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Game Developer - February 2009
FEBRUARY 2009
THE LEADING GAME INDUSTRY MAGAZINE
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[
CONTENTS
]
FEBRUARY 2009
VOLUME 16, NUMBER 2
FEATURES
7 GAME DEVELOPERS CONFERENCE
2009 PREVIEW
If you like the idea of a bunch of smart-alecky
editors telling you what you should like about
GDC, this is the article for you. Herein, we
defend our top picks (as of press time) for
the latest edition of this seminal conference.
By Brandon Sheffield, Jeffrey Fleming, Simon Carless,
Jill Duffy, Chris Remo, and Christian Nutt
25 SNAKES ON A SEAMLESS
LIVING WORLD
As a scripting language, Stackless Python is
meant to serve the needs of multi-threaded
environments, namely each of the current
gen home consoles and PCs. Here, author
David Hawes details how to get the language
working in-engine on consoles.
By David Hawes
7
14
32 GOOD MORNING CLASS!
Introducing new tools to artists who just
want to get on with making their game is no
easy task. It can be done, but it takes a lot of
finesse, a lot of understanding, and maybe a
technical artist or two.
By Bronwen Grimes
32
POSTMORTEM
14 GOLDEN AXE: BEAST RIDER
In one of the most honest postmortems in recent memory, Secret Level
producer Michael Boccieri takes us through the troubled development of
a $15 million game with an aggregate review rating of under 50 percent.
Boccieri explains how the studio ultimately turned this frown upside-
down, strengthening the team along the way.
By Michael Boccieri
35 INTERVIEW: TSUTOMU KOUNO
Tsutomu Kouno is the creator of the casually
hardcore title L OCO R OCO , and in this brief
interview shares some of the reasoning
behind this charming game.
By Christian Nutt
35
DEPARTMENTS
COLUMNS
40 THE INNER PRODUCT By Noel Llopis
2 GAME PLAN By Brandon Sheffield
Recession-Proof
[ PROGRAMMING ]
Start Pre-Allocating
4 HEADS UP DISPLAY
44 PIXEL PUSHER By Steve Theodore
[ ART ]
Top 10 indie freeware games, accessibility development, and Game
Developer Research's iPhone report.
Over and Over and Over and Over
48 DESIGN OF THE TIMES By Damion Schubert
[ DESIGN ]
31 GAMESCAPE By Jeffrey Fleming
Toronto, Ontario
Focusing Your Innovation
51 AURAL FIXATION By Jesse Harlin
[ SOUND ]
37 TOOL BOX By Marc-André Guindon and Bijan Forutanpour
Autodesk MotionBuilder 2009 and Programming the Cell Processor for
Games, Graphics, and Computation book review
Generation XX
64 ARRESTED DEVELOPMENT By Matthew Wasteland
[ HUMOR ]
Hard News
COVER ART: SECRET LEVEL ART TEAM
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GAME PLAN
]
Think Services, 600 Harrison St., 6th Fl.,
San Francisco, CA 94107
t: 415.947.6000 f: 415.947.6090
SUBSCRIPTION SERVICES
FOR INFORMATION, ORDER QUESTIONS, AND ADDRESS CHANGES
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EDITORIAL
EDITOR-IN-CHIEF
Simon Carless scarless@gdmag.com
MANAGING EDITOR
Jill Duffy jduffy@gdmag.com
FEATURES EDITOR
Brandon Sheffield bsheffield@gdmag.com
ART DIRECTOR
Cliff Scorso cscorso@gdmag.com
CONTRIBUTING EDITORS
Jesse Harlin jharlin@gdmag.com
Noah Falstein nfalstein@gdmag.com
Steve Theodore stheodore@gdmag.com
Mick West mwest@gdmag.com
ADVISORY BOARD
Hal Barwood Designer-at-Large
Ellen Guon Beeman Microsoft
Brad Bulkley Neversoft
Clinton Keith High Moon Studios
Ryan Lesser Harmonix
Mark DeLoura Ubisoft
RECESSION-
PROOF
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EDITOR-IN-CHIEF
Brandon Sheffield bsheffield@gdmag.com
PRODUCTION EDITOR
Jeffrey Fleming jfleming@gdmag.com
ART DIRECTOR
Joseph Mitch jmitch@gdmag.com
SENIOR CONTRIBUTING EDITOR
Jill Duffy jduffy@gdmag.com
CONTRIBUTING EDITORS
Jesse Harlin jharlin@gdmag.com
Steve Theodore stheodore@gdmag.com
Noel Llopis nllopis@gdmag.com
Soren Johnson sjohnson@gdmag.com
Damion Schubert dschubert@gdmag.com
ADVISORY BOARD
Hal Barwood Designer-at-Large
Ellen Guon Beeman Microsoft
Brad Bulkley Neversoft
