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Game Developer - August 2007
AUGUST 2007
THE LEADING GAME INDUSTRY MAGAZINE
HOW AND WHY STUDIOS
NEED THESE OXYMORONS
>> CODERS MOUTH OFF
EXCLUSIVE ROUNDTABLE
WITH FIVE PROGRAMMERS
>> THE INNER PRODUCT
PAINTING WITH DOMAIN
SPECIFIC LANGUAGES
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In Assassin’s Creed,
Ubisoft used
Autodesk ® 3ds Max ®
software to create
a hero character so
real you can almost
feel the coarseness
of his tunic.
Autodesk ®
MotionBuilder™
software enabled
the assassin to
fl uidly jump
from rooftops to
cobblestone
streets with ease.
Using Autodesk ®
HumanIK ® middle-
ware, Ubisoft
grounded the
assassin in his
12 th century boots
and his run-time
environment.
odesk ®
middle-
oft
the
n his
y boots
-time
nt.
HOW UBISOFT GAVE
AN ASSASSIN HIS SOUL.
e
e c c c o u u t e s y o f U Ub i is o of t
Autodesk, MotionBuilder, HumanIK and 3ds Max are registered trademarks of Autodesk, Inc., in the USA and/or other countries.
All other brand names, product names, or trademarks belong to their respective holders. © 2007 Autodesk, Inc. All rights reserved.
I Im a a a a a g e
t f Ub i ft
I
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[
CONTENTS
]
AUGUST 2007
VOLUME 14, NUMBER 7
FEATURES
7 PROGRAMMERS’ ROUNDTABLE
In this exclusive roundtable interview,
five top technophiles discuss what’s
right and wrong with game
programming these days, from
in-house procedures to multi-processor
systems to code reuse.
With Brad Bulkley, Stuart Denman, Chris Hecker,
Clinton Keith, and Bruce Rogers
17 THE CODE/ART DIVIDE:
HOW TECHNICAL ARTISTS
BRIDGE THE GAP
Game studio Volition (T HE P UNISHER ,
S AINTS R OW ) makes a case for hiring a
few technical artists, their value
ranging from time savings to smoother
in-house communication. As linchpins,
technical artists keep programmers
and artists bonded in their mutual
cause, helping to ensure that each
department gets what it needs from the
other—and within reason according to
the project’s schedule.
By Jason Hayes
7
22
POSTMORTEM
22 FINAL FANTASY XII
The twelfth installment in Square Enix’s wildly popular series was developed
in a fashion quite unlike the others. No one on the team had worked on a
major F INAL F ANTASY title before, and most had been accustomed to mid-
sized projects, not massive ones. General manager of R&D Taku Murata
focuses more on what went wrong in this ingenuous postmortem.
By Taku Murata
17
DEPARTMENTS
COLUMNS
2 GAME PLAN By Brandon Sheffield
An E3 Without Developers
33 THE INNER PRODUCT By Mick West
[ PROGRAMMING ]
Domain-Specific Languages
4 HEADS UP DISPLAY
Game developers’ census, the big three at E3, and more.
39 PIXEL PUSHER By Steve Theodore
[ ART ]
Fight the Good Fight
28 SKUNK WORKS By Tom Carroll
3DConnexion’s SpaceNavigator, Adobe Photoshop CS3 Extended,
and product news.
43 GAME SHUI By Noah Falstein
[ DESIGN ]
Hybrid Vigor
44 AURAL FIXATION By Jesse Harlin
[ SOUND ]
Vox Populi
64 BUSINESS LEVEL By Nicholas Beliaeff
[ BUSINESS ]
More of What They Want
Game Developer (ISSN 1073-922X) is published monthly by CMP Media LLC, 600 Harrison St., 6th Fl., San Francisco, CA 94107, (415) 947-6000. Please direct advertising and editorial inquiries to this
address. Canadian Registered for GST as CMP Media LLC, GST No. R13288078, Customer No. 2116057, Agreement No. 40011901. S UBSCRIPTION R ATES : Subscription rate for the U.S. is $49.95 for twelve
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otherwise indicated. Don’t steal any of it.
