Eye For Games magazine (EFG)

Page 1

Eye For Games is about game design and development • • www.efgmagazine.com

EFG magazine 2012.1

Looking back to 1987 Eye For...

Patrick Liu from teacher to producer at DICE Interview

Awesomenauts concept art

Rob Lawrence member at EFG

Concept art

Member’s eye

cover art

Marlies Barends Netherlands, Weesp


cover artist

MARLIES BARENDS

cover art design

For as long as I can remember I’ve loved to draw, trying to capture the world

around me and visualizing imaginative worlds. Still, I didn’t pursue a career in

art until my final year in high school. Up until then, I believed that artists were very secluded people living in some dusty attic while trying to create their one masterpiece that would take them up to thirteen years to finish... You can imagine

how happy I was when I discovered the immense possibilities of art schools! Finally I decided on the study of 2D Animation, where I could learn both drawing

and film production skills. After I graduated for my Master I tried desperately to get a job in the industry - but when every application was turned down, I decided

to take matters into my own hands by becoming a freelancer under the name of Works of Heart.

When did you notice that you wanted

characters, so from that moment on,

design?

towards design. I battled against the

to move on with your passion for art When I began my study, the game industry

was

productions

in

exploding. epic

Massive

proportions

were published every month. And

slowly, information about the actual production began leaking through the internet. Parallel with the film industry,

concept art, designs, and sometimes

even actual making-of videos started to appear. These designs weren’t to

I shifted my direction from movement

What inspired you to make this art?

at Ronimo Games, and finally work

‘eye’ in Eye for Games made me

Design classes, gain an internship on a project for Guerrilla Games. My animation

background

served

the

smaller game projects well, and that provided leverage to specialize my art

direction for the game industry. Ever since, I felt right at home. What

to build the most beautiful fantasy

My pride and joy is my Wacom Cintiq

worlds you could imagine! From the

biggest city to the smallest seam on a wizard’s robes - everything had to be designed. From then on, all I wanted

was for my designs to give life to these imaginative worlds.

Why did you choose to pursue a career in the game industry?

After I learned the existence of art

studies I began seeing the enormity of

art

application

within

various

industries. Animation, films, games and even books all use an immense

use?

software/hardware

do

you

12WX. I have worked for many years

with the Intuos 3, and still do when I need to be on the road, but after a

while I couldn’t get my sketches to

be of sufficient detail. I really needed smaller brushsizes and tighter control. The Cintiq gave me that opportunity

by allowing me to actually see my

hand when I sketch. I still work on Photoshop CS3, an oldie but sufficient for how I use my brushes. And I will leave my laptop out of the picture. It’s positively ancient...

amount of art for their visualisation. I

Does the cover image have a name?

involved in traditional animation as

about that for a while, but a friend of

did not like the tedious frame-drawing

much as I did actually designing the

Funny you should ask! I was thinking mine actually came up with a fitting

E-mail: marlies@worksofheart.nl 2

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game-types... Tower Defense!

school rules to get into the Game

be used as finished images in itself, they were to be used as blueprints

title after I kept confusing various

Actually, it’s this magazine! The word

think of being ‘watchful’ and ‘on the lookout’. I wanted to draw a guard,

being caught (pun intended) off-guard by an immense horde of - zombie-like creatures? He has already sounded the

horn hanging at his side and lit the

beacon high up in the tower to ask for reinforcements - his torch thrown away to grab his sword and defend

himself when the horde already comes

crawling up the stairs... I sure hope

those three lions on his shield might make him feel a little braver. In any case, when I finished the image, I

couldn’t help but think: could it be that we were that horde? Crawling like

a bunch of zombies to get our hands on this magazine? Well, that’s up to

you - but at least I had a lot of fun designing it!

Are you looking for any work in the game industry?

I am always looking for both freelance

projects and industry jobs, so if

anyone has an interesting adventure I could embark on, please let me know!

Portfolio: www.worksofheart.nl / worksofheart.deviantart.com


IF YOU ARE WITH THE

YOU ARE WITH

w w w. E Y E F O R G A M E S . c o m Lead Director

Cover design

Edition support

Member’s eye

Rai Sewgobind

Marlies Barends

Gamistry

Rob Lawrence

Text Editor

Eye For Games is about game design &

Open Mind Gaming

Samuel DenHartog

Peter van Groning

development. For more information you can mail us to: contact@efgmagazine.com

Writers Michiel Meijndert Jerry Kline

This edition is a print edition, but can also be found online on the website.

Ronimo Games Jeff Stewart

Oganalp Canatan Patrick Liu

Rogier van de Beek Marlies Teunissen Anthony Thomas


map of pages

CONCEPT ART - AWESOMENAUTS • 24


map of pages

16

PIXEL THIS! Space Invaders invaded Taito

35

INTERVIEW with Patrick Liu from DICE

30

BLOG contribution JEFF STEWART: Freedom to Choose, or “I. Kant Play This!”

Some games celebrate the choices they give players. Some games are really just toys, a vast sandbox of player choices. Still some offer no real choices other than to participate or stop playing the game.

MEMBER’S EYE Rob Lawrence

Rogier van de Beek

Samuel DenHartog Marlies Teunissen

Anthony Thomas

18

LOOKING BACK TO 1987

22

AWESOMENAUTS

25

WHEN EFG ASKED ABOUT - LEVEL DESIGNER

29

game music & sound

RED DEAD REDEMPTION

32

ENVIRONMENT, SWORDS 15 AND TANKS

GARRUS VAKARIAN

39

GAMISTRY company profile

MUNCH TIME process interview

6

eye for...

7

process interview

THE ART OF GAME DESIGN

10

SO YOU WANT TO BE AN AUDIO GUY FOR GAMES?

11

books

moodboard

process (Qpoll)

process interview

who is?


company profile

In 2009, the Netherlands welcomed a new developer, established by classmates who studied Game Design & Development. Gamistry already created a serious game called ‘Pitcher’, an arcade game on the iPhone by the name of ‘Sticky’ and their latest success ‘Munch Time’ for iOS. Founders

towards. The process from concept to first

five people, Aaron Oostdijk, Alex Kentie, Laurence

we will have done multiple iterations over

Djégo: “We started Gamistry in January 2009 with Candel, Ka Wai Cheung and Djégo Ibanez. The

five of us were classmates at the Utrecht School

of the Arts (HKU), we studied Game Design and Development.”

playable is very important. During that process design, prototypes and art. Those iterations will

merge into the first playable. This will give us developers the first chance to try out our concept as a whole. The ideas we came up with, and

several prototypes tested separately, can now

Developer

Djégo: “Gamistry is a development company, we develop mobile-, web-, and B2B-games.

We work with publishers, for example Chillingo

and Electronic Arts. With B2B, publishing is considerably different from regular games. Those are custom made products for another company.

The most common case with our clients is that they host the game internally based on a license.

We provide services to help implement, host

and publish those products depending on the requests of our clients. In that case we are also a publisher in some sense.”

be experienced together. For the first time we

are able to see some art and the core features of the game and find out what doesn’t work. I’m

emphasizing what doesn’t work, because there

is always something that doesn’t work that you

thought would. Otherwise you wouldn’t need to work with iterations in development; you would

get it right the first time. In our experience this is never the case. Critical major changes surface after playing with the first playable. Which is good

at this stage because it’s early on in the process

and we can still change a lot. From this point on we strive towards alpha, and so on.”

Primary goal on projects

Future

would be, to finish the concept. However I am

games and in the future, projects large enough for

Djégo: “The most obvious answer to this question going to say a first playable is what we strive

Djégo: “Gamistry is currently working on more iOS a PC release. That’s excluding our B2B-projects.”

www.gamistrygames.com 6

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interview

process interview What were your first few thoughts about this game, the characters,

The art style

environment, and the theme?

By Alex Kentie

were connected by a rope. Players would need to swing one character at a time

We went for a crisp, stylized art style

“We initially started the game as a concept about 2 mountain climbers, who and move through an area.”

Why did you guys choose to make a game for iOS?

“The iOS platform is a relatively low threshold into the game industry as a startup company. The costs aren’t that high and the development is relatively short

even with a small team. When we started it was an exciting new platform with a lot of potential. We have created several products for iOS, and felt it was a

to appeal to a broad audience. We

knew from previous experience with these types of games that we needed a large cute factor for the main

character and a natural vibrancy to the environments.

good idea to build upon our experience as iOS developers.”

While designing Munch the chameleon

How did you come up with the name ‘Munch Time’?

out from the crowd, but was still very

“The character for the game is a chameleon, and he has a very specific animation when he's eating, which we quickly identified as “Munching”, so we named him

we had to create a character that stood believable as a chameleon.

