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a ay the td n i/gan
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DigiPen Institute of Technology offers bachelor's and master’s
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We PeBi) GAME PLAN Pret
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WELCOME TO THE WILD WORLD OF VIDEO GAME DEVELOPMENT!
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Developer magazine's Yyoullneedtojoinalageteam. game he wantedto pay. andit
2012 Game Career Guide! Regardless of whichpath you turned out other people did 00,
If you like games and take, yolfind someinformation __Youmay worty that people
‘think you want tomake about potential salaries and ‘wont atch onto your idea. But
them, we're here to get you compensation inourSalary none ofusisunique.asmuchas [tne
started, Atthe very least Survey [page 33]. These are ‘we might fie to thinks, Theres
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Whether making games is theydotel youwhat developers _outthere tat kes the things
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toprotoype gameideasin 30 —_-Wsthatchicken-anc-egg scenare: doa postmortem of your projet, Tur erayea
space [page St), char gameplay Youneedexperience before you _toigure out how you can improve
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make RPG quests inthe Source experence makinggamesifyou _eary faloten!
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Fightattud, anyone cant (See OKAY, WHAT NOW? ‘omake some games together ered
‘more abou this on page 58) > Game schools canbe good withtheminatam. Ina jam
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more tutorials, checkout our The key when making your jamare happeningall the tine,
ast game career gueissues, owmpojectsistoscale small. allover the word sothere’s a
‘where we have basic aides Maybe you want to create huge, god chance youl be able ond
tomaking games with Fash sprawling action RPG—but theres ajamnearyou. Cnr!
andlUbity settingupasimple a reason took DAB.Il so long to
arifcalinelignce,andmaking come out. Large poets reqite WELCOME TO THECLUB!
retro-styed pela Youcan find alevelofpolishthatseten very > We want you to make games,
‘those [andiotsmore stuf ike an dffcut when ist starting out, and we want youtohave fun
interactive and extended version of especially witha smallteam, dint We ook forwardto
urschool dectoryenpage 64) at Star byfiguingout whet you seeing what you come up wth,
wi gamecareerguide com, cantealsticaly achieve, andtry and hope youijon usas weal,
tomake innovative small projects together define the industry ore
WHAT KIND OF before youtake onthat bigfrst- years to come. And dont forget
DEVELOPER AM I? person shooter fyouhave some tosubscibeteGome Ceveloper NEL I
‘> Some people prefertawork specific areafinerest, ar sme magazine, where youl get very
sol, orin seall soups. This sort smallfeatuce you always wished deep-level ips year-round (check
of personisprobably best suited youcould seein games, then go _ourstudent discount subscription
tothe patho theindependent ——_forthat! MNECRAFTforcxample, rates at gmagecom/subscribe,
developer Make small games _—_wasn'vervsioned as some grand Happy game making!
forsmallmoney,butlove what scale project that would enchant Branden Sheffield
youd. you wanttowork ona millans, MMECRAF creator unten @reerosotyPenn
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GET IN THE GAME
DASA UR LesGAME
CAREER
GUIDE
WHO TO KNOW AND
WHAT TO DO INT
GAME INDUSTRY
Video
jame events and trade shows are an excellent resource for learning about the industry and
making connections with professional developers. Here are a few events you should know.
GAME DEVELOPERS
CONFERENCE
ve goenfcom
»» The Game Developers Conference
(60C) brings together deveiopes
fremall alksof fences, soca
ame devs and console and PC
game developers ub shoulders with
‘Students ad game development
hopefus. 6 Features lecures,
sum, workshops nd mere,
al designedto make you beter at
youd (orhelp youland one). OF
Panicular interest for students is
‘he Game Career Seminarin which
incustry luminaries give lectures
sspirational game developers. This
popular event continues to grow
and supports the show's Game
Career Pavion, where attendees
can meet face-to-face wth some of
the industry’ top studios and hand
outa few resumes.
GOC also hosts the annual
Independent Games Festival which
showcases someafthe finest games
inthe inde development space.
has aspecal Student Showcase,
which displays 10 specially chosen
student projects and puts themin
front of thousands of attendees (and
potential publishers),
[60cisonnedand operated
by UBM Teche, which ata ars
ome Developer magazine. next
takes place in 2013in San Francisca)
600 ONLINE
vee geeonne cam
.50COnine is sinlortoGOCbut
fas youray have guessed has
more ofan online focus. Ks usally
held dustin Texas, ab of game
development inthe southern ited
States, Bu thats natal the show
covers—moble and sociales sit
ext ta roe to-play and subscription
‘sed MMs, not tomentin offing
game development. The next GUC
Online is October 9-14 2012.
onc EUROPE
we gdeowape com
GDC Europe follows the structure
ofthe San Francisco-based GDC, bt
ittums its gaze toward European
developers and regional market
twends. The show takes place in
Canjuncton withthe consumer
focused rade show Garnestom and
has cheaper student passes that
allow access to all content. takes
place in Cologne, Germany from
August 13-15 2012,
oc CHINA
een
>» GUC China, which is November
47-19 2012 in Shanghai,
hosts talks on business and
management, game design,
production, programming, and
visual arts, butt has 2 bent
toward the Asian market. The show
also hosts its own IF competition,
‘much like the primary GOC, and
is open to Oceania as well as all
Asian countries
GAMES COM
‘rerganeci elfen
> Be sure to book some extra
vacation time after GOC Europ,
because Cologne, Germany hosts
‘the consumer-oriented Gamescom
‘on August 15-19 2012. Gamescom
| Europe's largest trade fai or
games, and the show invites the
public and industry professionals
Tocheck out upcoming tiles
‘and interact with the developers
behing them
DEVELOP CONFERENCE
wr dep confronce.com
> Theannual Develop Conference,
held in Brighton, UK, hos talks on
production, coding audi, design,
art and business, The show also
features the Evolve Conference,
which focuses onthe emergence of
new platforms, technologies, ane
‘markets. Develop usually takes
place during the summer, the 2012
conference is July 10-12
INDIECADE
> TheanrualinieCade Festival
Longe tapetherncepencent mes
and davelopers rom around the
ver tcelabrae the growing rie
space The event alls developers
to showcase theitites and network
vith pers aethe event organizers
host an aware ceremonyto hon
the inaustas standout nse games
and studios, The nat riod wil
take place October 4-7 in Les Anges.
PENNY ARCADE EXPO
wwmporsiecom
>> Te biannual Penny Arcade Expo
(PAX) held Sette and Boston,
bull ts eputation on celebrating
‘ideo games andthe culture that
surounds them, PS fainted
fecusmakesitthe most accessie
ofalthe shows we've mentioned
‘The show features a range of
teumament and ther soil events
forattendees, 2s wellasanumberof
panels from industry professions
Theshow’s expo for offers acollection of upcoming titles aswell
asa showcase of top indo games
known asthe PAK 10. The Seat
based PAX Prime even takes pace
August 31-Septembor 2, and the
ext PRK East takes place in Boston
ineaty 2013, Anes part ofthe
AX lineups smaller, developer
focused event called PAX Oe which
runs right before PRX Prime in
Seaton August 29~!
The DICE. (Design. ovat,
Communicate, Entertain} Summits
more about the business end ofthe
industry, bringing the higher-level
executives together as they discuss
developing ends and opportunites
witio the game industy.The
shows ognized by the Academy
oflmeractive Aas Sciences
andhasts the annual Inde Game
Challenge a5 wel asthe Interact
Achievernent Awards, Thelast DICE.
Summit took place in February 2012
in Las Vegas—dewails forthe 2013
event have yet tobe announced
re Electric Enertainment Expo
(€3} ogpnized oy the ESA sone
the gest and most extravagant
US game events nthe industry The
showbrings together publishers and
hardware manvfecurersas
revealtheic upcoming projects and
build eitemant forthe ever mpartant
fourth quarier While he showisony
open toprfessonals £3 drew inmare
than 45700 stendeesin 2012.€3
usualy sin eer June ands hd in
dowrtovn Los Angles,
wgscesacre/
The Toyo Game Show [TC
_apans largest vdeo game rade
show, where the regions biggest
publishes exh har ucamng
lest joumalits, fans, andthe
industry. The show features a number
shops and conferences for
developers and serves asa venue
forthe Computer Entertainment
Supplies Associations (CESA Japan
Gamera, TS Sense of Wonder
ight slows deveepers to showcase
thei new or experimental projects
andieas. The fst wo days oFT6S
are instr nly, though the final
‘wo days are open tothe public. The
verti co-opinized by CESA and
Nike Busness Pbleatons. nc,
andthe 2012 showis September
20-23 tthe Nakuhar Messein
Chiba Gy, Japan
fezzed i aelatively new UK.
based PC and inde games showease
eventhostedin Brighton by game
publications Eurogamer and Rock,
Paper, Shotgun Rezzed is mare ofa
payerfocused show, and ts biggest
arts preview builds of PC
games, but sind showease cou
oferlcal devs exposure, Rezzed
typically takes place in cary July
ORGANIZATIONS
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Ines eieverentInvent the Future of Games.
