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Game Developer - February 2006
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PRODUCT REVIEW AUTODESK 3DS MAX 8 SOFTWARE
FEBRUARY 2006
THE LEADING GAME INDUSTRY MAGAZINE
>>
STATE OF THE INDUSTRY
CASUAL GAMES AND
THE MASS MARKET
>>
SIT! SPEAK! DEVELOP!
MAKING JAK X WITH
NAUGHTY DOG DISCIPLINE
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DEMOLICIOUS DERBY
A CORNUCOPIA OF TRIAL
TOOLS FOR ARTISTS
POSTMORTEM:
THE BUZZ ON HARMONIX’S
GUITAR
HERO
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Physics. Animation.
Behaviors. Tools.
Integrated.
physics
Why wrestle bringing
your next-generation
characters to life?
animation
behaviors
Stay Ahead of the Game! TM
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[
CONTENTS
]
FEBRUARY 2006
VOLUME 13, NUMBER 2
FEATURES
9 STATE OF THE INDUSTRY:
CASUAL GAMES
The casual games market is expanding
rapidly, and so too are its associated
business practices. In this market
overview, Paul Hyman investigates some
of the current and future-leaning tactics
that casual game developers and
publishers are using to make their
businesses profitable, from PopCap to
Ya h o o ! G a m e s .
By Paul Hyman
9
POSTMORTEM
17 FROM SMART TO FINISH:
J AK X: C OMBAT R ACING
AND THE NAUGHTY DOG
PRODUCTION METHOD
J AK X: C OMBAT R ACING found Naughty Dog
working in a new arena. The developer
had never before made a combat racer,
beyond small elements in previous J AK
titles. So how did they go from concept
to finished product in a relatively short
time, in an area slightly outside their
comfort zone, with features they’d never
before attempted? The answers lie
within.
By Richard Lemarchand
24 THE BUZZ ON HARMONIX’S G UITAR H ERO
Peripheral-based games are often a risky gamble. But partnering with
the right publisher, utilizing a mature code base, and having the right
staff for the job allowed Harmonix to come out with the critically lauded,
consumer-embraced G UITAR H ERO in just nine months. Knowing how to
rock didn’t hurt either!
By Greg LoPiccolo and Daniel Sussman
17
DEPARTMENTS
COLUMNS
2 GAME PLAN By Simon Carless
Hero to Most
30 THE INNER PRODUCT By Mick West
[
PROGRAMMING
]
Multi-core Processors
4 HEADS UP DISPLAY
Independent Games Festival finalists announced, CES event wrap-up,
Nintendo’s DS sails in Japan, and more.
33 PIXEL PUSHER By Steve Theodore
[
ART
]
Demolicious Derby
36 AURAL FIXATION By guest columnist Jesse Harlin
[
SOUND
]
6 SKUNK WORKS By Ronnie Ashlock
Autodesk 3ds Max 8 software
Q/A for Audio
38 GAME SHUI By Noah Falstein
[ DESIGN ]
48 A THOUSAND WORDS
NinjaBee’s O UTPOST K ALOKI X
When the Hunter Becomes the Hunted
40 BUSINESS LEVEL By Clarinda Merripen
[ BUSINESS ]
Maximizing Operations
COVER ART: RYAN LESSER, HARMONIX
1
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GAME PLAN
]
www.gdmag.com
CMP Media, 600 Harrison St., 6th Fl., San Francisco, CA 94107 t: 415.947.6000 f: 415.947.6090
HERO TO MOST
EDITORIAL
EDITOR
Simon Carless scarless@gdmag.com
MANAGING EDITOR
Jill Duffy jduffy@gdmag.com
ASSOCIATE EDITOR
Brandon Sheffield bsheffield@gdmag.com
ART DIRECTOR
Cliff Scorso cscorso@gdmag.com
CONTRIBUTING EDITORS
Alexander Brandon abrandon@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
NATIONAL SALES MANAGER
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, 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
VP, GROUP PUBLISHER APPLIED TECHNOLOGIES Philip Chapnick
CONFERENCE DIRECTOR, GDC Jamil Moledina
SENIOR CONFERENCE MANAGER, GDC Meggan Scavio
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 Andrea 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
THIS MONTH’S GAME DEVELOPER IS, WELL, NOT
afraid to rock out a little, as you can see by the
jaunty cover, which features a postmortem of
Harmonix’s PlayStation 2 mainstream rock
phenomenon, G UITAR H ERO . G UITAR H ERO has been
consistently eulogized since its release late last
year, and received a significant number of votes in
sister site Gamasutra’s best games of 2005 survey.