Clinton Keith High Moon Studios
Ryan Lesser Harmonix
Mark DeLoura GreenScreen
ON THE SURFACE, THINGS DON’T LOOK TOO HOT
for our industry right now. I was speaking with
a friend recently about the current economic
climate, saying that developers are losing their
jobs across the globe, more studios are closing,
and fewer seem to want to hire. I was being a bit
of a doomsday prophet, but my friend suggested
that this is actually a time of great opportunity, and
thinking about it carefully, I may agree with him.
There are a lot of talented people out of work
in a lot of major metropolitan areas. If you’re the
type of person who can motivate them to get
together, this seems like a prime opportunity for
new studios, new indies, and new ideas about the
shape of the industry.
If you’ve always dreamed of implementing the
Hollywood model, bringing the right person to the
right project and then moving on, this is a good
time for it. If you want to invoke the spirit of the
bedroom programmer now that tools are getting
to where that’s actually viable without being a
hardcore programmer/artist/designer hybrid, this
is a good time for it. If you want to venture out and
create your own IP, or revisit a lost genre, this is
a good time for it. It might not be the best time to
create a multi-million dollar epic—unless you’re
one of the big publishers, but even then it’s a bit
riskier than usual.
Games aren’t going to go away during this
recession. During the Great Depression, the legend
goes that entertainment was the major industry
that flourished. Books, movies, and condoms were
among the best selling “non-essential” products.
These all facilitated escapism from the poverty
around them, without weighty consequences.
While we’re not quite at the depression level, games
are an effective and appealing method of escapism
in the best of times, and in times of trouble are
even more enticing.
Of course it’s rather difficult to do any of this
if you haven’t got a little bit of a nest egg to
tide you over until you can release a game, or
at least get funding. Some have said that the
venture capital money has all dried up, but I don’t
think it's necessarily gone. Rather I think it’s
being hidden, Great Depression-style, under the
proverbial mattresses. Games are still a good
industry. People don’t want to stop playing video
games—but they might want to start paying less
for them. If you can convince people with money
that a smaller investment in a fledgling company
making smaller games is a wise one, then you
may be in business.
THE BEGINNING OF AN ERA?
It’s very possible that this recession could
usher in the next age of the indie. Smaller, less
expensive games made by smaller, more agile
teams seem like a very logical step, now that
the industry structure is better able to support
it, with no less than three venues on which to
distribute content as a small team—downloadable
console, direct to consumer PC downloads via
Steam-like services, portals, or direct sale, and
iPhone and potentially DSi downloads. Consumers
have shown that they’re willing to buy games like
C ASTLE C RASHERS in droves.
Indie developers have asked me on more than
one occasion how to promote their products to the
press without a big budget, or without a budget
at all. It can seem daunting, but actually it’s quite
simple. What works for me, and for many other
members of the press I’ve spoken to about the
issue, is targeted personal emails. It doesn’t cost
anything more than time. Target the bigger blogs
first, reading to see who writes about indies and
in what context. See what they like and don’t
like, and choose a writer to contact. Send them
an email explaining who you are, where you’re
coming from, what your game is about, and what
you’re trying to achieve. If you’ve got some nice
production art to show, a snappy title, a YouTube
video, or a playable demo, so much the better.