Munch. Since the whole game revolves around his Lunch, it was an easy step

We decided to go with a not too bright

of the name during our lunch break.”

very recognizable orange features.

from Lunch Time to Munch Time. It should come as no surprise that we thought

in your face color green, with some

Were there any other suggestions for names?

We

and Lunch themes. Feeding Habits was another name we had thought of.

complex and decided that it just had to

“We had ideas such as Lunch for Munch, also revolving around the Munch Cute but Hungry was a name we quickly dismissed, but a funny and perhaps

inappropriate name we thought of was a very literal interpretation of the core

designed

several

patterns

for

Munch, which where all a bit too be toned down to stripes and circles.

activity: Lick the Flower.”

I designed the game so that it would be

How many different things can happen with the chameleon? We’ve already

and cute, with some more realistic and

seen that he can change color.

“Munch can change color by eating color flies that are sometimes found in levels. There are currently 5 flower types. The normal flower allows Munch to swing from it. Another flower will rotate on its own and Munch will continuously swing

in circles when latched onto it. Then there is a flower that acts as a cannon,

a nice blend between super cartoony atmospheric backgrounds. I looked a

lot at the way Disney complements these two in their movies and tried to recreate that effect in our game.

from which Munch can launch himself into any direction. Lastly there are two flowers that will float up or down, like a helicopter and parachute respectively, when Munch latches onto them, allowing players to traverse larger distances.”

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interview

What more artistic ideas did you have, but were scrapped?

“We had a few other ideas like falling ground-tiles which where replaced by flowers simply because it’s more appealing and fun. We

also had different colored ground tiles in the beginning. When Munch

would land on such a tile, he would change to that color. However, when we tried to use more colors to make things more interesting, the levels would become a disco and all the play-testers would be completely lost.“

Did you already know what the main character would be like? Or did it change continuously at the drawing table?

“It changed very organically during initial development. At first it was

two characters linked together but this proved to be too difficult and confusing as a casual game mechanic, so we decided to stick

with one character. In order for him to attach he could shoot a rope

and sling from suspended patches of land. Eventually we decided to

Did

the ground, which proved too random and error-prone. From climber

programmer(s)?

introduce specific anchor points instead of letting players attach to we changed to a chameleon because of his long tongue. The anchor points became flowers to which the chameleon could latch onto. The ability to change color sparked our interest for gameplay features to work with, which ended up being the core puzzle mechanic. The color

bugs were used to user-initiate color changes (it was very important

that users always felt they initiated any changes in the game), and we started coming up with different flowers to make interesting puzzles.”

Were there any gameplay functionalities you wanted in the game but just didn’t fit?

“Aside from the fact we initially started with two characters, we did experiments with gameplay. For example, we experimented

with removing the ability for Munch to walk, which would reduce the number of options players had and would streamline their user

Munch

programming

Time

have

challenge

any

particular

towards

the

“There were a few things that were a bit

challenging. One of them was rope physics. There weren’t any decent rope physics approximations we could find anywhere, that simply featured one

fixed point and a distance-constrained object, so

we had to write our own. Most of the examples

we found were multi-segment simulations that relied on the engine’s physics. These solutions were way too slow for iOS devices, and they

introduced a lot of things we really didn’t need.

In the end our system manages to simulate a

rope sufficiently accurate for our needs with only a few lines of code.

experience. This caused a number of problems with the gameplay,

The biggest challenge, however, was our camera

so we decided to reintroduce this again at a later time.”

control over what players would see, but since

which outweighed the benefits of a more condensed user experience,

8

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system. We wanted to have as much clarity and


interview

our levels were so varied in shape and size, we couldn’t stick to a

Help Munch get to his Lunch

fixed camera size. For this reason we created a system that would

Players use Munch's super strong tongue

find and categorize points of interest based on a priority system, and

would then select the best possible set of these items to zoom in/out

to latch onto various flowers that produce

device. iPad’s, for instance, will allow for a larger zoom-out than

to his Lunch. Players can get stars placed

on, based on a minimum/maximum zoom size for each supported

different acrobatic effects, and guide him

iPhone, since the screen is so much larger. Balancing the priorities

around the level if they perform difficult/

and code for that system so that all users on all devices had the best

graceful moves.

possible view of the most important things in every level proved to be quite a challenge.”

With what kind of bugs did you have to deal with?

“Bugs are always a problem, but sometimes they can be very funny. Most of the issues we had involved the game’s physics, which we needed to keep on a tight leash. In the end we decided to not use

any of our engine’s physics simulation, and coded all of the necessary

physics ourselves, relying only on the engine’s collision framework. This made the whole game a lot more stable.

One particularly troubling bug was a performance issue we encountered with the dynamic meshes that we were using to draw all of our sprites. It appeared that the engine was locking the vertex

buffers, which make up the object that is being drawn, while they were being drawn. These locks could last as much as 7 milliseconds, which

is a huge amount of time if you consider we try to do everything in 16 milliseconds to achieve a smooth 60 frames per second. This locking

tended to persist in subsequent frames, which caused problems when

you wanted to change this information every frame. Typical situations

that would cause this were our animating sprites, since they change shape every time they change frame, or things that were scaling to fit other objects. In the end we had to produce a work-around in which we created two meshes for every object, and always altered the one

that was currently not being drawn. This process is known as double buffering, which essentially means you’re swapping the active and

inactive meshes every frame to prevent the GPU from locking your entire game.”

Looking back at the process, did the team learn any new things? “The introduction of a sprite engine with automatic atlassing of

source textures changed a lot for us. We could add more content

take us to please them. We set up a good marketing strategy and decided to release the

game ourselves to see what the game would be capable of doing in our hands.”

How long did the team work on Munch Time?

and it improved the overall art pipeline, since the artist could get

“The

worked to produce the animation frames.”

delays here and there and ended up working a

art done more quickly because it no longer mattered in what tool he

Were there any big issues during the entire process that took a

core

development

process

took

approximately 3 months, but we had some total of 5-6 months to complete the project.”

little while to properly deal with?

Did the team have to take in account an

development time could not take longer than 3 months. One of our

“Our budget is essentially our time. We started

“We decided on the beginning of the course of our game that our

problems however was that we had trouble deciding whether or not

we wanted to release our game through a publisher as we did with Sticky, or if we wanted to go Indie.

We decided to check out what publishers had to offer, but were

disappointed by the amount of extra development time it would

agreed budget?

out with the task to try and have the game

finished in 3 months. Even though we did roughly meet this deadline, that wasn’t the end

of the development process and we needed to spend more time to fine tune things and get the game ready for a proper release.”

EFG

9


books

THE ART OF GAME DESIGN A book of Lenses Title: The Art of Game Design: A Book of Lenses Author: Jesse Schell

Publisher: Morgan Kaufmann (1 edition) Type: Educational

Subject: Game Design

Pages: 512 (Paperback) Release year: 2010

The book focuses on viewing your game through many

Author

different perspectives as the player experiences them and

Jesse Schell is the founder of Schell Games, founded

to use methodologies based on these perspectives. Schell

in 2004. He specializes in the design and development

divides these methodologies up in a hundred different

of interactive experiences using design methodologies

lenses throughout the book. By putting the focus on

that were developed during his time at ETC. These

what is needed to make a game interesting for the player

methodologies would form the basis for his Art of Game

Schell tries to give a deeper meaning to the small details

Design book. Besides his career in the game industry he

that can mean the difference between your game being

also teaches Building Virtual World and Games Design at

either a failure or a success and the reasons behind it.

Carnegie Mellon University.

“Anyone who makes decisions about how the game should be is a game designer” – ‘Jesse Schell’

Other books on EyeForGames.com Title: Casual Game Design: Designing Play for the Gamer in ALL of Us Author: Gregory Trefry Publisher: Morgan Kaufmann Type: Educational Subject: Casual Game Design Pages: 400 (Paperback) Release year: 2010

10

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Title: Mass Effect: Revelation Author: Drew Karpyshyn Publisher: Del Rey Books Type: Novel Subject: Mass Effect Genre: Science fiction Pages: 323 (Paperback) Release year: 2007


game music • sound

SO YOU WANT TO BE

AN AUDIO GUY

FOR GAMES?

contributed by: Oganalp Canatan

Well, don’t...

harder than it seems to come up

Just joking! EFG encourages you to take your part in gaming universe

general guideline to the world of game

whether it be a developer, musician or a plain gamer. Know this though, nothing, NOTHING is as easy as it seems. First of all, you have to realize that

So, we will start from scratch as a

learn. There are lots of side branches,

our way to a moderate production

audio is rather a big concept just to

some leaning towards programming, some leaning towards engineering and

newbie career musician, and will work level.

some focusing on composing or SFX.

