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Game Developer - December 2005
DECEMBER 2005
THE LEADING GAME INDUSTRY MAGAZINE
>> TOO HOT FOR YOU
COMPARING RATINGS
AS GAMES MATURE
>> FUTURE OF FLOW
ART PIPELINES FOR
NEXT-GEN CONSOLES
>> GAIJIN ATTACK
BUSINESS SMARTS FOR
EASTERN PROMISE
NAMCO’s
PAC-MAN
DISPLAY UNTIL JANUARY 16, 2006
POSTMORTEM :
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Havok games
Xbox360 Games
Amped 3
NBA Live 06
Condemned: Criminal Origins
The Elder Scrolls IV: Oblivion
The Outfit
Perfect Dark Zero
Saint’s Row
Current Gen Games
Swat 4
Half-Life 2
Halo 2
Mercenaries
Medal of Honor: Pacific Assault
Medal of Honor: European Assault
Max Payne 2
Mortal Kombat: Shaolin Monks
AstroBoy
Full Spectrum Warrior
Brothers in Arms: Road to Hill 30
Brothers in Arms: Earned in Blood
Tom Clancy’s Ghost Recon 2
The Matrix: Path of Neo
Marvel Nemesis
Painkiller
FEAR
Tom Clancy’s Rainbow 6: Lockdown
Darkwatch
Destroy All Humans
and 40+ more next-gen
titles in development...
and the list goes on...
Supposed Competitor
Uhhh . . . one PC game.
Can you even name it?
The World’s Best Developers
Turn to Havok
Stay Ahead of the Game! TM
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CONTENTS
]
DECEMBER 2005
VOLUME 12, NUMBER 11
FEATURES
11 RATED AND WILLING
As video game violence turns more and
more heads as a hot-button issue, it has
become clear that the majority of the anti-
video game lobby, and indeed a portion of
the development community, is under-
informed about just how the ratings
systems work for games. In this feature, we
dissect the ratings systems across four
major territories—the U.S., the U.K.,
Germany, and Australia—to give a better
impression of how the ratings board work to
keep games in the right hands.
By Paul Hyman
11
POSTMORTEM
19 ART PIPELINE PHILOSOPHIES FOR THE
NEXT GENERATION: A TECHNICAL ART
DIRECTOR’S PERSPECTIVE
As the next generation of systems unroll,
game development will change forever.
Fears of bigger budgets, larger teams and
dispersed control could run wild, but as with
any industry, the key for each individual is
to work smarter, not harder. Rod Green
outlines some techniques for next
generation art pipelines that could save
time and money as your team takes that big
step into the next generation.
By Rod Green
26 DESIGNING P AC- M AN
Twenty-five years have passed since the dawn of P AC -M AN . Though the
game and its lovable hero represent the first iconic presence in games,
the P AC -M AN symbol continues to emerge on new platforms, offering new
iterations of the original gameplay. Now, 25 years since its birth, seems
an appropriate time to catch up with Toru Iwatani, P AC -M AN ’s creator, to get
a long-overdue postmortem of the original game. As a bonus, Game
Developer ’s editors have written a third-party postmortem of the entire
franchise, trying to pin down P AC -M AN ’s continuing appeal.
By Toru Iwatani and Simon Carless
19
DEPARTMENTS
COLUMNS
2 GAME PLAN By Simon Carless
Clyde Says Hi
32 BUSINESS LEVEL By Bill Swartz
[ BUSINESS ]
Navigating Japan
4 HEADS UP DISPLAY
Austin Games Conference, Serious Games Summit, and more
33 THE INNER PRODUCT By Mick West
[ PROGRAMMING ]
Practical Hash IDs
7 SKUNK WORKS By Tom Carroll and Kelby Fuchs
MEL Scripting for Maya Animators, second edition
36 PIXEL PUSHER By Steve Theodore
[ ART ]
Anatomy for Animators Part II
48 A THOUSAND WORDS