Don’t treat your game like it’s the next big thing,
or the most awesome Tower Defense clone ever,
even if it may be. Be straightforward, humble,
and realistic, and people will pay attention if your
game seems interesting.
I’m hopeful that this recession will bring about
a bit of an industry shakeup. It’s up to the folks
networking at this coming GDC and similar events.
I would urge you to not think along the same
old lines as before, and simply join an existing
studio, or create a new traditionally structured
team. This is a great time to experiment and try
out new ideas, if you’re the type who has them. If
it doesn’t work out, at least you won’t have been
idle by the time you have to take your next job in
the trenches!
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CMP GAME GROUP
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VP, STRATEGIC MARKETING Michele Maguire
GROUP DIRECTOR Kathy Schoback
AUDIENCE DEVELOPMENT
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LIST RENTAL Merit Direct LLC t: 914.368.1000
INTERNATIONAL LICENSING INFORMATION
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e: msalinas@cmp.com
CMP TECHNOLOGY MANAGEMENT
PRESIDENT AND CEO Steve Weitzner
EXECUTIVE VP AND CFO Adam Marder
PRESIDENT, CHANNEL GROUP Robert Faletra
PRESIDENT, CMP TECHNOLOGY INNOVATORS GROUP
Paul Miller
PRESIDENT, CMP BUSINESS TECHNOLOGY GROUP To ny Upho f f
CORPORATE SENIOR VP SALES Anne Marie Miller
SENIOR VP, CMP INTEGRATED MARKETING SOLUTIONS Joseph Braue
SENIOR VP, HUMAN RESOURCES Marvlieu Jolla Hall
SENIOR VP, MANUFACTURING Marie Myers
SENIOR VP, COMMUNICATIONS Alexandra Raine
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t: 415.947.6227
ACCOUNT MANAGER, EDUCATION AND RECRUITMENT
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SR. EVENTS ACCOUNT MANAGER, SOUTHWEST
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—Brandon Sheffield
Game Developer
2
FEBRUARY 2009 | GAME DEVELOPER
WWW.CMPGAME.COM
[
www.gdmag.com
www.gdmag.com
www.gdmag.com
www.gdmag.com
www.gdmag.com
CMP Media, 600 Harrison St., 6th Fl., San Francisco, CA 94107 t: 415.947.6000 f: 415.947.6090
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
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
SUBSCRIPTION SERVICES
FOR INFORMATION, ORDER QUESTIONS, AND ADDRESS CHANGES
t: 800.250.2429 f: 847.763.9606 e: gamedeveloper@halldata.com
EDITORIAL
EDITOR-IN-CHIEF
Simon Carless scarless@gdmag.com
MANAGING EDITOR
Jill Duffy jduffy@gdmag.com
FEATURES EDITOR
Brandon Sheffield bsheffield@gdmag.com
ART DIRECTOR
Cliff Scorso cscorso@gdmag.com
CONTRIBUTING EDITORS
Jesse Harlin jharlin@gdmag.com
Noah Falstein nfalstein@gdmag.com
Steve Theodore stheodore@gdmag.com
Mick West mwest@gdmag.com
ADVISORY BOARD
Hal Barwood Designer-at-Large
Ellen Guon Beeman Microsoft
Brad Bulkley Neversoft
Clinton Keith High Moon Studios
Ryan Lesser Harmonix
Mark DeLoura Ubisoft
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MANAGING EDITOR
Jill Duffy jduffy@gdmag.com
SENIOR EDITOR
Brandon Sheffield bsheffield@gdmag.com
ART DIRECTOR
Cliff Scorso cscorso@gdmag.com
CONTRIBUTING EDITORS
Jesse Harlin jharlin@gdmag.com