What we first have to understand,

You can work on all these fields, sure.

knowledge for composing and having

But you have to understand that each

of these audio fields are quite distinct in characteristics from each other, they need lots of studying and hard

work to polish. Working on all three means more.

What I will talk about now is the

composing, music side of things as a musician. We will try to forecast our

needs to start producing music for games. This part will be about what we need as a very, VERY basic setup.

DON’T TRY TO BE THE NEXT JOHN WILLIAMS This is what I saw on the web when I was first into music sountracks. It is a

rather discouring advice, isn’t it? Well,

besides

the

obvious

talent

and

the music ear, is that listening to music is a cheap hobby nowadays.

Music production is not. You need programs,

equipment,

instruments,

time and most importantly, the will

to work on it. It is quite reasonable to

assume that you will be composing,

engineering, producing your tracks

yourself.

is the same as music production for anything, its a seperate profession integrated to this field.

If you are not aware of anything

related to music production, you have

to start from core audio information that can be found at audio production

websites or books, as it is a HUGE, SEPERATE world. These articles will

have some information about general audio production but they will also

asume that you know certain things like how to record a guitar track or how to take vocals.

produce most of the music you hear

you can just compose and oversee the mixing and be done with it, leaving it

to your engineers or mastering studios to handle the rest. This can happen when you are big. Though, probably

by that time, you would be so much

into this audio thing that it would be impossible to leave the studio.

audio terms like “track”, “mixing”,

it nor they care before you prove

scratch. Music production for games

demo reel at this stage. In the future,

to step on your feet. You can be the moment, no one really knows about

TO teach you all about audio from

Alright, it is time for me to give you

clients, website or prepare them as a

Please note that this article assumes

next John Williams, sure, but at the

audio production and its aim is NOT

in total and submitting them to your

the truth is, it is golden. First thing you have to learn is that you need

with something good. This will be a

that you are familiar with general “mastering”, “MIDI” and such and its main aim is to tell you that it is easier to start working on audio productions

for games than it looks but it is

some encouragement. Yes, you can on AAA titles at your home. With a reasonable budget, you can create a

home studio and work on stuff. This

was not possible 10 years ago because

of the obvious need of hardware and live players but since the boom of

VSTs (Virtual Studio Technology), you

can emulate a lot of things such as hardware and instruments so that you

can come up with quite good results. Obviously, live recordings are still

better than computerized productions but with proper work and expertise,

you can create REALLY good music that can match with many of today’s releases.

EFG

11


game music • sound

Relying seldomly on headphone monitors or reference monitors is a bad way to work on audio. contributed by: Oganalp Canatan

Now, after you get the boost, its time

different characteristics so that the

Anyway, we need a powerful computer

down and take it step by step. In order

tools to find and fix problems of a

programs we run under our DAWs

to discourage you to help you slow to be able to do this, you need to get

experienced. You cannot produce a

perfectly engineered song in your first try. Actually, you will probably need a

few years to get that “engineer ears”

but each step will take you closer to

your career goal. Each step will open new doors.

we

recording session. If you use a hifi system to finalize your work, it

may sound pleasing to you on your system but it may be a total disaster

on another set just because your hi-fi system covered up for your mistakes in your mix.

You also need headphone monitors for

LET’S GET STARTED, SHALL WE? Alright,

engineer can have a wider range of

said

you

need

additional

reference

options.

Headphone monitors have a bigger the

equipment. Some stuff can be handled by software but you need some core

equipment to work on your audio recordings, productions.

frequency response range than normal

headphones and they are good to catch specific mistakes. Relying

seldomly

on

headphone

monitors or reference monitors is a

because VST libraries are like small (Digital Audio Workstation). DAW is the program where we record, edit, mix

our projects. Perhaps you have heard of the famous name ProTools before? It is a DAW and it is today’s industry

standart. Just like any other capable

program, DAWs look confusing and intimidating at first. Don’t rush, it takes time to get used to them. They

are different from each other but most of their features are similar. It takes some time to find the suitable DAW for your needs. There are lots of good

DAWs out there like ProTools, Cubase, Nuendo, Sonar, Logic, Ableton and many many more.

bad way to work on audio.

Today, most of these programs are

studio monitors, loudspeakers that we

The previous three paragraphs mean

have to look for

normal Hi-Fi systems, monitors are

in means of numbers. Expensive is

Reference Monitors are one. These are use to work on our music. Unlike the

designed to have a flat, linear phase and frequency response. This means, they are meant to help you notice and

find mistakes in your mix, recordings,

mastering etc. You cannot rely on a

hi-fi set to mix as hi-fi systems are meant to boost various frequencies to give you the feeling of what you are

listening. They are meant to tweak

1.000 Euros to 10.000 Euros to you

not better in this case. You have to get proper equipment according to

your room needs. Remember, you

are working with sound. Even your room shape is important. You have to explore and dig out a bit to learn

about these. But, no rush, we are building a career here!

the frequencies so that the output will

Next item on the list is a powerful

They

start with a small home studio, we

have a pleasing feeling. are

professional

for

listening,

use.

Hi-fi

not

for

systems

are used to check how your work

sounds after the production stage as a checklist item. You don’t have

to go big at first but most studios have several reference monitors with 12

EFG

close to each other’s capabilities. You their specifications

and pick the one that suits you best. I

am using Cubase series for some time

now since most of my work involves MIDI and VST instruments, I found that Cubase is the best one that I

can communicate with ease. On the other hand, my band’s producer is a

ProTools guru and he would suggest me to use it any time, any day. As you

can see, it is a matter of taste and applications.

computer. Considering that we will

Computer should be powerful. What

won’t be going for sound cards with

because each VST channel you run,

DSP racks and such. Don’t care much about the abbreviations at this time, you will have plenty of room and

interest to get acquinted to them over this process.

audio business needs most is RAM each plug in you add puts a pressure

on the computer and RAM is where you will be pushed hard most. For example,

a

standart

4

GB

RAM

Phenom 9xx series computer usually


game music • sound

DAWs look confusing and intimidating at first. Don’t rush, it takes time to get used to them. contributed by: Oganalp Canatan

stalls after 14-15 channels of VST

download. They are like modules you

producers and engineers. You can

Again, don’t get too caught with these

come with a core setup. You can do

about

instruments running at the same time. details. I am simply trying to give you a figure, we will come back to these

technical side of things later on in the

near future where we will discuss the details in full with “why” and “how to” applications.

Another thing we need is a decent sound card. I am not talking about those

gaming

sound

cards

that

add to your DAW. Most of the DAWs

the production there but you need

additional tools, VSTs to get better

results. VSTs also have a varying

price range. Most of the useful tools range from 100 Euros to 800 Euros. There are also very high-end libraries

like the Vienna Symphony with an approximate Euros.

price

tag

of

10.000

learn a great deal of tips and tricks DAWs,

mixing,

mastering,

editing and other production details

as well as any new equipment coming to the scene. If you will be working on

the engineering side of things, which is very important to know if you ask

me, you have to follow this magazine. Their video tutorials are also gems for

newbies and you can learn a lot from their expert technique videos.

supposedly work for audio production.

At this point, before going on forward,

- Computer Music Magazine

“flexibility” of specifications. You need

book(s) and magazines to get a better

and similar to Future Music Magazine,

Don’t believe that, it is a marketing a professional sound card. There are

LOTS of options out there and you

have to find the one suitable for your needs. AVID’s Mbox series is a good start and Mbox Pro 3 is probably a

card more than enough for a mid

I encourage you to read the following hold of this world as starters. Again,

music production for games is the

same as music production for any other thing, its a seperate profession integrated to this field.

size soundtrack studio. I have seen

- The Complete Guide to Game

is a fitting card to use. Of course, you

For

more done with less and I believe it

can check other options and get a hold of things as well. Actually, it is

quite necessary to follow things and I will try to give some suggestions

about where to follow stuff at the

end of this article. Please note, we are talking about small productions at the moment. If you want to record a

full scale live orchestra, the shape of things change a lot.

Now that we have a computer, a sound card, a monitor, headphones monitor and a DAW, we can start

writing the basic songs. At this stage,

Audio

Composers,

Designers,

and

Musicians,

Game

Sound

Developers

by Aaron Marks. The technology in

this one is also focused on production side of things. However, as the name suggests, it is more computer oriented

than the other one I have suggested

and so, it gives a better insight to programs and VSTs. This one also has great sample libraries and video

tutorials coming up with each issue.