1
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GAME PLAN
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MANAGING EDITOR
Jill Duffy jduffy@gdmag.com
FEATURES EDITOR
Brandon Sheffield bsheffield@gdmag.com
ART DIRECTOR
Cliff Scorso cscorso@gdmag.com
CONTRIBUTING EDITORS
Jesse Harlin jharlin@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 Microsoft
Brad Bulkley Neversoft
Clinton Keith High Moon Studios
Ryan Lesser Harmonix
Mark DeLoura Ubisoft
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EDITORIAL
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Simon Carless scarless@gdmag.com
MANAGING EDITOR
Jill Duffy jduffy@gdmag.com
SENIOR EDITOR
Brandon Sheffield bsheffield@gdmag.com
ART DIRECTOR
Cliff Scorso cscorso@gdmag.com
CONTRIBUTING EDITORS
Jesse Harlin jharlin@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 Microsoft
Brad Bulkley Neversoft
Clinton Keith High Moon Studios
Ryan Lesser Harmonix
Mark DeLoura Ubisoft
THIS YEAR’S E3 WAS ONE OF THE ODDER GAME
events I’ve been to over the years, due in large
part to the fact that very few of you were there.
I spent most of my time either trudging through
the streets of Santa Monica, determined not to
cancel or postpone any appointments (sorry, id
Software), or sitting in my hotel, clacking away on
a company-loaned Powerbook, trying to turn my
high-level interviews into low-level sensationalist
news stories for the game blogs to hoover up.
It was a decidedly different E3. Gone were the
glitz and glamour of previous years—no booth
babes, no loud music, no swag. And yet, for all its
bells and whistles, in those days I found myself
typing on the floor of the press room most of the
time, rather than from the balcony of a swanky
Best Western. (Any hotel is a luxury to me.) I
found the new experience alternately more classy
and less classy, depending on the moment.
HAND-HOLDING
Some folks, like the guys I met from id (after
rescheduling—sorry again!), found the show to
be a resounding success, with meetings aplenty
and no foot traffic to bog them down. Others, like
EA, were less convinced, wondering where the
retail, investor, and business development
meetings had all gone.
From my perspective, I came away knowing just
as little about the upcoming crop of games as I did
going in. My hands-on time with games was
extremely limited, and not just by time
constraints. A lot of games were simply on display
and not meant for actual play, and the nature of
the event just didn’t lend itself to casually
checking out new stuff. Meetings were booked
specifically well before the show, and in some
cases, you had to be escorted through a given
company’s show space by a PR representative.
Any developer who managed to get to the show
in the first place, and then leave his or her hotel,
would have had a hard time seeing what the
competition was up to.
Penny Arcade, which generously let us publish
one of its comics this month (see Game Shui, page
43) , mentioned that E3 seemed to be just as well
“attended” by watching the live video streamed
from the event. From a gamer’s perspective, the
observation was spot on.
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VP, STRATEGIC MARKETING Michele Maguire
GROUP DIRECTOR Kathy Schoback
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WHERE HAVE THE TEDDIES GONE?
Many of these changes were welcome, to be sure,
but at the same time, I felt a marked lack of
developer presence. In the past, it wouldn’t be
uncommon to see a group of scrappy Q/A-types
wandering around in a pack, crashing rival game
demos, or designers and senior producers
demonstrating their games to round men with
teddy bear backpacks. Now, only a very small
percentage of the low-thousands of people in
attendance were in-the-trenches developers.
Not only did this make my job harder in terms of
reporting on the event for Gamasutra (we get
shafted enough as it is for not being a consumer
publication), it also made me reconsider the aims
of the new E3 as a whole.
The ESA represents publishers, and that was
clearer than ever this year. I know that publishers
are necessary for a large portion of the industry, but
the focus at E3 was even less on developers. It was
on the end products, and I’m not sure it’s in the
industry’s best interest to separate the two.
The fact that the main event was spread out over
a two-mile stretch didn’t help. There could have
been plenty of developers there that I just wasn’t
able to find, but that would be another problem.
Then there was Barker Hangar, theoretically the
games showcase area. Given that it was five miles
away from the main drag, it was sparsely
attended, even though the indie and serious
games showcases were there. It felt like the back
of the bus.
THE CIRCUS COMES TO TOWN
New publisher Gamecock had a carnivalesque
funeral march for E3 after the final day, with booth
babes made up like corpses, masked actors on
stilts, black umbrellas, mourning widows, and a
eulogy from a man in a gray suit, suspenders, and
a blonde wig.