Noah Falstein nfalstein@gdmag.com
Steve Theodore stheodore@gdmag.com
Mick West mwest@gdmag.com
ADVISORY BOARD
Hal Barwood Designer-at-Large
Ellen Guon Beeman Microsoft
Brad Bulkley Neversoft
Clinton Keith High Moon Studios
Ryan Lesser Harmonix
Mark DeLoura Ubisoft
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FOR INFORMATION, ORDER QUESTIONS, AND ADDRESS CHANGES
t: 800.250.2429 f: 847.763.9606 e: gamedeveloper@halldata.com
EDITORIAL
PUBLISHER
Simon Carless scarless@gdmag.com
MANAGING EDITOR
Jill Duffy jduffy@gdmag.com
SENIOR EDITOR
Brandon Sheffield bsheffield@gdmag.com
ART DIRECTOR
Cliff Scorso cscorso@gdmag.com
CONTRIBUTING EDITORS
Jesse Harlin jharlin@gdmag.com
Noah Falstein nfalstein@gdmag.com
Steve Theodore stheodore@gdmag.com
Mick West mwest@gdmag.com
ADVISORY BOARD
Hal Barwood Designer-at-Large
Ellen Guon Beeman Microsoft
Brad Bulkley Neversoft
Clinton Keith High Moon Studios
Ryan Lesser Harmonix
Mark DeLoura Ubisoft
SUBSCRIPTION SERVICES
FOR INFORMATION, ORDER QUESTIONS, AND ADDRESS CHANGES
t: 800.250.2429 f: 847.763.9606 e: gamedeveloper@halldata.com
EDITORIAL
PUBLISHER
Simon Carless scarless@gdmag.com
MANAGING EDITOR
Jill Duffy jduffy@gdmag.com
SENIOR EDITOR
Brandon Sheffield bsheffield@gdmag.com
ART DIRECTOR
Cliff Scorso cscorso@gdmag.com
CONTRIBUTING EDITORS
Jesse Harlin jharlin@gdmag.com
Noah Falstein nfalstein@gdmag.com
Steve Theodore stheodore@gdmag.com
Mick West mwest@gdmag.com
ADVISORY BOARD
Hal Barwood Designer-at-Large
Ellen Guon Beeman Microsoft
Brad Bulkley Neversoft
Clinton Keith High Moon Studios
Ryan Lesser Harmonix
Mark DeLoura Ubisoft
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DIRECTOR OF SALES
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CMP TECHNOLOGY MANAGEMENT
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EXECUTIVE VP AND CFO Adam Marder
SENIOR VP, AUDIENCE MARKETING & DEVELOPMENT Bill Amstutz
SENIOR VP, CMP INTEGRATED MARKETING SOLUTIONS Joseph Braue
SENIOR VP AND GENERAL COUNSEL Sandra Grayson
SENIOR VP, CORPORATE MARKETING Lisa Johnson
SENIOR VP, CORPORATE SALES Anne Marie Miller
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SENIOR VP, COMMUNICATIONS Alexandra Raine
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PRESIDENT, CHANNEL GROUP Robert Faletra
PRESIDENT, CMP ENTERTAINMENT MEDIA Tony Ke efe
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Paul Miller
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Stephen Saunders
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SR. ACCOUNT MANAGER, EAST COAST, EUROPE & EASTERN CANADA
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MARKETING MANAGER
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CMP GAME GROUP
VP, GROUP PUBLISHER APPLIED TECHNOLOGIES Philip Chapnick
VP, STRATEGIC MARKETING Michele Maguire
GROUP DIRECTOR Kathy Schoback
AUDIENCE DEVELOPMENT
GROUP DIRECTOR Carolyn Giroux e: cgiroux@cmp.com
DIRECTOR Mary Griffin e: mkgriffin@cmp.com
ASSISTANT MANAGER John Slesinski e: jslesinski@cmp.com
LIST RENTAL Merit Direct LLC t: 914.368.1000
INTERNATIONAL LICENSING INFORMATION
Mario Salinas t: 650.513.4234 f: 650.513.4482 e: msalinas@
