Tuesday, June 30, 2009

Doom Resurrection for iPhone by Id and Zorsis for Wii by Emergent

These two pictures show:
  • Zorsis (Forbidden Terror on Station Z)(Demo) for Wii by Emergent
  • Doom Resurrection for iPhone, by Escalation and Id
Which is which?




Interesting similarities. ;) Kudos to our tiny demo team for GDC 2008.

Thanks Michael Noland for pointing it out.

(Resurrection picture from Kotaku)

Monday, June 22, 2009

Links: Middleware survey, online tech, virtual memory, graphics deconstruction, deferred lighting, ssao, 3d glasses

On the left, a pile of links.
On the right, some Gamebryo games I don't think I've mentioned yet.

Game Development:
  • Mark DeLoura is at it again with another Middleware Survey. (You saw his writup on his Game Engine Survey online or in Game Developer, right?)
  • Darrin West has been writing up detailed thoughts on Online Game Techniques, e.g. his recent post Online Hard Problems.
  • Sysinternals offers handy tools you likely already use, such as Process Explorer. But, have you noticed VMMap? It can show you a process's virtual memory access. This came up recently on the DXGAB email list as a hint to finding memory leaks of GPU resources (look for WriteCombine attrib)
Graphics:
  • Timothy Farrar is verbose and detailed in his many graphics posts this year, certainly you're following along? e.g. game deconstructions: Killzone (+more), Resistance 2
  • Adrian Stone has started a blog Game Angst, and has some experienced thoughts on Deferred Lighting vs Deferred Shading.
  • Accumulative SSAO, similar to what was done in Gears of War 2. A gamedev.net thread on Screen space ambient occlusion together with reprojection to smooth over time.
  • 3D Glasses from NVIDIA. I recently tried these out in the office, with about 50% of people thinking they were cool, to 50% not being all that impressed. I'm concerned it's a bit of an expensive gimick that doesn't add much - gamers won't wear glasses for prolonged periods, and I doubt autostereoscopic displays will justify their cost.
Fun:
  • ThruYOU, sample based music, but together with video from the youtube sources of the samples.
  • Advanced Cat Yodeling (youtube video link -- couldn't help myself, it's funny)

Texas CheatEm
Dungeon Runners
Freaky Creatures
Wizard 101
Bloodbowl
Space Chimps

Friday, June 5, 2009

EGT Podcast E3

Emergent Game Technologies Podcast, E3 2009 where Adam Creighton, Dan Amerson, and I chat about E3 2009 and recent Gamebryo news.

E3 Thoughts on Nintendo, Microsoft, and Sony; Motion Controllers

Some thoughts on E3 2009 press briefings from Microsoft, Sony, and Nintendo.


Motion capture was a big focus from all three, which seems to be an attempt to show technical achievement and ability to grow into the market area Wii has had some success with.

Microsoft had some big news with device free, full body tracking (Natal concept advertisement). That's very impressive, and I give mad props to Ryan Geiss who's been a key contributor on the Xbox team that pulled off the software side of things.

Sony has a odd looking engineering prototype that requires you to hold a controller with a light bulb on it. However, they deliver excellent precision and tracking with nearly no lag (Sony live demo).

Nintendo discussed their previously announced motion plus, which adds precision to their unfortunately laggy and low precision launched wiimotes.

Some criticism to go around?

Nintendo didn't show anything really compelling with their new found precision. All I could see so far was really a more expensive and bulky set of peripherals that still didn't sync up as well as you'd like with characters on screen. Aiming for FPS or pointing was still a problem.


Sony's controller requires something in your hand and a camera. You'll be limited as to where you can stand, and the light bulb on the controller will be challenging to make "cool".


Microsoft's Natal still has some bugs to work out (Their first demo shows poor tracking of the speaker, contorting and snapping a lot (see video), though it is a bit better in subsiquent live demos).

Their precision will likely stay pretty limited with the camera only solution. Also, buttons are important, so it's likely that many "non-gimmick" games will still have you holding a controller.