Electronic Arts’ J AMES B OND 007: F ROM R USSIA W ITH L OVE
38 AURAL FIXATION By Alexander Brandon
[ SOUND ]
Minimal Themes
39 GAME SHUI By Noah Falstein
[ DESIGN ]
Rules of Interest
COVER ART: DEREK YU
1
[
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GAME PLAN
]
www.gdmag.com
CMP Media, 600 Harrison St., 6th Fl., San Francisco, CA 94107 t: 415.947.6000 f: 415.947.6090
CMP Media, 600 Harrison St., 6th Fl., San Francisco, CA 94107
t: 415.947.6000 f: 415.947.6090
EDITORIAL
EDITOR
Simon Carless scarless@gdmag.com
MANAGING EDITOR
Jill Duffy jduffy@gdmag.com
ASSISTANT EDITOR
Brandon Sheffield bsheffield@gdmag.com
ART DIRECTOR
Cliff Scorso cscorso@gdmag.com
CONTRIBUTING EDITORS
Alexander Br andon abrandon@gdmag .com
Noah Falstein nfalstein@gdmag.com
Steve Theodore sth eodore@gdmag.com
Mick West mwest@gdmag.com
ADVISORY BOARD
Hal Barwood Designer-at-Large
Ellen Guon Beeman Monolith
Andy Gavin Naughty Dog
Joby Otero Luxoflux
ADVERTISING SALES
NATIONAL SALES MANAGER
Afton Thatcher e: athatcher@cmp.com t: 415 . 9 47. 6217
SENIOR ACCOUNT MANAGER, EAST COAST, EUROPE & EASTERN CANADA
Ayrien Machiran e : amachiran@cmp.com t: 415.947.6224
ACCOUNT MANAGER, SO. CALIF., SOUTH WEST, CONTRACTORS, & MARKETPLACE
Susan Kirby e: skirby@cmp.com t: 415.947.6226
ACCOUNT MANAGER, NO. CALIF., NORTHWEST, ASIA & WESTERN CANADA
Nick Geist e: ngeist@cmp.com t: 415.947.6223
ACCOUNT MANAGER, GLOBAL RECRUITMENT/EDUCATION & TEXAS
Aaron Murawski e: amurawski@cmp.com t: 415.947.6227
ADVERTISING PRODUCTION
ADVERTISING PRODUCTION COORDINATOR Kevin Chanel
REPRINTS Julie Rapp e: jarapp@cmp.com t: 5 10.834.4752
GAME GROUP MARKETING
DIRECTOR OF BUSINESS STRATEGY Michele Maguire
Director of Marketing Ta r a C . G i b b
CMP GAME GROUP
VP, GROUP PUBLISHER APPLIED TECHNOLOGIES Philip Chapnick
CONFERENCE DIRECTOR, GDC Jamil Moledina
ASSOCIATE CONFERENCE DIRECTOR, GDC Susan Marshall
EXECUTIVE WEB PRODUCER Peter Leahy
EDITOR, GAMASUTRA.COM Simon Carless
FEATURES EDITOR, GAMASUTRA.COM Quang Hong
CIRCULATION
CIRCULATION DIRECTOR Kevin Regan e: kregan@cmp.com
CIRCULATION ASSISTANT Manager Jessica Ward e: jward@cmp.com
CIRCULATION COORDINATOR Miguel Mendiolaza e: mmendiolaza@cmp.com
CIRCULATION ASSISTANT Michael Campbell e: mcampbell@cmp.com
CIRCULATION ASSISTANT Adrea Abidor e: aabidor@cmp.com
SUBSCRIPTION SERVICES
FOR INFORMATION, ORDER QUESTIONS, AND ADDRESS CHANGES
t: 800.250.2429 f: 847.763.9606 e: gamedeveloper@halldata.com
INTERNATIONAL LICENSING INFORMATION
Mario Salinas
t: 650.513.4234 f: 650.513.4482 e: msalinas@cmp.com
CMP MEDIA MANAGEMENT
PRESIDENT AND CEO, Gary Marshall
EXECUTIVE VP & CFO, John Day
EXECUTIVE VP and COO, Steve Weitzner
EXECUTIVE VP, Corporate Sales & Marketing, Jeff Patterson
EXECUTIVE VP, Human Resources, Leah Landro
CHIEF INFORMATION OFFICER, Mike Mikos
SENIOR VP, OPERATIONS, Bill Amstutz
SENIOR VP, CMP INTEGRATED MARKETING SOLUTIONS, Joseph Braue
SENIOR VP AND GENERAL COUNSEL, Sandra Grayson
SENIOR VP, COMMUNICATIONS, Alexandra Raine
SENIOR VP, CORPORATE MARKETING, Kate Spellman
VP GROUP DIRECTOR OF INTERNET BUSINESS, Mike Azzara
CORPORATE DIRECTOR, AUDIENCE DEVELOPMENT, Shannon Aronson
CORPORATE DIRECTOR, CREATIVE SERVICES, Kellie Ferris
CORPORATE DIRECTOR, PUBLISHING SERVICES, Marie Myers
CORPORATE DIRECTOR, AUDIENCE DEVELOPMENT, Michael Zane
PRESIDENT, CHANNEL GROUP, Robert Faletra
PRESIDENT CMP ENTERTAINMENT MEDIA, To ny Ke efe