cmp.com
CMP TECHNOLOGY MANAGEMENT
PRESIDENT AND CEO Steve Weitzner
PRESIDENT, CHANNEL GROUP Robert Faletra
PRESIDENT, CMP TECHNOLOGY INNOVATORS GROUP
Paul Miller
PRESIDENT, CMP BUSINESS TECHNOLOGY GROUP To ny Upho f f
CORPORATE SENIOR VP SALES Anne Marie Miller
SENIOR VP, CMP INTEGRATED MARKETING SOLUTIONS Joseph
Braue
SENIOR VP, HUMAN RESOURCES Marvlieu Jolla Hall
SENIOR VP, MANUFACTURING Marie Myers
SENIOR VP, COMMUNICATIONS Alexandra Raine
VP, INTERNATIONAL BUSINESS DEVELOPMENT Patrick Brennan
ADVERTISING SALES
DIRECTOR OF SALES
Steve McGill e: smcgill@cmp.com t: 415.947.6217
GLOBAL SALES MANAGER, RECRUITMENT & EDUCATION
Aaron Murawski e: amurawski@cmp.com t: 415.947.6227
SR. EVENTS ACCOUNT MANAGER, SOUTHWEST
Jasmin Davé e: jdave@cmp.com t: 415.947.6226
SR. ACCOUNT MANAGER, EAST COAST, EUROPE & EASTERN CANADA
Cecily Herbst e: c herbst@cmp.com t: 415.947.6215
MEDIA ACCOUNT MANAGER
John Watson e: jmwatson@cmp.com t: 415.947.224
ADVERTISING PRODUCTION
ADVERTISING PRODUCTION MANAGER Kevin Chanel
REPRINTS
PARS INTERNATIONAL
Joe Nunziata t: 212.221.9595 e: reprints@parsintl.com
MARKETING
MARKETING MANAGER
Hilary McVicker e: hmcvicker@cmp.com t: 415.947.6207
CMP GAME GROUP
VP, GROUP PUBLISHER APPLIED TECHNOLOGIES Philip Chapnick
VP, STRATEGIC MARKETING Michele Maguire
GROUP DIRECTOR Kathy Schoback
AUDIENCE DEVELOPMENT
GROUP DIRECTOR Carolyn Giroux e: cgiroux@cmp.com
DIRECTOR Mary Griffin e: mkgriffin@cmp.com
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cmp.com
CMP TECHNOLOGY MANAGEMENT
PRESIDENT AND CEO Steve Weitzner
EXECUTIVE VP AND CFO Adam Marder
PRESIDENT, CHANNEL GROUP Robert Faletra
PRESIDENT, CMP TECHNOLOGY INNOVATORS GROUP
Paul Miller
PRESIDENT, CMP BUSINESS TECHNOLOGY GROUP To ny Upho f f
CORPORATE SENIOR VP SALES Anne Marie Miller
SENIOR VP, CMP INTEGRATED MARKETING SOLUTIONS Joseph
Braue
SENIOR VP, HUMAN RESOURCES Marvlieu Jolla Hall
SENIOR VP, MANUFACTURING Marie Myers
SENIOR VP, COMMUNICATIONS Alexandra Raine
VP, INTERNATIONAL BUSINESS DEVELOPMENT Patrick Brennan
WWW.CMPGAME.COM
WWW.CMPGAME.COM
WWW.CMPGAME.COM
WWW.CMPGAME.COM
WWW.CMPGAME.COM
WWW.CMPGAME.COM
WWW.CMPGAME.COM
WWW.CMPGAME.COM
WWW.CMPGAME.COM
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More than 60 video game companies—from Time Warner’s GameTap and Atlanta’s own
Kaneva, Inc., to China’s CDC Games and CCP North America, creators of EVE Online—have
found Georgia is designed to help video game developers succeed. Our state’s deep talent
pool is fed by cutting-edge schools like the Savannah College of Art and Design, Georgia
Tech, and Georgia State University. Financial support is obtainable from private investment
capital and tax incentives provided by Georgia’s Entertainment Industry Investment Act. Plus,
Atlanta boasts the planet’s premier airport and is the most heavily wired city in the U.S. with
the fat pipes you need. Georgia is a world unlike any other, and we’re ready to help you grow
your game business. Contact the Georgia Film, Music & Digital Entertainment Ofice today.
Visit georgia.org/gamedevelopment or call 404.962.4052.
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