A great magazine to read. A must for everyone.

this book is somewhat outdated in

- Harmony-Central.com

book covers almost all the essential

websites about everything music on

means of tech specs. However, this things you need to learn about game audio business and it is a must-

to-have source for anyone thinking professional. The book talks about the

production stages, contracts, possible problems you can face while working

with developers and such. This was the book that encouraged me to start working on game music soundtracks.

it is important to note that VSTs are

- Future Music Magazine

for various prices, some are free to

best music magazine aimed towards

seperate products. Some are sold

This is another release of Future media

This is probably the biggest and

This is probably one of the oldest

the net. You can find all kinds of information related to anything music.

From music business to writing MIDI,

from equipment reviews to guitar lessons. It is a great source for those who are in need to polish their general audio knowledge and skills before going into a more professional field.

We will continue on how to use our DAW and MIDI in general to write a

simple track in the next part of this article.

EFG

13


NEW ADVERTISEMENT PRICES

Graduated students and Freelancers

who are looking for a job can now place an advertisement in EFG magazine or the NewsMag, a new method to advertise yourself and your qualifications. EFG can design this advertisement for you! Publication: NewsMag and EFG Magazine For: Students, Freelancers.

Indie developers or companies

related to the game industry can already advertise in the monthly bulletin called NewsMag.

Publication: NewsMag For: Developers, Companies related to the game industry.

EFG publishes two magazine editions a year. This publication is also being spread around on events, conferences and more.

Advertise now for this price and get the second placement for free! Publication: EFG magazine

$50 $75 $90

For: All related to the game industry.

Why the low prices?

EFG is supporting the game industry, which means that we also support it in the advertisement opportunities. We will keep the low prices no matter what the circumstances. With these prices we hope to widen the gap between you and the current crisis.

These prices are only for FULL PAGE advertisements.

For the advertisement specifications you can contact us at adver@efgmagazine.com

14

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moodboard


pixel this!

SPACE INVADERS invaded tAITO

16

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pixel this!

Designer Tomohiro Nishikado got inspired by the game ‘Breakout’ from Atari

and it was the classic book ‘The War of the Worlds’, which inspired the art design. Besides these two inspiration sources, there was a third one that still had

to come out in Japan, it was the movie ‘Star Wars’. Eventually this combination of inspiration formed a video game concept, which would form the foundation for many video games in the future. CONCEPT

The video game ‘Breakout’ inspired Nishikado to put a video game with the

same goal-achieving levels with complex graphics. On the first few sketches you could find some tanks, battleships and combat planes. But it was especially the book ‘The War of the Worlds’, with the so called ‘Martians’, which looked like

octopi from outer space. With this motivation Nishikado made bitmap images of the octopus and other sea creatures like the crab, squid and jellyfish. The

movie ‘Star Wars’ was on its way to be released in Japan and this movie inspired

Nishikado to use space as a theme for his video game. It also appeared that at

that time a song was released with the title ‘Monster’ and Nishikado used this title, but later it was eventually changed to the name ‘Space Invaders’. DEVELOPMENT

Nishikado wanted to use airplanes in his game but simulating flying objects

was difficult with the technique they had access to in 1970. He even thought

about replacing them with humans, but that thought was soon taken away since Nishikado found shooting on people was immoral. This wasn’t his only backfire,

because the microcomputers at that time in Japan weren’t strong enough for the

design and programming of ‘Space Invaders’. This situation led to the toughest part of the whole development process because Nishikado ended up with making his own hardware development tools, still the programming procedure was a challenge. RELEASE

The development of ‘Space Invader’s took about a year and was made by Tomohiro Nishikado alone. The game was released in June of 1978, it was a

black-white title and published by Taito (Midway, America). A new video game

genre was born and today it’s more commonly known as ‘shoot ‘em up’ and

‘top-down shooter’. This genre became vital to the image of the shooting games of today.

EFG

17


member’s eye

Member’s eye

Rob Lawrence - United States M o d e l e r / A n i m at o r

I’m an aspiring Environment Artist looking for my chance to break into the game’s industry. I’m passionate about games and art and look forward to opportunities to work with and learn from the pros.

Portfolio: http://roblawrence.daportfolio.com/ 18

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member’s eye

Rogier van de Beek - Netherlands C o n c e p t a r t i s t & I l l u s t ra t o r

I’m Rogier, I currently work as a freelance concept artist & illustrator. I started drawing/ painting seriously about 3 years ago. Before that I could barely draw a stickman, so my key work these last years was just to develop myself as an artist and try to get as good as I can, in the shortest amount of time. Next to drawing and painting, I try to run or cycle once in a while. I love to go to the movies and just to chill and hang with friends.

Portfolio: http://beek-art.com/ EFG

19


member’s eye

Member’s eye

Samuel DenHartog - Mexico D i re c t o r o f C re at i v e D e v e l o p m e n t at E n s e n a S o f t

I am the co-owner and Director of Creative Development at EnsenaSoft where we make fun and challenging arcade, board, word and educational games! EnsenaSoft apps are now available for iPhone, iPod Touch, iPad, Mac, Nokia Meego phones, Android tablets, Amazon Kindle Fire, Barnes & Noble NOOK, Windows 7 systems, and Windows 8 Metro systems.

Portfolio: http://www.ensenasoft.com/

Marlon Teunissen - Netherlands A r t i st

|

D e s i g n e r a n d i l l u s t ra t o r

Freelance designer and illustrator for various media :) loves playing videogames and everything that has anything to do with games.

Portfolio: www.dreamchasergallery.com

Anthony Thomas - United States L e a d D e v e l o p e r at C l i c h é S t u d i o

At Cliché, we provide a number of services for authors, publishers, businesses, board game developers and educators.

Portfolio: http://www.clichegames.com/

20

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GOT A GAME THAT’S ABOUT TO RELEASE? Eye

For

Games

offers

a

special

opportunity for studios that are about to publish a brand new game. Using

great art to share? It will be featured prominently on the front page.

a process interview, a company profile

These articles will be presented in a

readers will be able to learn more

will be published on the same day,

and a third article by choice, our about the development of the game. Happy

with

the

way

your

game

sounds? We will create an article

focusing on that aspect. Got some

3-a-day deal, meaning that all three preferably on the same day as the

release of the game. There’s also a

chance that the articles will be used in other EFG publications, both digital and print.

• Blog articles

GET YOU BLOG ARTICLE PUBLISHED ON THE FRONTPAGE!

• Columns

• Tutorials

• Keynotes • Lectures

• Dev diary

DO YOU LIKE TO SHARE YOUR EXPERIENCE AND KNOWLEDGE? In the near future we will have the space for

If you have a contributor account and linked your

know and have been through within the industry.

spot an interesting blog article to publish this on

veterans and professionals to share all they Through our new blog system, contributors will

be able to dispense everything they have in their minds. If it is industry related of course. Maybe you would like to talk about how you’re handling

blog to your profile, it is possible that EFG will

the frontpage. It is also possible that the blog will get published in an EFG publication, digital or printed.

lighting in your art, or describe the things you

You can already contact us to keep updated about

or programmer.

some bloggers posting interesting articles.

have done in order to become a sound designer,

this opportunity. We’re already keeping an eye on

GET A FREE COMPANY INTRODUCTION ARTICLE For companies directly related to the

Through

quite

the present and the future of your

game industry, we offer something unique.

Whether

you’re

a

small studio consisting of just one person, or a developer with over 150

employees, for each company we will

create a company profile just to get your name out.

a

series

of

questions,

people will get to know the history,

business. When you are ready, we will share your profile with the world so

that everyone can get to know you on a more personal level. And yes, it is a free opportunity!

contact@efgmagazine.com | www.efgmagazine.com

EFG

21


eye for...

Being in the year 2012 inspired me to look back, about 25 years into the past. As I discovered what the history of the industry was like in 1987, I realized that I had to share this with you. Not only great titles were being released, but also business events took place that each had their own influence on the game industry.

In January, Nintendo released Zelda II: The Adventure of Link for the Famicom Disk system in Japan only.

Enix (now known as Square Enix) released Dragon Quest II (Dragon Warrior II) for the MSX and Nintendo Entertainment System.

Konami released two titles, both of which haven’t been forgotten ever since; On February 20th, Contra was originally released for the coin-

operated arcade systems. On July 7th, Metal Gear, an action-adventure video game, released for the MSX2 in Japan and some parts of Europe.

On July 5th, Sierra Entertainment (now known as Sierra On-Line)

released Leisure Suit Larry in the Land of the Lounge Lizards. It was originally developed for DOS and Apple II, but was later ported to different platforms.