Overall, I'm still curious about how much impact motion based gameplay will have on the long run of games. I think there'll always be a place for it, perhaps more as a gimick. But, the recent hype of Nintendo's Wii may diminish (many of their consoles sold to the "new market" are collecting dust after the gimick wore off). Will the result be the same as 3D stereo glasses? A gimmick that returns every decade or so, only to still be realized as a gimick without lasting appeal?

Social networking was focused on quite a bit too, along with adding other non-game elements to the systems. Facebook, Twitter, and more Video. TV and movie delivery work out well, but it's odd that Sony didn't have more to say here. Sony Pictures should be owning this market nicely, but the bigger news is Netflix and Sky on Microsoft Xbox 360.

Games
Well, many looked good, but also more of the same. ;)

One Game that stood out to me: Mod Nation on PlayStation. It's editor is great, so easy, so much what I wish Trackmania offered. ;) Now if they can only get their game play to be as fun as Trackmania.

Friday, May 1, 2009

Rapid Prototyping (and Rapid Iteration) with Gamebryo LightSpeed, Presentation


In April I presented at the 2009 Triangle Game Conference on Rapid Prototyping and Rapid Iteration. I'm making the slides, audio, and video available here:

  • Slides (6MB)
  • Audio (15MB)
  • Videos (55MB)
    (place the videos next to RapidPrototyping.ppt file to launch by clicking from inside powerpoint)



Abstract:
Studios succeed by securing solid publisher deals, and then delivering games on time and budget. Great games can't be started until that deal is in place, which places great prototypes as one of the most essential stages of development. This presentation discusses several technical strategies that can be used to facilitate rapid prototyping. These include discussions on asset management systems; live tool-game connections; and data driven designer tools and extensions. This presentation is intended for attendees experienced with game development. It will dive into the technical design of these systems and demonstrate their features. Concepts learned will be directly applicable by developers preparing to build a game content pipeline and tool set.
The demonstrations come from Emergent's latest product, Gamebryo LightSpeed.

Wednesday, April 1, 2009

Used Games on Valve's Steam: Competition for GameSpot

Valve adds a used game marketplace to the Steam service! Because Steam servers are used to validate games as licensed by particular accounts, Valve has been in an excellent position to offer easy migration of games and game content for some time.

Recently Gamestop, Amazon, and others have provoked the ire of developers such as Mark Rein, David Perry, etc. due to the perceived loss of revenue for developers.

Valve's offering enables developers to assign a resale tax, e.g. of 20% of a used game sale. It also assists with market price point adjustment, since a developer can list games at a full price, and the used market will auction off games at the highest price they can under the new price. As games trickle through the used market, developers continue to receive the highest revenue the market is willing to offer. Nice.

Monday, March 30, 2009

GDC 2009 - My Overview

Gamebryo Lightspeed consumed nearly all my GDC hours. I was slammed with setup, demos, client meetings, partner tech meetings, and selling on the show floor 16 hours a day all week. ;) Friday 11pm when I thought I was finally free, I was pulled into a group of Japanese developers to pitch some more.

Other things I did see:

  • OnLive - cloud computing video games delivered via low-latency live video/audio feed. They've got a little hardware box to connect to your TV. AMD has made some vaporware news on this topic too. I'm not certain OnLive will make it, and get publishers to sign on etc... but I am certain that we'll see this technology eventually. More likely that it will stick vs:
  • Stereo - NVIDIA has been pushing it, Sony had some R&D passive displays and games with stereo, and some other vendors have contacted me about it too. A nice suit from a market research firm interviewed me on the topic... just about everyone except users and game makers seem keen on this. I'll put my money down that it's a short term flop of a gimmick.
  • Engines - So many engine companies... alpha sort: BigWorld, Blade3D, C4, Crytek, Evolution, Gamebryo LightSpeed, Hero, Infernal, Project Offset, Source, Torque, Unity, Unreal, Vicious, Virtools, and some not-yet-announced engines walking the show floor. Somehow I don't think they're all going to make it...
    ... If you checked some out - drop a comment and let me know what you thought.
  • Tools - A few different "platform" companies have shown some very nice tools for developers in the works. NDA blocks me, but the good news is that game development on increasingly complex machines will be a tad easier.