We imagine new game experiences that haven't been invented yet
The largest game research group in North America
Game design lab with industry-standard resources, including 30 motion capture
Near the epicenter of innovation and entrepreneurship, Silicon Valley
Interdisciplinary, with courses spanning art, engineering, and digital media studies
Graduates now working at Microsoft Studios, EA, Sony, Zynga, Blizzard, and others
A research university located in a redwood forest overlooking the Pacific Ocean
cs.
sc.edu/game’
admissions.uesc.eduoa
lf you want to get into game development, modding an existing game is a good way to start exploring
design ideas and building prototypes without reinventing the wheel (see our modding primer on page 1?)
In this tutorial, we're going to use Valve Software's Source Engine (the same game engine that powers
Remar 1d TEAM FORTRESS 2) to prototype a mod with RPG-esque quests within
HALF-LIFE 2: EPISODE 2,
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Clobal Variables (Global dest ‘Global gic(0,00) as possible We alzowant and ignoreplayerpush (dont give _canchangethe sprite imagein this both game text entities. ext_start,
‘ohave them siting ontop of wayto player) rmenifyouhave one that youwant willbe the message that displays
the X/¥ ans because when the Next were going toned te cdteyourgame,but fernow —_duringthe quest and text_ene wil
instance simportedintothe main tigger that tells us when the standard sprite wil do, Also, ne message that tes the player
mapitwillbe oiented around the _payerhas approached our quest _-makesure that Staton is checked toreturn tothe quest giver ora
fune_instanee entity, whieh means giver. Create a brush thats 64 inthe Flags tab, certain area,
ou might lse sight of enti nis tal 32 units wide, and Now we'e going o add Were going toneed some
Lunde the workiftheyare toolow. _unitsthick, and then place itjust some dialogue. Find logic relays to keep our riggers
Youecan check the location of your infront of eur NPC. Wellchange _—_choreographec_scene in the entity organized, Aveay isan entity that
entties byusingthe topandside _itstextureta"nadraw’ sothatit _lstandplaceitmnextto aur NPC. _ activates ether entities when t
Viewportsto determine where they doesrit gt rendered nthe game. Were gongtonced atleast two gets triggered. Theyre used by
arefneeded, use the Selection Tochangethe texture, just select ofthese foreach quest,onefor _leveldesignerstokeeptiggered
Teolto place them above the XY the rush itch tothe Toggle ‘the start dialogue and one forthe _eventsthat occur atthe seme
avis. Ourinstance also gives all texture application toa, click the endlague, socopyand pastea__ ime togetherin one pace, and
theentes inside taprefixofour Browse buten fer for nodraw, _—_-secondane above the fst. Name they can easilybe enabled and
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theendofplacingallthe entities _andclick Apply Then tie the tigger scene end We won't ad the actual entities and place them near your
andleave somevalues out unt _—toanentty by pressing Ci +Tand —daloguejust yet, but well cover NPC. Name them “elay_content
late, sodont warryfitlooks ike selectingfunc_buton fromthe that soon, ‘and relay_complete”These wll
we missed something ‘lass ist Les name "trigger We wil also need sn audio be the relays that activate al ofthe
Weve goingtoneedallofthe __stat"and change the speed 100. natifiation that he player has entities inthe quest. The specifies
entities mentionedinthelistin ‘Hit Apply tosavethe changes we've acceptedthe quest andthat ts ofthe actual quest ave upto you to
Figure3.Levs star byplacinga just made, begun. Createsnambient_ generic create forthe player to complete
NPC. With the Entity Tal eelected Noxt, adda spite that ill entity place t near your NPC,and Youll needtosetupa condition
find npc_citzen on the drop. alerttheplayerthatthe NPChas a nameitsound start. youdont’ forthe playerto meet, ike "get
down lst and place atthe origin quest. lace an ene_sprite entity _alreadyhave one youwanttouse, to. specific location” or collet
coordinates. This willbe our quest above yourNFCshead and apen —_tryusingelevbelllwav by typing’ _acertain number of objects" You
vec ital Entertoopenhis —_upthe Object Properties window “platslavbeld wav“ into the canuseenttios such as math
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Upweapons? toes. HitApply and tochange the render made so that options are checked, condition has been met. those
then go int is Flgs panel and he sprit renders properly inthe ‘erthat we're goingto add the entities fin that the condition has
check Not Commandable,orelse game. Within the ject Properties textthatexplains the quest othe been et, they wllhen tigger the
‘the quest giver wl fllow your window, locate the Render Mode instance, Add two separate game relay_ complete entty that weve
fer around the map. Well also option bax and select WorldSpace text entiesandname them 'text_ setup. The elay_complete wil
want to enable Gant drop weapons Gl from the drap-dewn men, You _start"and text_end"The Hold Time then trgperall the entities needed
forbothvilineedtobe ahighvalue, —torunthe end ofthe quest Make
Figure 3: Te anata of guest,
tke 99999, otha he message sure that "elay_compete is
eae won't disappear unt we kllthat| gered when your quest section
ae entty Wealsawartthetexttobe is completed.
eee anes off to the side of the screen where Now wre need the audio
Sorte Shows where the questcan be tated itwor' obstruct the layersview, notification forthe end ofthe evel
er The NPC Whois ving tie qt sosettheXandVfldst00.1for Add another ambient-geneicenity
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Sud SF A al es ae AYE OFTRESAATGFRAETINY) se + reese quscnounceremp
est
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flay Content Arelay hat activates the main pars ofthe quest,
suchas npc spammers
wil trigger the Relay Complete when fnished>
Relay Complete || Enables the nowt set of ens forthe folowing quest
Text End “Tex that explains hw end the quest
Sprite Rseivaed 6 SHOW Which NPCRS tak
TiggerEnd The wiggerto activate the end ofthe quest
‘Seen id [THE in dao
Sound End Audio cue thot wl signal the end of the quest
eh Ouest) (=ithere isa pert questieis activated eres
Aetvaton>Fig urge ting
scene start
[End of quest)
‘rigger complete Onhigaer scene end Start
Oniigger triggeccomplete Kil
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complete
Ftc 6: Organize Vie Gaup inthe Objet Papers ndow
| | Fee
a
and name t“sound_comlete and tht iggr_starisin front by
Setittoa sound that indicates the using your top and side viewports
‘quest hasbeen completed, such toplace them. Also, make sure
asabellorcash register lokeep that thay aren front ofthe NPC's
it simple wel use“plats\eevbal. _hitbox or ese the game cannot tell
wav" agai for now. if you ate selecting the triggeror
Well need to add one more button. To check the hitbox location,
tuigerin ort oF he NPC. Thiswill just select your NPC and a yellow
bethe same2s the starting tigger wireframe bounding box should
wemade early sojust copy nd appear around it
pastetrigger_start Namethisnew Let's set upall ofthe wigaers
tuiggetwigger_end” and make sure listen igure 5. For now, you
that Starts locked is checked inthe don'thave to worry about the
Frags ab, Make sure both riggers _viggersin [brackets] because
acenot overlapping each other a all well ade ther ater, elect he
Viel
3 Ale
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= pe
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= vile
listed entities, open their Object
Properties, oto the Outputs tab
and add the designated outputs te
teach entity using the table below
forceference. Be sure ta hit Apply
tosave each output!
That's how we set up our quest
instance, Now we can take that
instance and put tint efferent
places around aur map ight now,
furinstance is essentially abasic
«quest template that we can easily
‘modify and add new elements to.
PLACING INSTANCES
211 Now that we have our instance
setup, les ad copies oft at
different point sin our main map
owe can star making our actual
quests, Place a func instance
wivere you want your first quest ta
start Open up its Object Properties
window and under MF Filename
browse for your quest_instance
‘map ile, (Note that browsing can
be bit bugey, se you may have
rotype inthe relative file path to
*quest_instance" yourself) Youcan
‘ow copy an paste these entities
saround your level. Go ahead and
duplicate the instance until you've
gotasmany quests as you want
Select your frst quest
instance and callapse it by
sping to nstancing, Collapse,
Selection. Harnmer wll then
import all the entities and
sive them a prix normally
“futolnstancecrumber>"
Everything wl be selected when it
eso tle Gps
ame [Sr
oo. |
Beno
has been collapsed, so were going
tw organize them into VisGroups
tomake the uestbuiking
process easier Bring upthe Object,
Properties window and click an
the WsGroup tab, You should see
‘something like Figure 6
Don't worry about the “sewer*
and “main level entries —!m using
‘hem in my own map te break up
‘the space, but you doit have to
have thern in yous, Hit the Edit
groups button and youl se the
‘window shown in Figut ?
From here you can create new
\isGroups tous in your own map.
Press the New group button and
{youll see. new entry onthe lis.
Cickon it anlthen name itusing
‘the name field 10 Quest_n, wheres
isthe numberof your quest. lick
Close ater youve done that and
(you should see the new VisGroup
appear as.a new optiononthe main
list Check the bax to add enties
tothat group hit only and chick
Close. You can now hie/nhise that
‘r0up by checking or unchecking
iRinthe VisSroup conto panel,
‘seen in Figure 8, Do tis For the est
ff your quests 25 wll
IMPORTING YOUR
OWN AUDIO
(11 Our RPGs goingto be extremely
boringwithout any recorded
dialogue 1o convey the stry, 30
were going touse Audaciy to
Feeord your own dialogue. You
must have amicrophone for hispart Oue tothe way the Face Poser
pplication works, you're going to
want to record one sentence at
time, Recording ausion Audacity
is easy. All you need 0 dois get
your mie setup correctly, hitthe
Fed button to record and save
your auio as a.wav fle when
youre fnishe. if you have any
robiems, Audaciy help menus
have las of useful information.
