This time it was finals. So, the task I set myself on doing was basically 3 months worth of math homework in 3 days. A friend had told me this is the way he studied and he didn't have troubles after that, period.
Being a video game guy (I like programming 'em, but as some of you may know, I love doing art for them, too) and having discovered recently that G4 TV's website actually has all of the the goodies on it (things like commentary on the industry and also journalistic opinions on games). G4 TV's cable selection lacks a lot of content. The only two shows that actually have anything are X-Play and Attack of the Show and both appeal to the 12-15 year old demographic; other limitations include the frequency and length of each show, which makes it difficult for serious stuff to happen. Recently G4's website had a display of DICE 2010's presentation in video form. I've listened to some presentations twice, and they are all about 1 hour long.
So, I listened to them in the background, and the three categories that I could put the lectures in:
From Gearbox (Borderlands dev) and NaughtyDog (Uncharted 2 dev) Remedy (Alan Wake):
- "We had this cool game that recently scored really nicely on the charts; well, you might be curious as to what our company is doing in terms of structure and planning."
NaughtyDog's presentation was amazing. They also did an interview on "Feedback" a a couple of month's ago link. ND explained that while there are limits on things that could be done, they let their departments go wild. One specific example that Iremember was that one scene in "Uncharted 2" was the artists going, "Huh, this scene would be a lot better with some magic done with particles." So, that part of the team was brought in and helped the artist realize what they were thinking of (it was a cross-disciplinary effort). Flexibility was key to the teams success as was communication.
With Gearbox, I hesitate. No, they're DICE presentation wasn't spectacular. Though, it was partially I think because the presenter (either the President or some higher exec) didn't really know what to do when asked to present at DICE. I'm guessing that each company that was asked was asked with the question, "Can you come to DICE and talk about why you are successful?" Now, this is a very open question. Gearbox's rep basically stated the companies history, had small mention of Borderlands and their design process and that was it. What I think the question really wanted to ask was, "What did you do internally that helped Borderlands become what it is?". This question was asked by Game Developer magazine in their latest issue; this ended up being a 2-3 page interview with lots of really good stuff (I'd go so far as to say more than what the Uncharted team revealed technically in both Feedback and at the DICE presentation). Funny how I wrote more on the worse (but by no means bad presentation.
I sat there, and then, from the "corner" of my ear I hear, "We, remedy, developers of Max Payne and Max Payne." I though, wait a tick, you mean the people popularized film-noir + bullet time with a fantastic story made Alan Wake? Damnit, another game I need to play. Remedy's presentation was much more into the nitty gritty of the game mechanic. They were trying to show off what they felt they were good at in this industry: coming up with new game mechanics that add to the game experience such as bullet time (in fact, during the presentation, it was mentioned, "You know, when you tell a reporter what bullet time is, they're response is, "Sounds.. awkward." Well, its hard to explain, but it does actual work to the game's benefit. Same with Alan Wake." At the same time, they kinda also kinda went into the "Excuses" territory stating that, "Oh yeah, umm.. we kinda tripped over ourselves in the pre-production, production, and post-production cycles. Kinda why we've been releasing snippets of stuff. We wanted you guys to know we aren't dead, but at the same time we've got issue and we're seeing a doctor about 'em." Remedy's approach to their internal structure wasn't mentioned but from the few hints of their "culture" I'm going to guess it was a little less lax than ND's or GB's, which might be why they were tripping over themselves for so long (huh, flexibility works?). I don't want to poke too much fun at em for this because I think they are still a great developer I just don't know how long their luck will last with this kind of mindset.
EA's Schappert, Activision's Bobby Kotick, Disney's Stephen Wadsworth.
- "I'm going to come up here and shoot myself in the foot. Yet again."
Activision. Well, honestly, Mr. Kotick just tried to explain what was going on with him. He felt the need to explain himself. Up until this point, I haven't really followed what Activision has done, but if he's explaining himself to a personal level (discussing a somewhat addictive/obssessive personality) then he must have done something or his company must have done something that he feels responsible enough to say something about it in front of an audience. That shows some balls. But I think it show's that that company, unless it does something fast may become another EA.
Disney's presentation was more orientated to showing off what they have done and saying that they're going to keep doing what they've been doing. I'm justs going to stop there. I don't want to bash more people. They obviously have a niche market going and I'm just going to leave it at that.
Research
- "We've got some research to show off that you might find interesting."
And with that, back to studying. My break's over :).