On August 30th, Capcom released its first competitive fighting game, Street Fighter, as an arcade game.

LucasArts released Maniac Mansion in October, a graphic adventure

game for the Commodore 64 and Apple II. It was the first game to use the SCUMM scripting language coded by Ron Gilbert.

Capcom also released a second game in this year, this time for the NES. Mega Man was released on December 17, 1987 and is also known as Rockman. 22

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eye for...

Square was facing bankruptcy and decided to make one last

The year also brought the industry some new companies like

around and Final Fantasy would later get many “sequels” and

Maxis is the creator of the famous ‘The Sims’ series and, of

game named Final Fantasy. The success turned the company spin-offs.

On December 20, Sega released Phantasy Star on the Sega Master System in Japan. It was notable for being one of the first games featuring a female protagonist.

The arcade got a new beat ‘em up game developed by Technos

Japan Corp. Double Dragon was distributed in America and Europe by Taito Corporation.

Ocean Software developed and published Head Over Heels, an arcade adventure for the Z80-microprocessor-based home computers. Due its success it was later ported to other platforms.

With 40.000 copies sold in its year of release, Dungeon Master became the ST’s bestselling product of all time. It was

Maxis, that started as an independent developer in 1987.

course, the ‘Sim City’ games. Currently Maxis is a subsidiary of EA.

Florida welcomed a video game publisher, well known for publishing video game adaptations of game shows in the

early 1990s. In 1997, GameTek filed for bankruptcy and closed down the year after.

Apogee Software Ltd. (currently known as 3D Realms) was a game publisher and former video game developer. It is best

known for popularizing the shareware distribution model

and also for its franchises such as Commander Keen and Wolfenstein 3D.

Batteries Included (BI) was a computer software and hardware

company and was well known in the 1980s for its PaperClip

word processor. In 1987, Batteries Included was purchased by Electronic Arts.

developed and published by FTL Games.

Electric Transit closed its doors in 1987, due to a lack of

Namco released its own arcade system board called, Namco

publisher was founded in 1985 and specialized in first-

System 1 and by the end of the year they released the second board, Namco System 2.

A new video console was released in Japan under the

name PC Engine, but it was also known for its full name, TurboGrafx-16 Entertainment SuperSystem. The video console was developed by Hudson Soft and NEC.

The first ‘low-end’ Amiga was released by Commodore, the Amiga 500. It was popular with hobbyists, but its most

widespread use was as a gaming machine, particularly in Europe. Amiga 500 would become the best-selling Amiga.

The Video Graphics Array (VGA) first introduced with the

IBM PS/2 line of computers, gave the PC the potential for 256-color graphics.

AdLib released the first mass market PC soundcard for computers using FL synthesis (YM3812 chip by Yamaha).

profits to fund new development. The software entertainment person 3D games for Apple II and IBM PC computers.

Starting in 1987, Atari Games continued to manufacture arcade games and units under its Tengen brand name, which was a video game publisher and developer created by Atari Games.

The year also witnessed an Entertainment Lawsuit between Nintendo America and Blockbuster – a home video and

video game rental service. Nintendo sued Blockbuster for

photocopying complete NES manuals for its rental games.

In the end, Nintendo won the suit and Blockbuster included original manuals with its rentals.

Joel Billings, founder of SSI, acquires the license to the Dungeon and Dragons role-playing games from TSR. This led to the creation of the Gold Box D&D game series, which

was one of the bestselling video game franchises in the 1980s and 1990s.

EFG

23


concept art

EXCLUSIVE

Gijs Hermans, Lead Artist:

“Our main source of inspiration for Awesomenauts are old

school Sunday morning cartoons like: Earthworm Jim, Bionic Six, Mask, Galaxy Rangers etc. We also are big fans of the guys from creaturebox.com.

Generally we take inspiration from lots of things, this can be a Disney movie or a movie like 300, sites like conceptart.org, a museum or

just a walk in the city. Each of us also brings his own inspirations which get combined into the Ronimo style.�

24

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interview

EXCLUEXCLUSIVE

AWESOMENAUTS

process interview

Fans of old-school Saturday morning cartoons can, in May 2012, download a brand spanking new title based on famous cartoon shows like M.A.S.K., G.I. Joe, The Transformers and much, much more. Thanks to Ronimo, we can relive those days through their quirky characters, one of them even reminds us of Bucky O’Hare, and fun filled gameplay.

But what led to the creation of this game called Awesomenauts? Lead designer

The art style

Jasper Koning and lead programmer Joost van Dongen inform us about their

By Gijs Hermans

anything from developing their latest “awesome”title.

On Frustrating Moments

How did you guys come up with the name Awesomenauts?

moments with the drawings. Although

creative process, their biggest challenges and whether or not they learned

Jasper: “After we decided to go for an ‘80s space cartoon vibe, we held a meeting

to decide on the name. Of the few names that we gathered in the previous weeks, Blastronauts stood out. Unfortunately we found out there already existed a game called Max Blastronaut. Still we felt something ending in ‘nauts would be

very suitable for the game. After riffing on those for a while, we came up with Awesomenauts which stuck with us right away. It was even better than the original

Blastronauts, because somehow it feels like its more about individual characters instead of a unit and it also fits better with the over-the-top style of the game.”

“I can’t pinpoint specific frustrating there is always this cycle of getting

stuck on a design and feeling a little

frustrated. But you just go on adding more stuff and doing more sketches and then having that eye opener and

seeing something you like in those crappy sketches and that gives the drive to continue.”

Was everybody happy with this name or did you had to convince some to

On Designing As A Team Effort

Jasper: “Everybody was pretty enthusiastic right from the start. So hardly any

decision, all of the art is created

use this name?

convincing was needed. I think its one of the few decisions during the whole process where we reached unanimity this quickly.”

What were your first few thoughts about this game, the characters, environment, theme?

Jasper: “Personally I wanted to make a multiplayer game where Pirates would face

off Ninjas in a big side scrolling level. On one side there would be a ship, on the other side there would be a Japanese castle. Each side would have unique classes.

“At Ronimo nothing is a one man as a team with everybody bringing

something to the table. We start out

with a few sketches and then we will have a meeting or put them on our

internal forum to get input and this way we iterate until we have a final design.

But the theme was deemed too generic, and having classes bound to teams was

Also a lot of the work is in the end a

a great fit for the downloadable console platforms.

sketch while another artist will finalize

also highly impractical. But we all agreed that a 2D MOBA would be awesome and

Especially since we were heavily into DOTA at the time, and were looking forward to League of Legends.

co-creation, one might make an initial

that design in Photoshop and another

does some of the animations while someone else will do the sfx.”

We’ve also considered to make it Zelda style, but we felt the platforming would better showcase our characters and also make the movement more fun.”

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25


interview

Was this game planned to be an Xbox Live Arcade and Playstation Network game from the start?

process interview

Jasper: “Those two platforms were part of it from the start, yes. Though we knew we would need a publisher to get it on XBLA. Initially we also

considered WiiWare, but we felt the online infrastructure was just too

restricted to make it work. This also meant that we could focus on HD graphics from the start, resulting in a better looking game.”

So was it a fast decision to make this a multiplayer game? Or did you still have second thoughts about adding single player?

Jasper: “The multiplayer was always the focus. Though at some point, we considered making a single player campaign to introduce all the characters and concepts. Eventually we decided against a big single player component because we wanted people to head online

as much as possible. We have a tutorial at the start of the game that demonstrates the basics which can be skipped as well as replayed

Development screenshot from 2009

Animationsheet: Bull

to suit players’ needs, and we have a practice mode that is basically

What challenges did that decision bring to the

provide a nice challenge and sparring ground to test the waters before

Jasper: “Up until then we were also unsure about

the same gameplay as online, but against bots. The bots can actually

heading online. You can even progress your account using this practice mode, but you’ll progress a lot faster when playing online.”

How did you come up with the idea to base the game on ‘80s cartoons?

Jasper: “The initial vision was a fairly dark style, set in a kind of Asian fantasy setting called Shangri-La. But it became pretty apparent early on that the hectic gameplay required a more bold style. By this time we

only had concept graphics, in game the graphics were still sprites from

table?

the pacing of the game. One of the possible visions we had for the game was that it could become a more tactical, slow moving game, possibly with a

cover mechanic. But from then on out the challenge was to continually push the game more and more over the top. Movement and ability use needed to

be as snappy and responsive as possible, and have a high visual impact.”