‘When youre done recording your
dialogue, create a folder named
"RPG" and save each sentence as
.wav ile int it Move that RPG
folder to Ci/Program Fils/Steary
steamapps//
halite episode twovep2/scunds!
It's important to save the audi into
1a flder one level above the sounds
folder because the engine wll ot
reac the sound file otherwise
Next let's create a sound_
scrip file so that the engine will
be able to reference aur sounds in
{he editors an the game. Launch
IcFScape, goto Fle, Open, gover
to yoursteamapps folder, and open
upthe “episode two content. gc”
file After GCFScape has loaded
‘that fle, well ned to finda fle
named game_sounds_maniest,
‘xt which islocatedinthe /
steamapps//ep2
soripts/ folder Right-click onthe
file ane cick Exact, and place the
manifest within steamapps//haltlife 2 episode
two/ep2/scripts. We're done with
[BCFScape, so you can cose it now
Gotothe scripts faker and open
Upthegame_sounds_manifesaxt
file we ust extracted In this text fle
wecan see al ofthe sound serps
Figure 8 Togging ibe Groupe
Vabroone
User | Auto
Moet
Son] 6a | Mai 4] 4]
| Move tt tena |
thatthe game will use when tleads,
and we need toad our own tothis
list Under the lst ne of cade,
within the last bracket, 2d your own
entry ike Listing
1/806 FILES
PRECKCuE FILE"
Nov we're going to create the
“1p_sounds file that we are
referencing, s0 save the manifest
file and close it now.
Inthe scrips fldes rightclick
and select New ext Document
Rename tis new tex fe to
“p_sounds.t" After you rename
the text fil, open it up and add the
code in Listing2
the filenames and extensions
‘match what it saysin the seript
file Save and close the text fle
when you are done.
IF you're running Windows
then place it in /steamapps//hafilife episode two/
ep2/Scenes/2P6_MO0Y. Il make
it easier to find later on if you give
the seene name prefix such
sting
SCRIPTS/R0G.SOUNDS.THT*
Vista or Windows ,we'lineed to
help Face Poser out aie bit. AS
‘mentioned ear, you'll need to
download and install the Phoneme
[Extractor patch in erdero do this,
Follow te instructions and replace
the necessary fies, This patch
villallow Face Poser to correctly
translate the audi files and
sound crits int the phoneme
"RPG. SOUNDS. FEMALE, 02"
as‘RPG_'. Nxt, Face Poser wll
‘ask you Ta name your first Actor,
Name your actor" targeten>"
vere isa number between
‘Land 8 because we can have up
to ight incividual NPs in each
scene. Hammer willuse whichever
[NPC you selectin the editorbased
conthis name. We currently only
have one characte, se name the
stig?
{
awe cn suTO
oLUne ‘OL_nORR
parca rree.wonn
SOUNOLEVEL — SRDLYC_NORN
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}
“he frst lines the name of
the sound that will appearin Face
Posen: "tpg sounds" i the prefix,
and the second pats the name,
You can change thi naming
convention to whatever yo ike
The nex four lines tel the engine
how to dal with the sounds, and
welleave them as they are for
ow. The astline isthe way file
itwillosd and contains a relative
path tothe “sound! older, located
in /steamappa//
halle 2 episode two/ep2/
sound All you need o dais put
the flder with your audio files imo
that “sound” flder and make sure
facial expressions that will be
animated on the characters. I's
important to note that Source
SOK refreshes itself each time
itis launched, so this patch
fix needs ta be done each time
Source SOKis opened. Yes, itis @
bit of pain, ut i's way easier
and faster than tying line up
phonemes tothe audio manually
With Face Poser open, we're
goingto star a new scene. Under
the Choreography menu tab click
“Neu! which wil ereatea new
‘scene to work with, tl prompt
{outa save the scene, so nameit
Something you can cemernber, and
gre : nce your equ enimation io et pin Corogrophy wok he hi
actor“ target Right-click on
the Actor name that has appeared
inthe Choreography window and
then goto New, Channel bring up
‘the Create Channel box. Name this
channel ‘hucia” Well ned to make
second channel fr animations,
so repeat the last step and name
ini,
Now we'e goingtosortout
the auc. In thelist af tabs at the
bottom ofthe Face Poser screen
double-click Phoneme Ector and
itil ring up a new window. Clk
‘on Loa ana select the. wav file you
want to add tothe character. The
file willbe displayed asa waveform
iagramin the Phoneme Editor
window ater tis leaded, Press the
Revextact button, and Face Poser
wil prompt us to write out the
Sentence text ofthe same dialogue
auc clipwe selected. Witeaut the
line and then press OK. The words
{you entered should now be paced
at the appropriate points over the
waveform, 0 rightclick onthe
‘waveform and nt Commit extraction
twoappiythe phonemes to your
waveform. you pla i by pressing
{your space bar you should se the
Acton the window meve their
‘mouth. Ht Save onthe Proneme
itor window ane then closetWe need oad that. wav fle Alweneedto donowiewieger hour oF garnepay, sts vital to
toowecersorghcickonthe tescmnets Sart pig Meineed haves autneve etre jin
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infos focertttypiosmetese AUTOSAVE ixirotack yew fe
canes Tenrwencmene/(anpotylewskvhene Rvandtnevetesecrds ert
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Figur 0: Yonge ture these ants tomate your ending cree sequence
end fase
sametext endiext Message: Created by
Hols tine: 100
HER ose oevesoren 2012 annual cane cansen auroe
Using the cient command,
Now youjust need to compile
\yourmap.Complingis the process
of packaging everything and making
_3.BSP fle thatthe game can read, To
compile, just got ile, Run Map. Tis
vl bring up the Run Map options
window with some diferent compile
options, such as launching the game
ater the compile rishes. Just it
(Ok to compile the map aed youre
goodtogol
QUEST COMPLETE
‘HI Now you should have te basic
teols you need to bulla your own
PS protatype. Weve shown you
how create quests, incorporate
(your on aalogue, ne use lngie
toenhance your gome, so now
it your jo to keep testing and
refining those quests, eve. and
lalogue decisions. You can make
any sort of quest you can possibly
imagine, orads a mukiplager co-op
‘component like the Synergy mod,
‘revenue elements fram other
Valve games lke Lert 4 Des. Getin
there and start modding!
‘Ben Evans agar dovelpo wit
cong Hse design cry
pec whan canes tSouce engine
programmer at Super Sus neon be
Jour on iter 8 Tee Bevan.
‘pct nko ss So he
‘tte Machinima sie Gv Prtcon
nd remand forprovting dole
ing ond eorecrsing
resources
4. Valve Doveoper Wik htpa/
evolopervavesottware com
skisin Page
2 Design’ hpi daign’
2. Audacity hips /avdacy.
sourceforge net
“Phoneme Exwactr patch
‘omumodeb.convmemers?
varsty/downleadswindows-
‘sta? phoneme-ertractort3
5 tFScape hp. nemess
‘thowavelengthnevindex
php?p=26
6. Design? Source Ttoral
design’ com/taining center?
engines sdka/soureENTERTAINMENT
(ela e Ate Te el
DO YOU HAVE THE PASSION TO CREATE
AND THE WILL TO FORGE GREAT GAMES?
If you have a passion for games and strive for excellence, we encourage you to
check out these opportunities to join Blizzard Entertainment and contribute to the
Ce eeu
Pet Cele ea ae
Continuing students fram all aver the country are Teo ea ees
welcome to apply for our Summer Internship program! graduate, have a passion for games, and aspire to work
Nee Re ed Cee ee ee
operations departments to gain hands-on experience! Sea
Cano Oa
PTAC om PCy
De Lc Cu Cue
RYN Orava eCOMPETITIVE SPIRIT
Indie game competitions can be a useful resource for student developers. Events such as the
Independent Games Festival and showcases like the PAX 10 can help rookie developers gain exposure
and raise awareness about their games. These events also help incentivize efficient development and
timely release windows by forcing teams to meet deadlines and produce finished games.
IGF Student Showcase
Competition
igtcom
Entry Requirements: dpen
tool sudent developers
woridvide, Eanes must
be atleast 19 years old
Entry Fe: Nove Organizers,
‘Sponsors: 8M Techieb
> As par of OCs
Independent Games
Festival the I Student
Showcase encourages
students to submit their
games or mods frjudging
bya panel of roughly 60
leading independent and
professional developers
‘The winning tes inthe
other games featured at
‘helGFPaviion onthe GC
show flow, and each team
receives $500 to help fund
ateip tothe show atthe
Independent Games Festival
Choice Awards, ane ofthese
Finals wl win a $3,000
riz for Bost Student Game.