PRESIDENT CMP HEALTHCARE MEDIA, Vicki Masseria
VP GROUP PUBLISHER ELECTRONICS, Paul Miller
VP GROUP PUBLISHER ENTERPRISE, Fritz Nelson
VP GROUP PUBLISHER SOFTWARE DEVELOPMENT MEDIA, Peter Westerman
CLYDE SAYS HI
EDITORIAL
EDITOR
Simon Carless scarless@gdmag.com
MANAGING EDITOR
Jill Duffy jduffy@gdmag.com
ASSISTANT EDITOR
Brandon Sheffield bsheffield@gdmag.com
ART DIRECTOR
Cliff Scorso cscorso@gdmag.com
CONTRIBUTING EDITORS
Alexander Brandon abrandon@gdmag.com
Noah Falstein nfalstein@gdmag.com
Steve Theodore stheodore@gdmag.com
Mick West mwest@gdmag.com
ADVISORY BOARD
Hal Barwood Designer-at-Large
Ellen Guon Beeman Monolith
Andy Gavin Naughty Dog
Joby Otero Luxoflux
ADVERTISING SALES
DIRECTOR OF SALES
Afton Thatcher e: athatcher@cmp.com t: 415.947.6217
SENIOR ACCOUNT MANAGER, EAST COAST, EUROPE & EASTERN CANADA
Ayrien Machiran e: amachiran@cmp.com t: 415.947.6224
ACCOUNT MANAGER, SO. CALIF., SOUTH WEST, CONTRACTORS, &
MARKETPLACE
Susan Kirby e: skirby@cmp.com t: 415.947.6226
ACCOUNT MANAGER, NO. CALIF., NORTHWEST, ASIA & WESTERN CANADA
Nick Geist e: ngeist@cmp.com t: 415.947.6223
ACCOUNT MANAGER, GLOBAL RECRUITMENT/EDUCATION & TEXAS
Aaron Murawski e: amurawski@cmp.com t: 415.947.6227
ADVERTISING PRODUCTION
ADVERTISING PRODUCTION COORDINATOR Kevin Chanel
REPRINTS Julie Rapp e: jarapp@cmp.com t: 510.834.4752
GAME GROUP MARKETING
DIRECTOR OF BUSINESS STRATEGY Michele Maguire
DIRECTOR OF MARKETING Ta r a C . G i b b
CMP GAME GROUP
SENIOR VP, GROUP DIRECTOR, APPLIED TECHNOLOGIES Philip Chapnick
CONFERENCE DIRECTOR Jamil Moledina
CONFERENCE MANAGER Evelyn Donis
EXECUTIVE WEB PRODUCER Peter Leahy
EDITOR, GAMASUTRA.COM Simon Carless
FEATURES EDITOR, GAMASUTRA.COM Quang Hong
CIRCULATION
CIRCULATION DIRECTOR Kevin Regan e: kregan@cmp.com
CIRCULATION ASSISTANT Manager Jessica Ward e : jward@cmp.com
CIRCULATION COORDINATOR Miguel Mendiolaza e : mmendiolaza@cmp.com
CIRCULATION ASSISTANT Michael Campbell e: mcampbell@cmp.com
CIRCULATION ASSISTANT Adrea Abidor e : aabidor@cmp.com
SUBSCRIPTION SERVICES
FOR INFORMATION, ORDER QUESTIONS, AND ADDRESS CHANGES
t: 800.250.2429 f: 847.763.9606 e : gamedeveloper@halldata.com
INTERNATIONAL LICENSING INFORMATION
Mario Salinas
t: 650.513.4234 f: 650.513.4482 e : msalinas@cmp.com
CMP MEDIA MANAGEMENT
PRESIDENT & CEO Steve Weitzner
EXECUTIVE VP & CFO John Day
EXECUTIVE VP, CORPORATE SALES & MARKETING Jeff Patterson
SENIOR VP, AUDIENCE MARKETING AND DEVELOPMENT Bill Amstutz
SENIOR VP, INTERNET BUSINESS Mike Azzara
SENIOR VP, CMP INTEGRATED MARKETING SOLUTIONS Joseph Braue
SENIOR VP & GENERAL COUNSEL Sandra Grayson
SENIOR VP, CORPORATE SALES Anne Marie Miller
SENIOR VP, MANUFACTURING Marie Myers
SENIOR VP, COMMUNICATIONS Alexandra Raine
SENIOR VP, CORPORATE MARKETING Kate Spellman
VP, AUDIENCE DEVELOPMENT Michael Zane
PRESIDENT, CHANNEL GROUP Robert Faletra
PRESIDENT, CMP ENTERTAINMENT MEDIA To ny Ke efe
PRESIDENT, CMP HEALTHCARE MEDIA Vicki Masseria
SENIOR VP, GROUP DIRECTOR ELECTRONICS & SOFTWARE GROUPS
Paul Miller
SENIOR VP, ENTERPRISE GROUP Fritz Nelson
SENIOR VP, GROUP DIRECTOR COMMUNICATIONS GROUP
Stephen Saunders
A LITTLE YELLOW PILL-CHOMPING GUY HAS BEEN
featured in video games for an almost unbelievable
quarter of a century. As you might have spotted
from the cover, this esteemed personage would
be P AC -M AN , whose immense arcade success in
1980 helped to kick-start the modern video
game craze.
