ship a successful game.
By Alexander Seropian
19
DEPARTMENTS
COLUMNS
2
GAME PLAN
By Simon Carless
Zombie Zoo
33
THE INNER PRODUCT
By Mick West
[
PROGRAMMING
]
Mature Optimization
4
HEADS UP DISPLAY
Bioware/Pandemic, Xbox 360 launch, and Valve’s Steam
37
BUSINESS LEVEL
By Philip Oliver
[
BUSINESS
]
Pigeonholed
7
SKUNK WORKS
By Carey Chico
Softimage XSI 5.0
38
PIXEL PUSHER
By Steve Theodore
[
ART
]
Anatomy for Animators Part III
48
A THOUSAND WORDS
Atlus’ M
AGNA
C
ARTA
41
GAME SHUI
By Noah Falstein
[
DESIGN
]
Schafer on Creativity
42
AURAL FIXATION
By Alexander Brandon
[
SOUND
]
The Voice Over Challenge
COVER ART:
JUAN RAMIREZ AND MARK BERNAL
WWW.GDMAG.COM
1
GAME PLAN
]
www.gdmag.com
CMP Media, 600 Harrison St., 6th Fl., San Francisco, CA 94107
t:
415.947.6000
f:
415.947.6090
ZOMBIE ZOO
EDITORIAL
EDITOR
Simon Carless
scarless@gdmag.com
MANAGING EDITOR
Jill Duffy
jduffy@gdmag.com
ASSISTANT EDITOR
Brandon Sheffield
bsheffield@gdmag.com
ART DIRECTOR
Cliff Scorso
cscorso@gdmag.com
CONTRIBUTING EDITORS
Alexander Brandon
abrandon@gdmag.com
Noah Falstein
nfalstein@gdmag.com
Steve Theodore
stheodore@gdmag.com
Mick West
mwest@gdmag.com
ADVISORY BOARD
Hal Barwood
Designer-at-Large
Ellen Guon Beeman
Monolith
Andy Gavin
Naughty Dog
Joby Otero
Luxoflux
ADVERTISING SALES
DIRECTOR OF SALES
Afton Thatcher
e
:
athatcher@cmp.com
t:
415.947.6217
SENIOR ACCOUNT MANAGER, EAST COAST, EUROPE & EASTERN CANADA
Ayrien Machiran
e:
amachiran@cmp.com
t:
415.947.6224
ACCOUNT MANAGER, SO. CALIF., SOUTH WEST, CONTRACTORS, &
MARKETPLACE
Susan Kirby
e
:
skirby@cmp.com
t:
415.947.6226
ACCOUNT MANAGER, NO. CALIF., NORTHWEST, ASIA & WESTERN CANADA
Nick Geist
e
:
ngeist@cmp.com
t:
415.947.6223
ACCOUNT MANAGER, GLOBAL RECRUITMENT/EDUCATION & TEXAS
Aaron Murawski
e
:
amurawski@cmp.com
t:
415.947.6227
ADVERTISING PRODUCTION
ADVERTISING PRODUCTION COORDINATOR
Kevin Chanel
REPRINTS
Julie Rapp
e:
jarapp@cmp.com
t:
510.834.4752
GAME GROUP MARKETING
DIRECTOR OF BUSINESS STRATEGY
Michele Maguire
DIRECTOR OF MARKETING
Ta r a C . G i b b
CMP GAME GROUP
SENIOR VP, GROUP DIRECTOR, APPLIED TECHNOLOGIES
Philip Chapnick
CONFERENCE DIRECTOR
Jamil Moledina
CONFERENCE MANAGER
Evelyn Donis
EXECUTIVE WEB PRODUCER
Peter Leahy
EDITOR, GAMASUTRA.COM
Simon Carless
FEATURES EDITOR, GAMASUTRA.COM
Quang Hong
CIRCULATION
CIRCULATION DIRECTOR
Kevin Regan
e:
kregan@cmp.com
CIRCULATION ASSISTANT
Manager Jessica Ward
e:
jward@cmp.com
CIRCULATION COORDINATOR
Miguel Mendiolaza
e:
mmendiolaza@cmp.com
CIRCULATION ASSISTANT
Michael Campbell
e:
mcampbell@cmp.com
CIRCULATION ASSISTANT
Adrea Abidor
e:
aabidor@cmp.com
SUBSCRIPTION SERVICES
FOR INFORMATION, ORDER QUESTIONS, AND ADDRESS CHANGES
t:
800.250.2429
f:
847.763.9606
e:
gamedeveloper@halldata.com
INTERNATIONAL LICENSING INFORMATION
Mario Salinas
t:
650.513.4234
f:
650.513.4482
e:
msalinas@cmp.com
CMP MEDIA MANAGEMENT
PRESIDENT & CEO
Steve Weitzner
EXECUTIVE VP & CFO
John Day
EXECUTIVE VP, CORPORATE SALES & MARKETING
Jeff Patterson
SENIOR VP, AUDIENCE MARKETING AND DEVELOPMENT
Bill Amstutz
SENIOR VP, INTERNET BUSINESS
Mike Azzara
SENIOR VP, CMP INTEGRATED MARKETING SOLUTIONS
Joseph Braue
SENIOR VP & GENERAL COUNSEL
Sandra Grayson
SENIOR VP, CORPORATE SALES
Anne Marie Miller
SENIOR VP, MANUFACTURING
Marie Myers
SENIOR VP, COMMUNICATIONS
Alexandra Raine
SENIOR VP, CORPORATE MARKETING
Kate Spellman
VP, AUDIENCE DEVELOPMENT
Michael Zane
PRESIDENT, CHANNEL GROUP
Robert Faletra
PRESIDENT, CMP ENTERTAINMENT MEDIA
To ny Ke efe
PRESIDENT, CMP HEALTHCARE MEDIA
Vicki Masseria
SENIOR VP, GROUP DIRECTOR ELECTRONICS & SOFTWARE GROUPS
Paul Miller
SENIOR VP, ENTERPRISE GROUP
Fritz Nelson
SENIOR VP, GROUP DIRECTOR COMMUNICATIONS GROUP
Stephen Saunders
STUBBS THE ZOMBIE, THE MCCARTHY ERA
throwback from Wideload Games’ first title, meets
the
Game Developer
Front Line Awards in the gory
cover image of this issue—or at least it would be
gory if the statuette could bleed. Fending off
monsters with one hand and giving out plaudits
for game tools with the other has left us feeling
slightly zombie-fied, too.