IGF Student Showease
finalists from 2012 include
THESHOWFIEL, NOUS, WAY,
and One Au OMe SRY
Dream-Build-Play
allenge
vo eeu cm
Entry Requirements: pen
toindividvols who are ot
Jest 18 years ed end who
are leglresidants in their
‘country of entry Enty Fee
None Organizers, Sponsors:
Mirosoft
» The Microsofthosted
Dream, Build Play Challenge
tasks entrants with
creating a high-quality
tile using XNAGame
Studio 40, Winners ofthe
competition spt a prize
pool of $75,000 and secure
publishing contract and
exposure for thee gare on
the Yoox Live Marketplace
Sense of Wonder Night
weep iaip.cojp/
‘53/2012 enone
Entry Requirements: The
‘game must invoke @ sense
of wonder! nty Fee None
Organizers, Sponsors:
Computer Emertoinment
‘Suppliers Associton (CES),
Niki Business Publications
Ine, 160A Jopon
> The Tokyo Game Show's
Sense of Wonder Night
provides developers with
an opportunity to present
ew and experimental
gameideas to an audience
of professional, Winning
applicants get 10 minutes
te present theridea or
prototype to an audience
atthe show and can
exhibit their project atthe
SOWN Pavilion on the T6S
show fea.
Indie Game Challenge
vcndogamecolenge com
Entry Requirement: Open
toindividuoleor teams
worldwide excepto those
located in US-embargoed
countries) Entry Fee $100
(fess waived for esidente
of ertain states inthe US)
Organizers Sponsors The
‘Academy of interactive Arte
and Sciences; Gamestop,
Inc The Guild at
Southern Methodist
University
>» This game development
competition, hosted
alongside the Interactive
Achievement Awards at
DICE. allows student
‘developers to compete for
upto $100,000 in prizes.
Finalists inthe competition
receive $500 to help pay
fortravelto the awards
ceremony, where the
challenge’ grand prize
winner is announced,
These finalists also receive
‘the opportunity otk
toanumber af game
companies about potential
publishing deals.
indiecade
wwmindacdecom
Entry Requirements
‘Submited gomes must
not have nding rom a
‘mojrpubishor Entry Fe:
Processing fees range fom
$250 70 and are based
on time of entry Organizers,
‘Sponsors: Creative Media
Colborative
> Indioade offers
developers chance te gin
exposure for their games
by grontingwinners a spot
inthe incieCade Festival
showcase in Culver Cy,
Califia. The games shown
at IndieCade are selected by
panel of ver 160 jurors,
And the show welcomes
indie ites ofall types,
including exotic genres such
8 virtual ays nd Alternate
Realty Games (ARGS),
Entrants may submit works
in progress, butall games
should include atleast one
finished, playsble eve
PAX 10
wmeprine pat ama,
oe
Entry Requirements: panto
independent developers
witout otaaional
publsherdevloper
relationship in place ery
Fee: $50 Organizers,
‘Sponsors: Penny Arcade
> The PAX 10 showcase
‘a both the Seattle and
aston shows allows indie
evelopersto demo their
titles onthe PAK show foot.
These developers receive
exposure for thei work ane
getthe chance to interact
nth the show's attendees.
Independent Propeller
Awards
seendeputgames con
contest hp
ny Requirements: Open
tool applicants mare thon
19 yeors ld Emery Fe:
ons Organizers, Sponsors:
indiePu,Z00 Games, South
By Southwest (SHSH7)
> Te Independent
Propeller Awards,
presented by the ndiePub
community oes indie
developers the chance
towin a $50,000 grand
GAME
CAREER
GUIDE
prize, with $25,000
ingto the winners of
feur subcategories best
ar, alo, design, ana
technical excellence. The
avards are held annually
at South by Southwest
Inneractive's SereenBuro,
the conference's veo
game-based ack
GIRL (Gamers in Real
life)
ves comgh!
Entry Requirements:
Students over 18enaled in
2 gomerelted program
check site for specifics
ney Fee one Organizes,
‘Sponsas: Sony Online
Entertainment
vw TheGLAL Sclrship
Progam sa diferent hind
ot conpetton—inted
of sng nef
teen students gme-
rete incing,
rudesguarinatin,
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Sana apece feo
aiter3D and ashot
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The concept isa
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By Jonathan S. Harbour By Allen Sherrod and Wendy Jones from Those Who Have Done It ‘By Jonathan Williamson
352 Pages $3499
SOURIS Urea eraHIN gou'eeinerested in making your own
games, buldinga few mods is a great way 0
B get your feet wet When you're tying tomake a
{game from scratch, i's easy to get stalled early
Con-—especialyif youre working by yourself
and dont have the skills ortime todo al the
art sound, coging, designing, and testing all
1 yoursel On the ether hand, you decide
to modi an existing game, you already have
an excellert base to start ror and you getto
jump straight tothe game-making pracess.
‘so, modding can aisobe a good way 0
star buiing your porto for when youre
eal to start looking for work asa game
developer since youcan stat practicing your
level design, 20 and 30 ar kil, sound design,
ane other game development eisciplines without
having to make a game rom scratch first
FH! Game mods have been around for neatly 2s
long as games themselves have; Steve Rusel’s
SPACEwaR! (1962) had plenty of tir-party
aukltione, inctuding cloaking generators,
different weapons, and even 3 fst person
perspective. MS, PAC-MAN started outa atin
party Pac-Man conversion kit called Chazy OT
And one ofthe earliest games to feature after:
market mod support was actualy McROSoFT
Fc SanuLacor 4.0 Areraft and i
Designer expansion pack (1990),
ost of modem modking ctiviy cen trace
itefbackto id Softwares WOLFEWSTEN 30
in 1992s codebase was particulary easy for
enthusiasts to play wth, so many people mode
new level packs that extended he fe a the game.
\enoticed this and built D908 with deliberate
enery
Alex n mind by separating the code, medi,
and lvesieto modular wad packages tomakeit
easier formodderstaclstnbutetherchanges, and
would centnueta encourage moder twark
with he Quake srs by including moddingtools
and eventually making thelrengines open-source,
Since hen, wee seen many major games
700 rem humble game-mod argnsinno
Have you ever wanted to make changes to a game while you were playing it? Perhaps you thought your weapons
were too weak, or you were frustrated by your incompetent Al teammates. Maybe you simply weren't satisfied with
something more fundamental, Well, you're not alone—there are hundreds of thousands of players out there wha
like to make modifications ("mods") to the games they avin, ranging from humble subtle changes and bug fixes to
complete overhauls that leave very little of the original game intact. Modding isn't just fun and games, though! The
Skills you learn while making a game mod can be the beginning of your career in game development. In this article,
we're going to walk you through the basic information about modding games; well discuss modding history, popular
games and engines, and a few stories of modders-tumned-developers—to encourage you to start making Your ovin
fuledged ple tles—orinsome cases,
entraly new genres, COUNTERSTRKE, one ofthe
most legendary online games in istry and the
forefather of practically every ealistic FPS out
‘there, started out a 8 HALF-LIFE mod, LEAGUE
Lecewos, HEROES UF NEWERTH, and other games
inthe emerging multpayer online batieground
(WOBA) genre all stare one common ancestor
WARCRAFT mod DEFENSE OFTHE ANCENTS you
havea greatideaforamod, you might fin that t
can ecipse te original game you modified!
UNHEAL ENGINE
lerig Games)
117 oe Uores
gine is ubiquitous. ts curent
incamation (Unreal Engine 3, a the time ofthis
‘wiing] powers mare than 200 titles, andi’ a
when an Unceal Engine game is notresent inthe current charts, How both uniquely helpful and
ofthese gemescannet be ected by the mo reative. Unreal boats a wide
community inf, only UNREAL TOURNAMENT renindustry standart does
complete mod suppor, athaugh some its crambacks; you can't access the Unreal
other games have level edltors availabe any evel ther than Un
“The Unreal Engine has been aroundin one
form or another forneay 15 years, and with this but ot ealy pow
Pe rats Caco eee
Pe eet i ee eee
ret ener ee ret ery
Cee eee ene eae
you're not much ofa PC gamer. Kotablyittends to Meee ee ee
‘that are both easy to work with and well documented, Some older games may have once been wel
Ce eee ec
See ee ae eer
aero
eee)
pair nner more a ee ett Tord
Oe ee en ee ee)
Cee ee ee cece ie? oi
‘chieved forthe games you have at hand there arent many, itmay be worth asking inthe forums
Seek ees
Ea?
ts,
5 [ihout aot of extra work, st east
wads, ran
Unrea Development
platform forthe Unreal Engine that.
free for nancammercial use and comes wt
ince licensing tems and multpatorn su
[For more on the Unreal Development Ki, read
surhands-on tte on maki
the UK on page:
Toumavenr 3
andbots
MOODAGLE GAMES: Unnen Toumanen
Roost En) TOR-ONLY
oF Wak, Maron's Ence(unsupperte
yar he most on
spl choice with mod-makers
ne has impressively
own projec‘a the engine behind Hl F-LIE 2. In onder
‘make amed with the Source Engine, you don't
‘need to own a specific game (unless you want
touse specific content froma game}—i's ree
toallSteam users,
Wile the Source Engine large community
ane excelent documentation make ta great
place te start, tan be notorusly award to
werk oth thanks tot rather dsted tool set and
ively weak asset pipeline There are sone
fentastic madern works using Source, but the
tools hinder more than they help. Ad since
Sources feeling litle dated, we wouldnt be
surprise Voie hada new version inthe works.