Swords & Soldiers. So we sat down to talk about possible styles, and

What more ideas did you have, but were

Rangers and put up the intro video to the cartoon. Pretty soon we were

Jasper: “At one point we had ideas for a more

somehow the discussion got sidetracked. Someone mentioned Galaxy all gathered around reveling in the nostalgia from great series such as M.A.S.K, Thundercats, Dino Riders, C.O.P.S and Starcom. Seeing how

we all loved that optimistic style and vibe the decision became clear. It also ties in with our love for 16-bit gaming.” 26

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scrapped?

objective based mode, where players needed to

progress beyond certain points to move their base of operations forward. As a result of this

we still have 3 very different levels that have their


interview

own unique gameplay elements. The item system also received a lot

Eventually we decided

of iterations. Initially we envisioned a sort of catalogue where players

against a big single player

could order upgrades. Each upgrade would have nearly the entire

component because we

screen to give gameplay and background information, but the book style navigation was way too clumsy and slow.”

wanted people to head online as much as possible

When it comes to the amount of playable characters and levels,

when and how do you decide that you will stop with adding new ones?

Jasper: “It’s hard to point to the exact moment, but I think it was somewhere around the end of the 1st year. The game has taken almost

3 years to develop. But it did take us a lot longer to nail compared to Swords & Soldiers.”

Was this related to how big the game can be?

Jasper: “Not really, it mostly came from the realization that the core

gameplay was going to be awesome and didn’t need a lot of content

to work. In the beginning we were afraid that we wouldn’t have enough bullet points on the back of box so to speak. But at that point we

realized we didn’t need them, and polishing up the elements that we had would be more than enough work in itself.”

Were there any gameplay functionalities you wanted in the game but just didn’t fit?

Jasper: “Well at the start we wanted all kinds of functionalities, like

different modes and such. But as I said, once we realized how awesome the main gameplay could become we decided to focus all our efforts

Whereas with Swords & Soldiers the vision was very clear and simple right from the start.”

Did the team have to take in account an agreed budget?

Jasper: “Yes, very much so. DTP informed us of the budget we had fairly early on, and we’ve been

trying to maximize that budget as much as we

can. They’ve been very supportive of our efforts so far.”

to make the core as solid and balanced as possible.”

With what kind of bugs did you have to deal

Were there any big issues during the entire process that took a

Joost:

Jasper: “It took us a lot of time to synchronize our visions of the game.

games, host migration and inviting friends.

little while to properly deal with?

Early on we all had very different mental images of where the game

was, and where the game was headed. Only after a few iterations did we come to something that everybody was very enthusiastic about.

with?

“All

kinds,

but

mostly

around

matchmaking. So things like joining and leaving This is just incredibly complex with a game like

Awesomenauts that features drop-in-drop-out.

Handling all rare and exceptional situations is EFG

27


interview

just really difficult. What to do if you try to join a match that is won

For more information

right at that moment, or, even worse: what to do if you are busy joining

http://www.awesomenauts.com

a match when the host leaves and host migration needs to happen?”

Was there a particular bug that gave you more problems than usual?

Joost: “Not really one in particular, it was more a large amount of bugs that all caused a bit of work. This is pretty much unavoidable for a game

as complex as Awesomenauts. On especially irritating bug was when we tried to find an extremely rare random crash in the game. In the end it

turned out this happened because the computer that was connected to the game went into sleep mode when it wasn’t touched for 20 minutes.

Usually a programmer uses that computer, so this happened really

rarely. And since this bug turned out to be something outside the game, we were looking in completely the wrong place for days.”

Playtesting

This game had some beta testing days with people from outside

Looking back at the process, did the team

Joost: “We have two kinds of testing with outsiders, and both were

Jasper: “We’ve learned tons of stuff. Mostly that

the company. Was this helpful?

incredibly helpful. Most importantly, we invited lots of people to come

play the game for a couple of hours and give feedback on whether they liked and understood it and such.

After a while we ourselves get so used to how the game plays, that we start overlooking some gameplay flaws. So we bring in lots of

people who have never played the game before, simply to hear outside

opinions. The other kind of testing we did is ‘normal’ QA: testing for bugs. This was done by a company in India, and they found lots of issues that we needed to fix, so that was really important as well.” Were there bugs that weren’t found by the team itself?

“Lots! When we made Swords & Soldiers for Wii, we did all the

testing for bugs ourselves, and that worked well enough. However, Awesomenauts is so much more complex, that we really needed an

external testing team to try all the weird combinations of things that can happen during the game.” 28

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learn any new things?

we’re way too optimistic in planning work. Even

though we did the same thing for Swords &

Soldiers. We also structured ourselves a bit too

rigidly, resulting in an each discipline turning into an island that was a bit too separate from the rest. Nowadays we try to tie people more close together

across discipline. Finally we’ve learned the joys of

having someone on board that actually doesn’t do anything on the game. We call him a producer

though I’m not sure that’s the proper term. He

deals with a lot of the formalities of running a company. Stuff we used to do on the side and that took us away from the actual developing of the game. Last week we looked back at the way

our time was spent during the last few years, and

he made a very nice and noticeable dent in our time spent on business stuff.”


process

Many students are under the impression

Level design has the function of making the most

Level Design is just opening a level

out of the particular game's strengths, minimizing

editor and putting blocks together. It's

its weaknesses and making a game's primary

much more than that and until more

game mechanic pivotal to completing the level.

students see that, they will be hindered

by their own mindsets of what makes a

Chris Skaggs, CTO / CCO at Soma Games

good Level Designer or World Designer. Glen Swan, Senior Assistant Community Manager at Funcom

As a summary sometimes level designers can be a jack of all trades doing all the work from layout, visuals and scripting (usually seen in the mod community where individuals make entire levels).

Awais Ahmed, Level Designer at Gearbox Software

Sometimes there's a plain Level Builder/ Designer as well, who builds the main layout and handles most of the gameplay, sometimes

I.e. the Level Designer has to

this role is merged with the Scripter or Artist.

understand how the player interacts

combine the existing features in

Rickard EdĂŠn, Games and Level Design Consultant, and Developer

with the game world and how to the best possible way to make the game mechanics work, to create a nice game flow, and later on "polish" everything to improve the quality of the whole game experience.

Specific mission design tasks can include creation of level terrain and structures, placing objects in an environment, setting up encounters with characters and puzzles, and using

Boris Bauer, Senior Gameplay Programmer at Rocksteady Studios Ltd

scripting languages to control the moment to moment state of what the player is experiencing in the level.

Sean Phillips, Staffing Consultant

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29


contributed blog

Blog: http://designface.blogspot.com

Some games celebrate the choices they give players. Some games are really just toys, a vast sandbox of player choices. Still some offer no real choices other than to participate or stop playing the game.

“If you have free will, turn to page 101. If not, turn to page 101.” - Unknown BioShock

In BioShock, the player encounters a collection of

young girls who have been rendered immortal, joined genetically with a regenerative slug from the sea floor.

Upon cornering one of these creepy cuties,

the player learns that these slugs contain the genetic material “Adam,” the progress points of the game. The choice is given to the player, kill

the children or save them? Killing them results in immediate points, saving them results in a few more points at a later time.

The choice that is being presented has almost

nothing to do with the one actually put before the player. It is an illusion. The player knows that

the collection of animated vertexes before them

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By: Jeff Stewart


contributed blog

By: Jeff Stewart

Blog: http://designface.blogspot.com

has no connection to the real world.

The choice in this game received a lot

so dooms one or more of your crew

no natural moral law against harming

gaming black and white choices. The

through, you have begun to achieve

The girls aren’t real, and so there is them.

There are actually two choices here.

Both exist and have outcomes in the game world only. •

Choice of story arc.

Does the

irony here is that, according to Kant, only players who chose the “obvious”

route of not killing children (even in a

of the “meta-moral” ramifications of

- Isaac B. Singer

have no choice.”

the player want fewer points now,

Even when we discover (thank you

the game a bit preachy, since

be gleaned by not killing the children,

saving the girls results in more total points in the game.

spoilers) that more points total may

we can load a saved game and reverse

our decision, thereby proving again

that our decisions were never based

But what if you consider the choice as

You know

that laziness or failure is not an option.

are child killing slaves.

murderer or hero?

or more points later? This makes

some level of prescience.

While the ignorance of a first play-

displaying free will. All the rest of us

“We must believe in free will, we

Choice of reward schedule. Does

mates to death. Upon a second play-

morality-free environment) seem to be

player wish to experience the

story from the standpoint of •

of flack for being once of those classic

on a moral duty, and we’re in it purely

through of the game absolves you some of these choices, playing the game repeatedly raises the “metamorality” bar.

The philosopher Kant would have us consider categorical vs hypothetical imperatives. Namely, that you cannot

judge the morality of an action based on its hypothetical effect.