To play devil’s advocate for a moment, why does
G UITAR H ERO particularly matter? It’s just another
of those darned rhythm games—isn’t it?—except
with that guitar controller and a few more bands
that we’ve heard of.
No, no, and no. One thing that games forget to
be is culturally appropriate, and, at least for the
Western market, G UITAR H ERO has caught the
zeitgeist dead on.
If you add classic rock poster artwork, actually
skillful cover versions to riff against, plus careful,
not overly intricate note-picking—which really
makes you feel like you’re Jimi (or Eric, or Lemmy)—
then you’re in the money. It’s not about how clinically
games are created so much as the way they make
you feel, and the folks at Harmonix explain how
they make us feel real good (see pg. 24) .
written an eloquent piece on how his team made
J AK X: C OMBAT R ACING in just 10 months, from full
production start to gold master. Given the genre
switch from action platform to combat racing and
the short timescale, Lemarchand lays out for
fellow developers the production methods that
allowed them to complete the title so quickly to
significant success without using time travel—or
so he claims.
Dave Pottinger Ensemble Studios
George Sanger Big Fat Inc.
Harvey Smith Midway
Paul Steed Microsoft
FEE, FI, FO, FUM
Of course, that’s not all. Among the other highlights
is another casual/indie game, NinjaBee’s O UTPOST
K ALOKI X for Xbox 360 Live Arcade, showing off in
the A Thousand Words art showcase, and a host of
regular columnists making themselves known on
some intriguing topics.
Programmer columnist Mick West writes this
month on multi-core processors. Artist Steve
Theodore covers how to delve smartly into art tool
evaluation versions. Plus, Noah Falstein’s design
page looks at “the hunter and the hunted,” and
guest columnist Jesse Harlin of LucasArts
provides a special discourse on Q/A practices for
audio—a great subject that’s often underplayed in
even large studios.
CASUAL WHISTLING
A general theme for this issue is the widening of
the game market, something that’s readily
apparent in G UITAR H ERO . Feature writer Paul
Hyman, however, takes a look at one of the areas
that’s widening the fastest in his “State of the
Industry” report on casual games (pg. 9) . From
Microsoft’s Xbox 360 Live Arcade, all the way to
major PC portals such as Yahoo! Games and
notable casual game creators and publishers,
such as PopCap and PlayFirst, Hyman looks at
where the casual game is positioned and where
it’s headed, as the market is predicted to
skyrocket over the next few years.
The casual games market isn’t the only one
challenging how we define “player,” “gamer,” or
even “game.” The Independent Games Festival,
awarded each March at GDC, recognizes
independent developers and their creations, which
continue to experiment and innovate in delightful
ways. Game Developer applauds the finalists in a
mini showcase in our news section (pg . 5) .
DS: DOMINATION SITUATION?
For one reason or another, a number of my recent
editorials have mentioned Nintendo in some
fashion, and this one is no exception. The
Nintendo DS’s Christmas handheld domination of
the Japanese hardware and software charts
(Heads Up Display, pg. 4) is cause for both remark
and fascination. For those who haven’t been
gazing glassy-eyed at Media Create’s Japanese
charts recently, Nintendo’s conquering of the
sales market has been practically unprecedented.
But here’s the big question: Could the more
extreme market widening that the Nintendo DS
has prompted in Japan ever happen in the West,
where currently, the DS and PSP are much closer
to being evenly matched? To a certain extent, a
greater market was reached for N INTENDOGS , but as
the B RAIN T RAINING games start launching in the
U.S. and Europe over the next few months, we’ll
find out whether Nintendo’s world domination
plans really span the entire globe.
RECALCITRANT CANINE
We’re also very proud to feature an article by
Richard Lemarchand, game director at Naughty
Dog (C RASH B ANDICOOT and J AK & D AXTER ) who has
Simon Carless, editor
Game Developer
is BPA approved
2
FEBRUARY 2006 | GAME DEVELOPER
[
WWW.CMPGAME.COM
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