0 ES, Just about an
game that uses the Source Engine: HA
LEFT 4 Dea, POR, and soon
CAYENGINE
teavreK]
11 CagTeks CoyEngine (used irs in FARCRY)
isnewer than bath Source and Unceal, and
has a smaller community base, butts atest
incarnation [version 3, aso this wring] is
every bita competent val During FaRCR'S
release days, CryEngine wasnt a popula too!
with mainstream medders because the tools
‘werent well supported, but after CRS Was
BE released, Crylek made sure woofer
of tos
The CA¥SS mal community simi
tothe UREA. ToURHAMENT 3 modaing
community insofar as most ins modders
have started working withthe CeyEngine 3
SOK, whichis offered with comparable tems
to those of UK (although notably lacking
‘the UOKS intial royaty free $50,000 for
commercial software). CryEngine 3 hos
superior landscaping tools and access to
onably exible C++ game code, b
Unreal offers stong baked ighting and an
excellent material editor, Unfortunately, the
foe CryEngine 3 SDK curently has some ORM
restrictions in place that prevent anyone but
{you fom opening levels you're werking on,
hich makes ithardtecalaborate with others
CANES: CRs, CRs?
11 This article has mostly focused on the
big first-person shooter releases—but these
fare not the only games that can be modes
(nor the only shooters), They ae simply the
{games that have proven tobe some ofthe
‘most popular and retain active communities
to this day, Real-time suategy games are
anather popular target for game mods; the
Conan AND CONOUER an! TOTAL Wa series
have fly robust modeing communities, and
STARCRAFT 2's map editar is so powerful that
enterprising madders have usedit to make
all kinds of games, rom Terns clones to frst
person shooters.
took an
igiterestin games, as cid
‘many who work inthe indus
veasn't until CREATURES 2 that | go int
in mods, It was the ngrm for players of that
game to share not only their creature Fles,
But also scriptable objects knawn as COBs.
It a lesserknown community today, without
the grand history of Do0H andthe like, but at
ite peak was
very large for
he time. 3180
found myself
inking
no ConoueR:
BERN Su,
editing the units and creating new levels
and playing around with Quek Il and its
‘source code during high school My departure
for university almost went ina completely
different erection | had intially chosen
to workin aerospace and engineering, but
nstead elected to take a newly inteoduced
the
course in computer game programming:
University of Derby,Ispent we years there under ely
challenging regimen tat introduced meto
some ofthe higherlevel concepts to do with
rerderng pipelines, though at the time was
‘more intrestedin gameplay and much oft
proved dificult o grasp unde the accelerated
ace with which it was delivered. Nevertheless,
't dramaticallyimproved my grasp of how
games work especally after attempted
to write my own crude software renderer
aspart ofan assignment. That course also
introduced me to UNREAL TOURNAMENT 2004,
lich I tinkered with during the summer
prior tomy supposed placement year. hat
tinkering landed me a jb working with an
architectural visualization frm in London 98
‘the sole programmer dealing with avery early
Unveal Engine 3. Tis is where really learnedto
propram and eamed my wings—ieft te my avn
devices with apartialy documented and very
‘much more complex solution than Ia ever had
te des with before
[attempted to return to university for my
third and final year, but family things dd
{quite work out, sot had to start picking up
assorted freelance work to keep me afloat,
‘That work was 0 time-consuming could.
complete the course. leventually bagged
‘enaugh money to head to 8 new university
{Contral Lancashire) and took fll advantage
ofthe availabilty oa new student loan
scheme. never di stop working with Unreal
uring this time, and lent a hand te one
Cor two mod teams atthe time 1 develop
‘my skills with the engine. Twa years ater,
Wicrosoft Game Stuias offered mea job
working on FABLE: THE JOURNEY, which took
{and put my degree on hold): knew fa be
foclish to pass up the opportunity, It di
cost me five years of my education, but itis
‘undoubtedly the best move | could have made
Game os ond esr waking on Fe um
Tr
(wie)
GG enstingcissforgher
students in schoo, despite not really
being ited Since the NES had just been
feleased, | vied wo recreate the SUPER WARIO
‘80S experience The computers we used
in class didrit have enough graphical power
to pull that off butt did give me the bug for
making games.
My mast life-changing game experience
‘came withthe release of 000% and its robust
community, readily available tals, and
‘map-sharng va early internet eial-up Ses.
I began building levels, sprites, and gameplay
‘ads immesiately and it waset long before
ue
{had an entire episode oflevele with new
‘monsters, weapons, and $0 0.
After graduating fom high sehoo, | found
myself with enough meney to bay my ow P,
anda frend pointed me inthe direction ofthe
latest thing
todrop on the
world—Quake
Test 00k my
first stepsinto
0 modeling
with Quake
Testjust 5 the
internet started coming int its own, and | soon
found myself making skins for Duake clans,
creating mods, and even running a Quake Skins
and Ttal Conversions site on Planet uake.com.
In 199? received a contract 0 work
on 2 QuiKe 2 add-on, and ane ofthe mods |
worked on was tobe included inthe QUE I
ExrRebtTs commercial mod package. A game
jouralst knew that a company that needed an
Att and hit me up based on my earlr work
Ihwas acureal experiance: was brought in 2
“the professional’ eventhough lll had done
was make a few mods.
From there | maved tfulilla dream
slong with a Fellow animator and went to
work ona PlayStation 2 game, then later went
further with 2 GameCube and Xbox release
‘of GOBLN CoumanoeR. That same animator
rw runs his ovn studio and introduced me
to educational games, Using the SEROUS Sam
engine, we made a demo that was actualy
pretty sweet, Networking i really just
Aanather word fr fiendship,
for that projet | went to Mythic to work
con WARHAMMER ONLINE: AGE OF RECKONNG, nd
itwas networking that helped to get my name
inthe basket (anda big thanks to 30 art site
Polycount) Myth was one af the best wack
expariences of my life because got to work
with somany goed people, and it was fullof
Polycounters anid kis rom Full. When the
game shipped, the lays came witht, and
took 3 sabbatical before eventualy taking ale
aslead artist overt lfoni. I's been great, and
Ie been working wth top-level technology anc
teavling the wor for shows and vaining
PIs
Usa)
CG erie sitet or
Doo i using an eetor found on
‘shareware C0, and when DUKE NUKEM 30
was celeased I did load of levels for that.
was always experimenting ane trying to push
things alte bit futher than the given stu
Around! the same time | also got Klik nd Pay,
‘which let me make 20 games without any
coding knowledge. | made alot of smal games
with that.
My frst experiences with proper 30
software came after | saw the fist Toy Story in
‘the cinema, installed a version of 30 Studio
Max R3 about an hour after the movie had
finished ané started to play wth it The tuff
sid was completely forgettable but I certainly
found the taste
Hater became quite involvedin the
German HALF-LIFE adding scene, mostly
eyears
qa testers Pera
‘uatity assurance professionals ae the lowest pad people inthe
‘ame industry, expecially the entry-level hires. On the bright side, they
id manage to make an ext $80, on average, over the previous yer.
if you're tryingto breakinto the gare industry without any trade skils
like programming ora, you wil probaly find OAthe easiest place
to start ur, But not many studios offera QA career track that's as
eyears
‘ALLAUOIO DEVELOPERS.
ALLOATESTERS
‘YEARS EXPERIENCE INTHE INDUSTRY Percentreceiving aon
Income: 7%
‘varage adatonalincome: 89.875
{ype of adaional compensstion
Ea Patent paren
ey Prot shang Pe
Projet ba, 24
co
‘ENDERSTATSFORAUOIO DEVELOPERS. ecene receiving benefit
Pereent Average Type of benefit received
Gender Represented Slary edi
70%
ale 93% —~$99,969 Dera 74
Fervale 7 $72,500, 40Ketrement om
YEARS EXPERIENCE NTHEINOUSTRY Percent recaving addons!
Income: mm
o ‘varage aaonalincome: $12,640
23% eee
Ey {ype ofaddional compensation
ea Received
31% Feasonvtmpayer conibutono
HA Reement pan nn BB
era ieshatn
a Peper hs ie
Rapes *
Sack oplonsequty 308
GENOERSTAISFOROATESTERS Per
Percent Average ype ofbanefie received
Gender Represented Heda
le ca Dana
Ferale re ADtK/eerentbusiness and
legal people
The “Business andl Legal People" category includes chief executives
and executive managers, community managers, marketing, legal,
human resources, content acqusitin and icensing, and general
administration staf Younger people onthe business side made an
average oF $7,818 in 2011, $18,000 up fam $52778 in 2010,
Business profesional received the highest average salary (across
ailskllevels inthe industry ($102,160, 25 well a the mast ational
nonalary income [$24,874]. However, bot those numbers ae actualy
‘donn om 2010 by $3,300 and $4,000, respective,
Women were eatively wel presented inthe business side ofthe
game industry, reaching 176 percent in 2011, whichis 25 percent higher
‘than average aeress the entire industry this year, and 3.6 percent higher
thanin 2000.