I didn’t really feel like E3 was going to disappear,
but it was certainly not going to be like this again
next year. Too many important people were
disappointed. For my part, I managed to make it
work, and met some interesting people. But in this
case, it was a matter of poking holes in the drab
exterior of the show, rather than soaking in energy
from a bombardment of games, people, and
experiences that the old E3 represented.
I can’t decide what was better for me, but I’m
sure it wasn’t better for you. After all, you
developers weren’t there, were you? *
Brandon Sheffield
Senior Editor
Game Developer
is BPA approved
Game Developer
2
AUGUST 2007 | GAME DEVELOPER
WWW.CMPGAME.COM
[
www.gdmag.com
www.gdmag.com
CMP Media, 600 Harrison St., 6th Fl., San Francisco, CA 94107 t: 415.947.6000 f: 415.947.6090
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t: 415.947.6000 f: 415.947.6090
SUBSCRIPTION SERVICES
FOR INFORMATION, ORDER QUESTIONS, AND ADDRESS CHANGES
t: 800.250.2429 f: 847.763.9606 e: gamedeveloper@halldata.com
EDITORIAL
PUBLISHER
Simon Carless scarless@gdmag.com
MANAGING EDITOR
Jill Duffy jduffy@gdmag.com
SENIOR EDITOR
Brandon Sheffield bsheffield@gdmag.com
ART DIRECTOR
Cliff Scorso cscorso@gdmag.com
CONTRIBUTING EDITORS
Jesse Harlin jharlin@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 Microsoft
Brad Bulkley Neversoft
Clinton Keith High Moon Studios
Ryan Lesser Harmonix
Mark DeLoura Ubisoft
ADVERTISING SALES
DIRECTOR OF SALES
Steve McGill e: smcgill@cmp.com t: 415.947.6217
GLOBAL SALES MANAGER, RECRUITMENT & EDUCATION
Aaron Murawski e: amurawski@cmp.com t: 415.947.6227
SR. EVENTS ACCOUNT MANAGER, SOUTHWEST
Jasmin Davé e: jdave@cmp.com t: 415.947.6226
SR. ACCOUNT MANAGER, EAST COAST, EUROPE & EASTERN CANADA
Cecily Herbst e: cherbst@cmp.com t: 415.947.6215
MEDIA ACCOUNT MANAGER
John Watson e: jmwatson@cmp.com t: 415.947.224
ADVERTISING PRODUCTION
ADVERTISING PRODUCTION MANAGER Kevin Chanel
REPRINTS
PARS INTERNATIONAL
Joe Nunziata t: 212.221.9595 e: reprints@parsintl.com
MARKETING
MARKETING MANAGER
Hilary McVicker e: hmcvicker@cmp.com t: 415 . 9 47. 6207
CMP GAME GROUP
VP, GROUP PUBLISHER APPLIED TECHNOLOGIES Philip Chapnick
VP, STRATEGIC MARKETING Michele Maguire
GROUP DIRECTOR Kathy Schoback
AUDIENCE DEVELOPMENT
GROUP DIRECTOR Carolyn Giroux e: cgiroux@cmp.com
DIRECTOR Mary Griffin e: mkgriffin@cmp.com
ASSISTANT MANAGER John Slesinski e: jslesinski@cmp.com
LIST RENTAL Merit Direct LLC t: 914.368.1000
INTERNATIONAL LICENSING INFORMATION
Mario Salinas t: 650.513.4234 f: 650.513.4482 e:
msalinas@cmp.com
CMP TECHNOLOGY MANAGEMENT
PRESIDENT AND CEO Steve Weitzner
EXECUTIVE VP AND CFO Adam Marder
PRESIDENT, CHANNEL GROUP Robert Faletra
PRESIDENT, CMP TECHNOLOGY INNOVATORS GROUP
Paul Miller
PRESIDENT, CMP BUSINESS TECHNOLOGY GROUP To ny Upho f f
CORPORATE SENIOR VP SALES Anne Marie Miller
SENIOR VP, CMP INTEGRATED MARKETING SOLUTIONS Joseph
Braue
SENIOR VP, HUMAN RESOURCES Marvlieu Jolla Hall
SENIOR VP, MANUFACTURING Marie Myers
SENIOR VP, COMMUNICATIONS Alexandra Raine
VP, INTERNATIONAL BUSINESS DEVELOPMENT Patrick Brennan
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