For an

action to be moral, it must be made by duty without regard to its effects.

for the points.

In other words, when you replay the

surrounding the girls is also integrated

Mass Effect

happen based on the previous play-

chooses, a slave obeys.” repeats the

dichotomy to it.

a moral one?

The illusion of choice

into the game as a whole.

“A man

city’s founder, as you beat him to a pulp (probably after choosing to save the girls).

Philosopher Immanuel Kant concluded that the only objective basis for moral

value is the “rationality of the good

game (with a theory of what might

The Mass Effect series has a certain Effect,

there

In the first Mass

exist

similar

to the choice in BioShock.

choices

Many

situations require you to make (virtual) life or death choices for the in-game characters. being

One of the most notable

responsible

for

either

the

through) in an effort to better perform your duties as leader, your imperative is hypothetical.

Your moral duty is

usurped by your desire to achieve a better outcome.

You are not

exercising free will, you are being a slave to optimization.

salvation or genocide of an entire race.

“I wear the chain I forged in life....I

In other words, a person can

But Mass Effect 2 is somewhat different.

yard; I girded it on of my own free

out of duty (a law they have given

revolve around you as a leader. By

will, expressed in recognition of moral duty.”

only act in “free will” if they are acting themselves) and not in response to their situation.

According to Kant (and from a meta-

game standpoint), the player who

reacts directly to stimulus, by taking upgrade points, may be considered a slave.

All, or at least most, of your choices

acting as leader, you are responsible

for the situations you place others in.

it.”

- Charles Dickens Using

let you experience this element of

robs your actions of weight.

diligence and duty. Not many games leadership.

Part of your duty is to upgrade your

world (which has no intrinsic morality)

in an effort to ensure the maximum

could be exercising free will.

will, and of my own free will I wore

The bulk of your choices stem from

The player who applies his

own “real-world” morality to the game

made it link by link, and yard by

ship and gain the loyalty of the crew, safety of everyone.

Failing to to do

a

walk-through

or

having

knowledge of what will happen also although

they

could

be

So

perfectly

reasonable, and therefore perfectly moral, they are valueless.

The only

way you can really win, morally, is to

have played and won the first time through.

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concept story

CONCEPT STORY

RED DEAD REDEMPTION By Jerry Kline

John Marston is a man with a troubled past. John is an outlaw

sent to hunt other outlaws. He’s a prisoner of his past-and the U.S. government. As the United States settles into what we now

know as the modern era (1911 to be exact), the Wild West starts to become tamed. The man who used to be an outlaw is now a

S

pawn of the government.

et in 1911, the era of the Wild West is ending. The locomotive has connected the country, and even nations. Early automobiles have appeared, and while basic in nature, will soon outperform horses.

Weapons are getting more powerful in nature. Buffalos are nearing

extinction on the plains, but bears and cougars are still threats to settlers in the

West. John Marston starts out desperate to hunt down Dutch, his former comrade and partner in crime.

John first has to find out where Dutch is, which means attending to each of his fellow posse members first. These were John’s former allies, before he retired from crime to settle down and raise a family. One by one he must take each of

them out, before moving on to Dutch himself. Since neither of his ex-friends is going to co-operate, that leaves John no choice but to use violence as a means

to an end. He’ll end up fighting his way to them, riddling hundreds of people full of bullets in the process. Whether on the U.S. or Mexican side of the border, no one will be safe from Marston’s guns.

Each encounter gets John a little closer to his final encounter with

Dutch van der Lind. Tidbits of information are doled out as he encounters the former members of Dutch’s gang: Bill Williamson

and Javier Escuela. Of course, it isn’t as simple as John just tracking them down. In addition to other outlaws, John will also

find himself fending off wildlife such as cougars and bears, never mind being thrown into the middle of the Mexican revolution.

The circle of violence is inevitable for Marston. He guns down his

former allies like the bitter enemies they have become. A man unfamiliar with mercy, John receives no mercy in the end. He

32

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John is an outlaw, a husband and father Year 1911, New Austin, West Elizabeth, and Nuevo Paraiso


concept story

Writers on Red Dead Redemption

Dan Houser

Michael Unsworth

Christian Cantamessa

Dutch lets himself fall from a cliff, giving John not the opportunity to shoot him

storms Dutch’s hideout with the U.S. Army, and confronts Dutch

one-on-one. Dutch is a man who is unable to confront change. He longs for the lawlessness of the Old West. Before his death he tells John “We can’t always fight nature, John. We can’t fight change,” and “When I’m gone, they’ll just find another monster. They have to, because they have to justify their wages.”

John survives his final encounter with Dutch, and returns home. There he reunites with his wife Abigail, his boy Jack, and even his lazy Uncle. He takes care of his family, grows close to his boy, herds his family’s cattle, and chats with Uncle.

For once John has the normalcy of life that he has always wanted since his story

began. It’s a poignant moment in the story as our hero finally gets what he wants. Inevitably, John’s past catches up to him. Much like Dutch had warned him, the U.S. Army is looking out for them only. John will

once again have to pick up his gun-but this time to save his family from the encroaching government.

The story picks up again in 1914. Jack Marston has seen both of his parents pass away. He’s a grown man now, not the scrawny kid we saw before. From the way

he is dressed Jack looks like he has followed in his father’s footsteps. He is more of a gunslinger than a scholar.

John wanted his son to lead a life different from his. Like every good parent, he wanted his child to have a better life than he did.

Yet here Jack is, the spitting image of his father-a gunslinger, and

soon to be murderer, all in the name of vengeance. Again, the

circle of violence and revenge will continue. Jack Marston is going to track down the man who killed his father and take revenge.

Jack pays a visit to Edgar Ross, the man responsible for John’s predicament in

the beginning, and ultimately his betrayer. When Jack confronts Ross, vengeance

consumes him. They square off, and Jack guns him down. Ross is left alone

and lifeless, a victim of the same vigilante violence that he encouraged John to enforce. Jack rides off alone, his future uncertain.

Ending with Jack

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33


company profile

In May 2011, three friends decided to follow their passion and began an independent developer in Missoula, MT. Varied perspectives and ideals create the goals and passion behind ‘Open Mind Gaming’. To get a better view about this developer, EFG asked the founder some questions. Founders

Jackson: “Open Mind Gaming was founded May

is alluring; the prospects for success and the

Duncan Cox - our musician. Duncan and I have

a game development company because I like to

2011 by myself, Jackson Smith, with the help of always batted ideas off each other and discussed

elaborate concepts, games and plans. We have

varied perspectives, stances and ideals, yet we are often able to communicate our opinions to each

other in a constructive manner. He has been the ideal partner to venture into this endeavor with.” Developer

“Our goal is to reinvigorate the industry with adventurous and creative games. We want to go

against the grain of first-person shooters; develop games that are both unique and entertaining.

Open Mind Gaming will deliver games that have been personally crafted by three highly

passionate individuals. When we finish our games

we don’t release them unless we’re impressed by

the results. The capabilities of our team also have tremendous potential for growth over the next several years. Each of us thrives by constantly learning and adapting. We challenge ourselves

in creativity and strive to do better. There is a

push inside of me that makes me want to start my own company. I love programming but I can’t

keep myself out of the business side of things.

The challenge that being an entrepreneur entails

risks of failure rest on your shoulders. I founded program and I like to make games. I want to be able to create wonderful experiences for people and play a larger role in connecting them to it. I

felt like I had something to bring to the industry and knew it was my passion.” Future

“In ten years a lot will have probably changed.

Surviving the changes in our life over the next couple of years may become strenuous as we

prepare and graduate from high school and college. On the flip-side - the room for growth

and potential for us to become significantly more

skilled and successful is high. We don’t see any immediate reasoning to expand to an office or

hire new employees - our company is founded on the ideals of a small business. For our earlier

games we plan on releasing them through Steam and Indie City on PC. In the future, we aim to

achieve contracts with Microsoft to develop for XBLA - assuming their cooperation. Moving away

from digital-distribution markets is not currently

an interest. The important part is that there is a mutually beneficial relationship for everyone in the process - both employees and customers.”

www.openmindgaming.com 34

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INTERVIEW

PATRICK LIU


interview

Back in April 2011, EFG got the chance to sit

down and talk with Patrick Liu, producer at Digital

Illusions CE, at the Festival of Games expo in Utrecht. Like many other people in the industry, he

too

started

out

somewhere

completely

different than games. In the meantime, he’s worked on titles such as The Darkness and the Battlefield: Bad Company games. Battlefield 3 was

still in its full development cycle and his answers reflect this.

Can you describe yourself in a few words?