LL BUSINESS AND LEG
YEARS EXPERINCE NTHEINDUSTRY Percent receiving addons
‘verge adtonl income:
‘ype ofaddtians compensation
Prof sharing,
oysties
[GENDERSIATS FOR BUSINESSPEOPLE Porcenreceving benef
Fareent_ average Type benetts received
Gender__nepresented ‘Soap Media.
ale ws $108,402. Dena
Femle 18% ——«$73,834, 401K Retirement
JOBS IN THE GAME INDUSTRY APPEAR TO BE GETTING SLIGHTLY MORE
‘stable, OF 3,100 respandems, 13 percent had been lad of in 2011,
compared to 14 percent in 2010 and 19 percent in 2008.
From those people who were laid off, §8 percent found new
employment inthe games industry, 19 percent went into contracting
‘or consuting, 10 percent founded 2 new company, 13 perzent went inte
independent games development, and 13 percent havent found now
‘game development wark. (Note that fortis survey question, tiple
responses were allowed.)
' significant amount of respondents reported being li off and
rehired by the same company, either asa contractor, ras 2 salaried
erplayee with a different b tile (but the same responsibltes)
Fewer Inid-off developers opted to start their business, join an
independent studi, orga into contract work this year. This could be a
sign ofa slowing bubble inthe social and mabile sectors, which were
ving away massive amounts ofcashin recent years.
sr sipies)
Vas
$87;909)
S WITH HIGHEST AVERAGE SALARIES
ing soe wth on sarpesice)
7 Salforaia SS 2h SSS,
2 Washington Seger aay Sioa are
North Carolina 382,900." $83.38
Teas seg aay sas
5 Nassachusetis $7356? aa S048
Maryland Sige aay Saha
7 an $7722 704 sai
2 ilinois Sanaa see
New or 369,907 6 308
10 vida see S80.000
AVERAGE SALARY BY U.S. REGION BY DISCIPLII
Propanmer SAIS $2802 $92,740, $101,300
Ietand Animation $64,236 $66% S118 $01,229,
‘Seaa7s sexois””se2.c16 "$02,208
S27eis” $e7005””“sea09" $90,395.
uso 360,628" se6,00“s69.393 sezaus
oA ‘Suns00” $44.67" sag.43 saa sis
‘92a "Sen500 “$83,250 Si0g056
BY ION
Homeowners SOR.56__seLa7e__ Sais _su1se42
Won-Homeowners” $56,602 $5570” $88,223 $70,148
N THE U.S
across alla experience, by dcp given in US)
Popanmer Seas $74,970 _ $46,808
‘et and Animation $63.24 S66651 $35,007
Game Design $62,104" $60,240" $38,281
Production 362255" $71 500. $56,346
‘udio $65,658. $67,955 $25,500,
oH ‘Sasoat $43,125 $32,500
Business $25,260" Si00,a38 Sa7222
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Photo croc: Molly Maloney, Cris Hagin huHigh schoo GED
Some College
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Bachelors Degree
me Graduate
Masters Doge
Some Doctoral
Doctoral Degree
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METHODOLOGY
NOW iN TS ELEVENTH YEAR,
he Game Developer Salary
Survey was conducted
in February 2012 for the
cal year January 1
ember 3:
the assistan
Insights Email
ference attendees, a
utra.com members
asking them to paricipate in
th
gathered 4,132
responses from develop
worldwide but not all
ho participated in the
survey provided enough
‘compensation information
be included in the final
report, We also excluded
ares ofless than $10,000,
and the salaries of studen
and educators, The small
of reported salaries
greater than $202,500
were excluded to pre
their high numbers from
unnaturally skewing &
idated fi
e included separa
The usable sample reflected
among salarie
in the U.
Canada 403, and for Europe
339; and 524 for indies and
0 provided compe
1
munity
ith @ margin of error of
plus or minus 2.4
BF 25% confidence level. The
54% forff The attitude toward work
life balance is absolutely
terrible tis not an hong to work
in games, Engineers are treated
like garbage, especially when
compared to the treatment they
can easily get outside of games:
The desire for 9
te be fun, creative, ane
unique ie slowly being diminishes
by the neverending need for
‘money, money which is best
acquired by making derivative
boring tities often seen in the
secial games market. The game
industry is going the way ofthe
movie industry with constant
remakes and prequels and no new
innovation besides independents
who often give themselves too
much creat”
The longer I workin the
BB incustry, the toss | can
telateto gamers. The vocal minority
‘smowe annayjing than ever”
(Tris isan industey Ive at
times wanted to leave
Ive often come very close to it
Because, plain and simple, i's
ret easy being a woman in this
industry Thankfully I've recently
joined @ company where my
gender isnt used against me as
an argument to dismiss me, and
it's been a really empowering
experience. Also, 2 lot of
companies are closing, many are
biting. There's always a jb open
Somewhere. But we need to stop
the firing of employees once a
game has shipped as a viable
saving the company money
measure, and we need ta find
ways to welcome students within
fur ranks better, #8 opposed to
always ask for only experienced
personnel, thus not giving
revicemers chance toleaen”
f(r still surprises by how
much sexism/acism the
Industry exhibits, and by how
ditfcut tie tochange perspectives
cont. While the industry asa whole
is slomly improving frequently
find myself trying to explain to
coworkers why certain content—
however hilarious they find
it—might offend certain groups
Of people, There still seems to
be & “boys' club” atmosphere in
the office sometimes and many
wornen are put in the unenviable
and unfair position of political
correctness enforce
ffs been a terrible year in
BB the ux there have boon
hardly any new design positions,
and somany stusios have closed”
f tudio designers in the
BB game industry are often
‘ueated asa disposable resource,
land the opportunities for us,
both inside and outside the
game industry, are incredibly
searce, as sound is very much
misunderstood and undervalued
as a craft, There are bright
glimmers, but we have to
really band together, speak up,
and make a lot of noise about
examples of great sound design
to help continue to validate our
work. Great games where audio
plays a prominent role like
BASTION and PORTAL 2 really help
sto move forward”
{ff The outsourcing of art
jobs has made this a
less than desirable position
for starting artists, Why spend
thousands of dollars on an art
degree, and countless hours
perfecting your skills, only to
‘came into a studio and lackey
clean up on work received from
the autsourcers? Alot of talented
atists don't even really create art
anymore, just mundane clean-up
tasks
ff) | think the advent of
BB crowe-funding and self
publishingis going to see a huge
shiftinthe coming years terms
of what games get made and who
‘makes them, Indie game studios
fonce agtin possess the tools
and funding necessary to retake
the game development industry
much ike they did in the'80s and
early 1990's
fff Were at a big wrning
GB point. the digital
Aistribution model, along wth the
explosion of mobile gaming, is
Ushering in a new age of smaller
studios and quicker development
In order to hear what developers are saying about the industry right now, we allowed space at the end of
our survey for direct comments. Here are some of the more notable responses.
cycles. The age of tiple A, 2-3,
year games is coming roan end”
Of Were in a time of great
change, not only in
business models and distribution
platforms, but aso in ethics. Ym
optimistic forthe furure—more
people than ever are playing
games and when this recession
is over, we're going o see some
incredible revenue across all
aspects ofthe industry”
Ie seems that he ndusty
b A is on the precipice of
4 creative revolution as SDKs
and self-publishing options are
getting more accessible, creative
dliceetin wll come less fom the
publisher, who relies more on
preven methods, and more from
wiléeyed developers wo would
rather experiment than replicate”
f Developers that have
BB been able to adapt to
he rise of social and mobile
gaming have done well despite
‘an overall economic dace nthe
wotid, Mobile and social gaming
is exciting because it allows 3
eveloper to focus on simple,
tight, and polished gameplay. In
that regard fel the recent trend
is somewhat of a return to the
golden age of games”
ff There is a lot to learn
BB avout game design and
how to appeal toa wide audience
Think abour the average time unt
someone who has never played
1 game before starts having fun
in your game-social games do
this better than most traditional
games, This isan incredible and
exciting thing. I some ofthe early
companies in social games were
unscrupulous, don't let this keep
you rom lesming exciting lessons
from social gaming and let this
improve your ow designs”
ideo games!NOW HIRING
ate
Ane ee ee me
Serge ea Sa ud nd aug
AUDIO
Pe ele)
DESIGN
eC aaa age cae wy
ENGINEERING &
Senior A.|, Engineer / Senior Multiplayer Engineer /
Race UR aa ee Ue cle R al aL Le
Senior Backend Engineer LUCASARTS
ENTS ey Petree wrrirct)
ee ee cane ee ae etoMAKE YOUR MARK IN
Wry aga
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DEGREE PROGRAMS IN:
Game Art
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Game Development aes
800.226.7625
fullsail.eduUa)
FROM SINGAPORE
CVS ee |
By. Cie Giese
peat hee aay ILE
_ SUMMER-DEVELOPMENT
% PROGRAM AT MIT.wae a
| was the product owner for THE SAOWPELO, as
it was based on theories of naraivedesien |
had developed over several years 35 GAMBIT
game design cirector Our goal was to take
these theories, tun them toa clear method for
development, and test that method witha gem,
THE Snawrin was a responce tothe idea, in both
industry ard academia, that there are principles
of gcod storyteling tht we need to systematize
in order {6 marty video games vith narrative
effectively This as led to ideas ike “drama
management” which assumes that emergent
narratives require an Al. storyteller who conas
events te ensure the emerging storys itstyng
‘Such nations are buit en an assumption that
“0d storyeling’ is somehow an objective,
with rules we can’ apply to achieve consistent
results. Stryteling, 38 any storytalle who isn
Holywood huckstr wil tell you, isnot science
wanted THE SHOWFEL to ilustrate how we could
pill an emergent, emotionally rich, playerdriven
narrative experience fom the ground up by relying
solely on ar, aude, and character Al. (refined
via player etng) SEE GF trying to deni
Farmulaicnovions of "good" storyteling and work
thom into the game beferchand, | wanted the
team to develop an open simulation with strong
‘metenal hooks and minimal issarance and see
ifthe user's imagination wauld do theres
waar wenr RIGHT
1 ambition One ofthe best things we did
with THE SNOWRigLO was to makita fully 30 game.