To pay tribute, we’ve managed to get a special
postmortem for the original P AC -M AN written by its
creator, Namco’s Toru Iwatani. Iwatani talks lovingly
about his goals when designing the title, the trials
and tribulations of development, influences, and
the title’s effect on the gaming landscape. To back
this up, the Game Developer editors have weighed
in with our own postmortem of the P AC -M AN
franchise in the 25 years since it started. What
went wonderfully right? What went horribly
wrong? We take an objective look (pg . 26) .
Second, Mastiff’s “head woof” Bill Swartz, an
Activision Japan veteran, takes the opportunity in
a Business Level column to muse on why many
Western publishers and businesspeople are
convinced that Japan is an entirely culturally
alien landscape, and how this affects the way
business gets done in the East. Swartz does a
good job of explaining why we should listen
carefully, look sharp, and in particular, hire a good
interpreter, to avoid tragic loss of nuance.
Dave Pottinger Ensemble Studios
George Sanger Big Fat Inc.
Harvey Smith Midway
Paul Steed Microsoft
KAISER SOZE
Elsewhere in the magazine, this month’s art page,
A Thousand Words, looks to Electronic Arts’ F ROM
R USSIA W ITH L OVE , replete with a suave Sean
Connery and slinky new Bond girls. In addition,
the Heads Up Display news section rounds up two
important recent shows—the Austin Game
Conference and Serious Games Summit—in case
you missed out and would like to know what all
the fuss is about.
RATE MY GAME?
This month’s feature from Paul Hyman (pg . 11)
looks in detail at video game ratings, following a
not-insignificant amount of controversy in the
mainstream press over how games are rated in
North America. Rather than snapping to any
decisions, we thought it would be a good idea to
investigate exactly how other major countries rate
games and determine what we can learn from
their practices. Rating authorities in the U.S., the
U.K., Australia, and Germany discuss how they
each make their decisions and what factors they
deem particularly important. That makes this
article a must-read for any developers who want
to understand how games are treated by rating
boards, as well as the amount of effort that
actually goes into making sure that video games
are geared toward the right audience.
JACKSON VS. ANCEL
Talking of fuss, a lot of the pre-Christmas critical
interest we’re seeing is focused on Ubisoft’s P ETER
J ACKSON S K ING K ONG . But there’s something in here
that’s worth remarking on further. In recent
interviews, Jackson has clearly outlined that he
asked to work on the game with Ubisoft because
of Michel Ancel’s work on the earlier, under-
exposed title B EYOND G OOD & E VIL .
We needn’t tell you why this is a great thing for
video games—creators in other media wanting to
work with individual creators for reasons of
quality and meshing style, rather than wanting to
work with companies and corporate entities for
strict reasons of business is quite a step forward.
Wonders will never cease.
Hopefully, as particular game development
teams delineate themselves in certain genres
and with certain game styles, we’ll see even
more of this cherrypicking from film to game and
game to film, since, well, doesn’t it sound like it
will actually result in better quality end
products? Beating the movie license curse never
seemed so simple.
NEXT-GEN RELATIONS
Our two other guest developer articles for this
month focus on vastly differing, but equally
fascinating areas of the game business.
Former BioWare senior artist Rod Green
presents a well thought-out feature on next-
generation art pipelines, written from a technical
art director’s point of view (pg . 19) . Is your art
pipeline ready to deal with the massive amounts
of extra data coursing through it as we segue into
the next hardware generation? Green explains,
both philosophically and practically, some of the
most important points to bear in mind.
*
Simon Carless, editor
Game Developer
is BPA approved
2
DECEMBER 2005 | GAME DEVELOPER
[
www.gdmag.com
Dave Pottinger Ensemble Studios
George Sanger Big Fat Inc.
Har vey Smith Midway
Paul Steed Microsoft
WWW.CMPGAME.COM
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Zgłoś jeśli naruszono regulamin