bank. Beautifully detailed tufts of grass have
never been so accessible.
Elsewhere, programming columnist Mick West
adds a highly relevant feature about code
optimization; Pixel Pusher’s Steve Theodore
continues his anatomy lesson; longtime design
columnist Noah Falstein interviews Double Fine’s
Tim Schafer about game originality; Heads Up
Display explores the key BioWare/Pandemic
merger; and the A Thousand Words art section
showcases Korean RPG M
AGNA
C
ARTA
.
Dave Pottinger
Ensemble Studios
George Sanger
Big Fat Inc.
Har vey Smith
Midway
Paul Steed
Microsoft
TRENCHANT WARFARE
In a year when game tools and other products to
aid game professionals are even more important,
especially as game budgets increase during a
market transition, we’re delighted to present the
2005 Front Line Awards (pg.
10)
, honoring the
best products related to video game development
in multiple categories, such as middleware, game
engines, hardware, and a number of others.
Thanks to our panel of experienced judges, we
whittled down first the nominated products and
then winners in each category. Plus, one tool has
earned its way into the
Game Developer
Front
Line Hall of Fame, joining the ranks of DirectX
(2002), Photoshop (2003), and Renderware
(2004) for its continued dedication to improving
game development.
SLUMPING? MAYBE JUST A LITTLE
As I write this, the full ramifications of the U.S. video
game holiday season sales are yet to be realized,
but it’s pretty clear that game sales were, at the
very least, somewhat disappointing in the key post-
Thanksgiving weeks. A fully fledged crash? Hardly,
but an uncomfortable pause, perhaps.
Of course, critics are already pointing to a sagging
game industry that produces tired sequel after tired
sequel, and, as usual, they’re largely wrong. Sure,
there are plenty of follow-ups this holiday season, as
in any holiday season, and since companies are
working on early versions of next-gen titles, it may
be difficult for them to produce all-new games for
current generation hardware. There’s only so much
production game companies can endure.
But iterating on the same game template and
gameplay engine often makes titles better in the
long-term, and there have still been plenty of
interesting, original titles on the market this
season. Naturally, I’m not saying that G
AME
F
RANCHISE
V
OL
. 8 is always the best idea, but I don’t
think that sequels are what disrupted the market
this year. Rather, it was the promise of next-
generation gaming that got in the way.
Am I blaming Microsoft’s undersupply of the Xbox
360 for all the industry’s woes? Not entirely,
although it certainly has not helped. But knowing
that a new, allegedly transformative graphical and
online experience is just around the corner (even if
you can’t find the bloody hardware) will make
anyone back off from buying current-gen games
for a while. And that’s exactly what happened.
Suddenly, the gold at the end of the rainbow is
more important than the riches piled around us
right now.
INTESTINAL FORTITUDE
When former Bungie Software co-founder
Alexander Seropian set up shop on his own with
Wideload Games, he decided to do things a little
differently. Company-owned IP? Check. Small,
manageable internal team and lots of external
contractors to complete the game? Check.
In early 2004, when Seropian first announced
this route, it was thought to be a sign of things to
come, and, to many, an important test of alternate
production methods. Now that the quirky 1950s
brain-eatin’ Xbox action title S
TUBBS
T
HE
Z
OMBIE
:
R
EBEL
W
ITHOUT
A P
ULSE
is complete and on retail
shelves, Seropian has had a chance to sit down
and write a definitive account of its creation. How
did these new business attitudes affect the game,
both positively and negatively? Wideload’s founder
spills the beans in the S
TUBBS
postmortem (pg
. 24)
.
MOW NO MORE
We’re also pleased to feature some fresh
technical features and columns this month, with
Holger Gruen’s full-length article on vertex buffer-
based geometry textures (pg.
19)
, which
discusses ways of adding geometric details to
the game world without breaking the processing
*
Simon Carless, editor
Game Developer
is BPA approved
2
J ANUARY 2006
|
G AME DEVELOPER
WWW.CMPGAME.COM
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