with a semistraional overhe-shoulder camera
This greatly contributed tothe atmosphere and
{general emotional impact-of the game, which
tended up being our saving graces when other
aspects didnot ten oUt as planned,
this was” considered
y ly, the GAMBIT summer
program advises interns to avoid 30 whenever
possible since tadds an extralayerof complexity
for things lke calision, modeling, texturing, and
lighting Using 20 so, can-put intems in the
frame of mind that they might achieve resuts
‘Simitor {9-2 tpl@-A gamein terme of til,
means they likely to spend more time
rangling technology than actualy cutting their
teeth on game desig
We talkeda10t about whether to go 20 or
3D. during the frst fw weeks of brainstorming
and paper prototyping, As the product owner, |
elt our narrative goals mig
‘only be achievable in the eightweek time freme
if we used a highly abstract art styl, lke pixel
4 or stick figures | thought this wouldsallow us
time to generate enough assets to sufficiently
populate the large number of narrative events and
situations we were planing,
In retrospect, | may ave been right—our
decision to go full 30 gid have a major impact an
ity to mplernent large numberof
content, However, Im not eorvine
rt game, The immed
design of a Wl bated
sted a8 the defining Feature of the
‘game, and the main Sour ofits emationalimpa.Aso, ty making THE SnownILD 2 30 gime
‘vith an overthe shoulder perspective, became
4 sor of commentary on traditional ples war
ames like GEARS OF WAR, which sport similar
Conventions Since we wanted to- depict war in a
"Wau that counterpints most commercial games,
speaking thei language had certain advantages,
THE SNOWFIELO could play upon the players
‘expectations to drive adaitanal narrative impact.
2 unity Choosing Unity was absolutely the
fight move for this project. Even though it had
Cerain drawbacks and caused ¢ertin problems,
wthoutit we would not have gotten he results we
id in 30 within the same time frame.
Unitys. easy rouse interace and ready
vale utorals alloved even people whald never
Used it before to produce onscjeen tests and
proteiypes quickly I is very easy to create 2 30,
space lace objects with behaviors, st lights and
Calsion and go rfc, one of thereasons the team
‘decided to go 30 was becouse Urityrnade itso easy
totakeourprtotypes and ove the camera around
{0 9e)ow woul jgok rom a yarenyof anges.
Special kudos have to be given to Unity for
‘making ou sound design pipe a snap: Because
itis vey easy t9 move sound sources around in
Unity, our sound designer easily filed the werd
with an emationally rch, hauetiog soundscape
Sithout Fighting the tech or king tne aay from
programmers which played a age pain making
‘THE SAONRIELD as eective as twas,
3 artist in charge’ oneotthomyths
bout narrative we wanted to discredit was the
idea that plat stuctures or archetypes are what
make players care abaut game stories—in other
words, what;makes players react emotionally.
Traditionally, game developers assume naratve
creates emotion. We believed emotion creates
narrative, and that emationa touchstones are
what cause players to perceive a set of system
ouiputsasastoy
“ome this meant artists should be the
backbone of whatever Rarrative impact we were
creating, ust as the eght bi of ating or music
treats an emotional effect in fm el the ight
character animation or sound is what creates
‘emotional effectin a game. This is why chase to
paring with Jason Beane, GAMBIT at director.
As the project's game directa, he mentored the
team’s manspement.process, but he also set
the tone forthe project as an artfocused project,
led brainstorming, and heawly emphasized THE
SnweELosart fom beginning to end
aon i-one of the main reasons the project
went 20, since he championed the emotional
possibilties of adopting the overthe-shaulder
View. He also pushed back heavily on my desieto
include text (both descriptive prose and alogue)
in the game, My inital vision for THe SvOWFELD
‘was more ike a comic book or # Japanese RPG
from the 19905, which would use icons text,
and characters in various combinations to
produce different eects, Jason pushed for a
‘more singular, simple approach because he ‘et it
would be more emotionally rect. While do think
combining styles can work wel | do admit that
Jason's simple approach was the right choice:
{ext certainly would-have sistacted from the
simplicity and directness of he final product,
4ason also pushed the team to be the best
ansts they could be. He insisted they do proper
reference gathering and concept creation before
iting started on asses, and had thom post the
images that ingpred them around the room, Jason
"wanted the arsts to work in an environment
of imagination, where you could. get an instant
impeessionotthe projec ust bylokingatthewals,
anditwasa great asset to Tie SwuWILO' process
and the final result. rts often nat leverage the
way i could be in game development. Artists
need tbe treated like drivers and callaberaters of
game design and narative, nt st illustrators for
decisions that other depariments make.
4 weto power ThSuurc.owasasudent
inter preject guided by two professional game
development staff mentors. Jason and | therefore
had 0 ask ourselves when {if a al] we wanted to
ay the authority ard when weft t would greatly
benef the proj. This ony happened ance, but in
hindsight we made the right chai.
‘tthe end of our extensive brainstorming
process, in which the entice team participated
squall, we put up all te ideas and had a vote.
came dow o two ideas: one about bing the
last survivor ofa WW bate, and the other about
being @ chil ving on a sureal, tiny planet (3
la Le Petit Prince), When we fst voted the ting
planet idea beat the Wl idea bya single vote.
Though we also’ liked the tiny wort des,
Jason and fel the WIN) idea was the smarter
choice for this particlar projet. We fle that
because the gal was to create emation with a8
minimal development work as possible, the WNI
concept had the advantage of having most ofits
-ramatie confit and emotional content uit into
the setting itself The core situation suggested
rafa/right out of the gate, whereas with @
‘sural wold the team would have to work harder
to set up conte, establish word rules, and then
‘reat stations for characters to react agains.
‘le decided t Pa-out tll the team to use the
idea ardhope that the morale it would not be
{oo great [which twasnot].Lingypto the cbvious
ramaticpossbiis ofan existing word is avery
ifferent challenge than tring to ereste dramatic
possibity in an imaginary wor, We'though the
bistoricalsetingweuld ake the pressure of creating
anentrewerdoffheteam cothay could get ightto
‘modeling and simulating dramatic elements,
The WHI scenario also helped THE SaOWnELD
‘get more recognition due tothe unusual nature
ofits content. There are many whimsical, sureal
‘games out there, especially in the inde/stadent
space, Theeae vitally no gomes about Wl, and
‘almast na war games that dant involve shooting
Though whimay fh Fike a move Yun" theme to
‘pend the summer o, the sanity shateringhoror
‘ofthe most awful warin history had the benefit of
ipaking a more striking impression. Utimately we
‘wanted ths game 10 afer people
5 follow your own advice Near
the end of the project we were running into
‘seriou! frobloms. getting. in all the narrative
content we fad planned. Werhad piotatyped on
paper many different character types, object
{ypes, and behavior types. Though simplistic, his
rade alot of sense ina stiaightforvard way, was
‘thematically relevant, and alwed us to at least
finjh the game by gving it a goal structure, allPIR ie cn eum
Mae ea ee ees
ae
TESTED, RE-IMPLEMENTED, TESTED}
Sonne oe EL UP en
POCA us
Rapes cotter
of which interacted in'complen ways to produce
erpergent narratives, Aterall, we wanted to prove
that we could make an erttionl,repiagable
narrative, The art and. sound was intended to
achieve the eration, while the systems. depth
ded toachieve the replayabity
One of our paper prototypes involved a shel
shocked woman. who would fallow you, a crazed
soldier who stle things, and land mines that
would expe if You stepped on ther. During
2 prototyping session this ganerate! a sty
where the player befiended the woman and
began searching houses with her fo food, But
very house they went into hed no feod, ad
eventually they found out the hit was traveling
toall the houges.and sealing it They found him,
sssaulted him once, and chased him away, Then,
Inter, when the woman had found some fod, the
‘thief appeared again and kidnapped he, (Since
his behavior was pick up food" and she had fod,
ea Rome aT
Tei uha kr a
he picked her up] Tis resulted in a chaseshat
fended spectacularly when the player stepped on
‘landmine and lew up, casing the tie to drop
the woman, wo then escaped with the food
These were the Kinds of emergent naratives
we wanted our system to generate, but we had
implemented slmast none of her by the inal wo
weeks, lehod ance atmospheric demo, butt was,
‘mood piece, not game. There was no goal, ne end
stat, and we hac only implemented one character
‘ype [the solder] andone bhaviosype (flowing)
Given that we had protatyped dozens of behaviors,
and that the projec sel in theory hinged” on
achieving 2 cecal densty of behaviors to even,
generate nara ths was 3 potential disaster
Ne had four days, a short grace period before
ci freeze, totum what we had into a game. We
could not add features. We could onky connec
fexisting features in ways shey had oot been
connected, Since our feature set was so smal
vwe had ta be radically creative. One of our artists
suggested designing the game envicely around
‘the “follow” behavion, since it was the only one
‘we had, and make the game about leading stray
freezing soldiers back tothe Fire
Me made, similar decision”eader that
summer about THE SNOWFELD'S freezing t-deat)
mechanic. Oiginaly freeting wos just a gating
mechanic, to prevent players to reaching the edge
of the map wthout resorting (9 invisible walls
but when, testers responded so emetionally toi
{erly all ofthem sat t made them fel cok and
alone” in the heat of uly} we decided to embrace
that simple emotion and build the game around
it This was an outgronah of our "emotion creates
jesophy, 35 something that guided
clevelopment as wall as in-game player narrative.