So, from 2001 till November 2005, you’ve been working

I have a lot of respect for people in general. I try

been a biology teacher, but also a project leader for

Patrick: “I would say that I’m very open minded, to see the best in everyone. I’m very determined, I know what I want. I’m a nice guy.”

What does an average day look like for you?

Patrick: “There isn’t any average day, but I spend a lot of time in meetings, I spend a lot of time writing emails, or reading emails, but really my

job is to communicate. To talk with people, to

make them perform their best, to make them work together. To solve a lot of tricky problems, to make a lot of tricky decisions.

Everytime we make games there are complications and I make sure that problems are solved. Presentations I do a lot of, that as well.” What is your biggest passion?

Patrick: “Except for games, I would say food. I

as, and on, many different things. For example; you’ve

the Swedish Military Defense. How come you’ve been working on several totally different functions?

Patrick: “I think I’m probably that kind of person. Either I’ve found something else that I want to do, or I’ve actually been

headhunted a lot. I don’t know how, but people ask me. So

yeah, I’ve been in a couple of businesses and I think that’s a strength. There are a lot of people in the industry that are either very young and they haven’t had another job before, or they’re very old and they actually founded the company and haven’t done anything else either.

From my point of view it’s nice to have a perspective on the rest of the world, how it works, with companies and

organizations and stuff like that. I love games, this is the best job I’ve had so far. I won’t say I would stay in the

business forever, but right now I’m not seeing any ending anytime soon.”

like food, both my parents work with food. I grew

What was going on or what happened when you finally

to a nice restaurant with nice food. I like baking

Patrick: “I’ve always loved games, obviously, but it didn’t

up with food. I like to find new food, like going a lot, so I have my own sourdough culture. I

bake regularly, so I would say, making and eating food.”

Do you also have other hobbies?

Patrick: “Obviously I’m a geek, like everyone

else. I love comics. I love reading and I have a big collection of comic books. Sci-fi, fantasy, whatever. I have a large collection of comic books.

I also like music, I play music myself. Movies, tvseries, so I really love everything.” 36

EFG

thought, this is what I really want to do?

really strike as working with games, earlier. I’ve been

a freelance artist for a long time and I’ve been teaching

programming as well, on a university. I was active in the demo-scene for a while, so I’ve done a lot of stuff related to games. It still didn’t strike me as something I could do, was

qualified to do. But when I worked as a project manager, a

consultant, I just send an application to Starbreeze Studios. There wasn’t a specific post, I just said; “I’m a project

manager, maybe you have use of my skills,” basically that.

They were probably impressed, because soon they hired me.”


interview

“The day I stop learning new stuff, I quit the business” Let’s talk a bit about Starbreeze Studios. How

did you experience your journey at the studio? Patrick: “It was very chaotic, I learned a lot. I’m

workplace I’ve been in, in any other industry, the working environment is great. It’s the best place I’ve been so far.”

still in touch with those guys, we’re good friends

How did the process for working on Battlefield: Bad

as my mentor. He taught me a lot about the

Patrick: “It was also very chaotic. Back then, I think it was the

and I’m still seeing my old boss, who I still see industry, producing the Darkness and all that. I also started pre-production on the new Riddick

game before I went over to DICE. It was a very meaningful experience.”

Did you encounter many challenges while working at Starbreeze?

Patrick: “Oh yes! I don’t know if I had more

challenges than I have now at DICE, but every

Company go?

biggest production for DICE. Obviously it’s Battlefield 3 now,

but back then it was a lot bigger than their previous titles. Taking into account that we also developed the Frostbite

engine in parallel, the story, the destruction features, going

on complex next-gen consoles for the first time, those were a lot of challenges at the same time. I think we had some growing pains back then, but we learned a lot from it. The process is more smoother now, of course.”

project has it’s own challenges, new things to

What does DICE mean to you at this moment?

think I’m going to keep learning stuff. The day I

we are very competitive, with the games we have in the

learn. I don’t think that’s going to stop ever, I stop learning new stuff, I quit the business.”

What has been the biggest challenge until now within the game industry?

Patrick: “I don’t know, it’s hard. I’ve been more involved with the business side, obviously. So I have to keep in check how the business works, how

Patrick: “DICE is in a very good place right now, I feel

pipeline. We feel very safe in what we do, we have a strong leadership in the studio, but we’re still not at the top yet. I’d argue that we were at the top adhering

Battlefield 2, but since then have lost it, obviously. I like to be the underdog, I like to be in a fighting position, so we’re at a very good position I think.”

the stockmarket works, how consumers behave.

Do you have any goals which you still try to achieve?

over, but we need to handle somehow. Those

Patrick: “I don’t know.. I guess I want to create something

There are a lot of factors we don’t have control

are the kind of challenges I come across and probably the biggest ones.”

At this moment you’re the producer at DICE. How is this working out for you?

Patrick: “Very nicely, I like it there a lot. It’s a very well organised studio. Comparing it to any other

Or perhaps already achieved?

new, maybe start a new franchise. Just do something fresh.”

On your journey towards DICE and eventually at DICE,

what has been the major new thing you’ve learned? Patrick: “I’ve grown a lot as a person during the last six years

and I think the one most important thing is to trust my gut feeling. There are a lot of decisions being made everytime, EFG

37


interview

“That’s something I’ve learned, to trust your gut feeling” we have a lot of data that helps us in the decision making, but in the end it will always be your gut.

By experience I now know that my gut is right,

often. So that’s something I’ve learned, to trust your gut feeling.”

Do you have an idol or a source you get

inspiration from? You mentioned your mentor at Starbreeze, or are there other people? “There

Patrick:

are

a

lot

of

inspirational

people for me. What’s funny is that I work

with people at DICE that have been there since

the beginning. A few of the founders are still there and working with them is very humbling, because they’ve been in the industry for so long. I have a lot of respect for them and luckily they

have a lot of respect for me, as basically their

manager, as well. Just seeing them work is amazing.”

Do you play any video games? Which one is your favourite?

Patrick: “Ever? Oh, that’s hard. I need to bring

up two. One of them is Monkey Island and the other is The Legend of Zelda, A Link to the Past.”

Alright, we’re at our ‘mystery’ question now: if

you could choose, which video game character would you like to be? Why?

Patrick: “The first thing that comes to mind is

probably Gordon Freeman, because I’m usually

a quiet guy that likes to observe. He’s kind of

anonymous, in the design of the character, but he still

has a lot of personality in his actions.

I like that a lot.” Do you maybe have any advice or tips for our future readers?

Patrick: “It’s extremely cliché, but I would say:

Follow your heart, do what feels right. Combine

that with self-awareness, be aware of who you are and what you can do, and then follow your heart.”

38

EFG


who is?

who is?

Garrus Vakarian

Name: Garrus Vakarian

Homeworld: Palaven Gender: Male

Race: Turian

Eyecolor: Blue

Skin color: Sandstone grey/sand

Special: Alias name 'Archangel'

Occupation: Turian Agent/Rebel Specialities: Engineering

Combat style: Firearms

Primary weapon(s): Sniper – Assault rifles

Additional info: Garrus is an NPC, who is

recruited in Mass Effect by Commander Shepard.

Garrus sees the galaxy as ‘black and white’, there is no grey.

“Fighting a rogue Spectre with countless lives at

Garrus is a loyal, dedicated humanoid who would

say that beats C-Sec.”

sit around, reading books. Everything and all is

stake and no regulations to get in the way? I'd

Being a Turian brings characterized features of its

own to Garrus Vakarian. He cares about the crew

rather choose to be in action every day than being seen as either good or bad, innocent or guilty, black or white.

and never puts his own needs ahead of the group.

When Garrus is called to be in action he is ready

accountability, as they need to own every decision

ashamed for his badass attitude, while performing

Turians are taught to have a strong sense of personal they make, good or ill.

Turians are dedicated to their mission and are willing

to do what needs to be done. They will not easily

for it with his sniper rifle next to him. He isn’t headshot after headshot. Some cockiness goes along with his trigger-happy persona, but you will never lose his respect and trust.

surrender to a mission that shows failure.

Do you have a great character you’d like to share? Submit your character to EFG and maybe your character will be featured next time! contact@efgmagazine.com EFG

39


Eye For Games

ABOUT GAME DESIGN & DEVELOPMENT Eye For Games A place to learn, to get inspired and keep motivated, but above all it is a place where people can share their passion with each other. We look through your ‘rank’, student or professional - triple A-company or indie-developer. Without the amazing individuals there would not have been a game industry at all...

- Rai, Lead Director at Eye For Games

contact@efgmagazine.com - Let’s connect!


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