THE SNOWRELO,may not have been the deep
nt system thad hoped, but the fact tate
‘ere abl to look at even the smallest numberof
rics we had and find ways to leverage even
‘their emerional and thematic value was ultimately
an illstraion of how hard itis 0 folaw your own
advice sometimes: The goal Was to recognize
‘whatever emotions happened to be crested by the
features we had, and tailor toe user experiance to
‘them. The fet that we were forced 1 do this with
‘an insanely small poo of features was frtratng,
butitallowed the taro inish the project without
ental.
war went WRONG
1 personality problems’ we
learned early oh that the people onthe team:
‘th the loudest ideas were not necessarily the
people withthe best ideas, GAMBIT historically
does not assign a strict hierarchy of creative
| within teams; we pret ‘who
tends to emerge as 9 syong visionary and shen
encourage them to acept that role, whether
they be designer, artist, producer, OR, sound
designer, or program
(On. THE SHOWFALD this approach backfired
2 bit. One of she-team members, who was very
cing and wha strong persenalty encee up
ing his willin ways that were nat especially
in line with the projects overarching. goals.
Mesnwtile another team member, whe wa shy
and soft spoken, rally understood the goals well
and had excellent instincts but tended tadeterto
thé loud, mafe age save tears member,
compromising our
Jason deat wth this problem the best he
could, by giving the softspoken team member
rmore expt authority, but after a certain point
it really comes down to the people themselves,
haw willing they are fo accept responsibilty and
‘work things ut on their oom, We eould have easly
stepped in and rade decisions fr the teom, but
‘since GAMBIT: goals both training and quai, we
sstugged (asis typical in GAMBIT] to find abaance
between letting the team learn fem fire whi
ensuring we got an accetabefnal product.Inthe end, the team got through the summer
intact, but Jason and also found out afterward —
after the interns had left—that tensions on the
{eam ran even deeper than we had realized. Had
wwe known earlier we might have been able to
reallocate or swap team members to find beter
balance of personality types. On the other han,
Sometimes the ply way to discover these things
isto watch them play out. You can never be sure.
2 wmity Though Unity basicaly-made the
project possible also caused lat of ref that we
had nat anticipated The versione were using got
ery finicky with code merging near the end ofthe
‘ight weeks just when things began to really heat.
up, Features and fixes that out fazed, already
struggling ear spent hours implementing would
Aisoppear foro apparent reason. fora while team
members thoveht they were going (more) crazy,
ntl we realized it was a mergingprobem,
‘There waS no time o fe this, so we adjusted cur
pipeline so that ony one of our 10 team members
‘ouldeverhave the pjectepen onasingle machine
at 8 Une. Tiswa5-a major pai t-say the east;
‘uring the toms process into a tedious relay
race, Rasa svugale wo find effective use of ther
peoples time (especally peogrammers} hie they
"ware nat alowed to work directly cn the bd. in
some cases peopl ist ended up crowing around
a single machine for hours, or aking tts wating”
ade ona single machine. The tam got through it
in the end, but was a monkey wrench on tp of
veryhingelse at exactly the rangement, ei
ha proper version contol the tam would have had
fener setbotks andmight have accomplished mare,
3 two drivers Josof and hod worked
togethers artist nd designer on GAMBIT internal
projets prior to THE SNONFIELD, These were game
prototypes developed entirely by GAMBIT staf, not
inwotvng student inten: Dur collaboration was
very heathy and involved, and we collaborated
Closely. | respected his design input, and he
respected my art inputy We thought that co
managing a student projet wth me as product
‘owner and himas game director wouldbe a cinch,
Tene” found out how iflerent aor
management styles were. Jasons jb prior to
joining GAMBIT had been an art manager ata game
‘company, and mine had been producer ata game
company, We therefore had our own instincts on
how to unateam, and this created some prety
distressing triton between us before ong.
Ta make matters worse, the producer on
the team was supposed 10 report directly to
Jason, but he had developed 9 rapport with
‘me and tend to came irectly to me when he
wanted advice or dretion, Because the project
represented ry theories of parative design, |
was personaly invested and’ determined to get
the resuts | wanted. For this reason | tended
‘to grant the producer advice, which was often
contraryto Jason’.
‘hon and | eventually clashed over this,
and | decided to back down and let him eur the
show, Tis is what | should have done originally,
becduse thats how the product owner / game
rection relationship is designed to work. We
should have worked our dur siffering approaches.
and boundaries of responsibilty rore clearly
beforenand, and when the dference became clear
| should have brought it up with him immediatly,
rather than going behind his back. kt would have
been beter fr us an less conusing forthe tea.
4 too much brainstorming 0»
THeSNDureLaWehadavery organic brainstorming
process, We literally spent days sitting n a cece,
writing down ideas, sifting through them, and
waiting far & consensus to emerge While | dont
thinkthis isa bad proces, it did slow the teams
‘momentum early on Certain feammembers were
itchingt® get started, especially once they saw
ther teams begin %0 prototype environments
and mechanics atthe beginning of the second
week. Me certainly wanted tint in the team
8 eathy appreciation For proper brainstorming,
but we might have verdant itl bit
tend think ofthe eghtwaek GAMBIT summer
proramasalong gomejom,wherelost secondscan
‘aan lost features. Wie | hk the brainstorming
process we put the tam trough was necessary |
a beleve we could have probably gotten as goed
results fe ad spent day ortwoless, and alsoet
‘the team members wh seemedlessimvestedgetto
werk on things ike tech explration sane,
Svague theories Vinagiowaceback
mast ofthese problems (especialy the excessive
brainstorming) t0 9 deeper underying problem,
it would be that | fled to make my method of
narrative désign clear eatly on. | ad @ callection
of notions surounding narrative! wanted to
explore but they were not asorganized a rfined.
‘as they should have been to give Both Jason and
the team proper direction inthe ist few weeks,
Tomake matters worse, had an entice semester
before the sumer where | explored the nanatve
ideas Iwas iterested in using a diferent student,
team. Tis Semester was inferded a5 prep and
eclration forte sure aethe galas precisely
‘refine my haces into 2 coherent method | ead
greta the summerteam when theyarived
‘While the spring team di very god waka
helped me refine Some of my ees, id nt sit.
down andiogx tall the eta they collected on my
‘nn uni a Few weeks before the summer. that
pont | didnot have enough time, before traveling
to Singapore for the two-week intern orientation,
to properly organize what | had into clear set of
rmethadiea guidelines. tld myelfthat because
| was product owner, | would be on hand to clarify
things for Jason and the team, but this was just
a atlonalization for beingaey, The fact was had
not adequately clariled my ideas to myst
Never alow yourself to believe that, just
because you fel ike You have a strong intuitive
‘128p of something complicated, you truly o. IF
You cant write it out, draw it out, or otherwise
‘express it cleanly in some media frm, youd not
realy understand it
sreanina te ICE
Given THE SaowretO'S ambition and various
ificutes, Im surprised tha the project di not
selfdestruct Thad grand visions of a deep ch
‘emational simulation, with hundreds of possible
‘dramatic stuatons—al somehow conceives,
prototyped, buit, implemented, tested, re
implemented, tested again, refined, waned, and
polished in eight weeks with an alhintem team.
[knew that wasat possibie, but I thought that
by aiming high
wwed-be able to
release something
moderately deep.
owas wrong, but
the team kept
things together
‘endugh to release
2 version of THE
‘SHOWFIELD that
sill ilustrated the theory/methed. The fact that
{is minimal version retained such impact is @
testament tothe teams heroic Commitment to,
creating atv intense audioveual experience in
spite of everyting
One is supposed to admit failure, since
analyzing failure wilhepleadan entire community
of practice toward gradial understanding. While
THE SMOWFELD was @ succesefl “emational
‘experience, a successful mood and atmosphere
piece; and a successful viral evocation of
Wars Wart i as not @ successful ilustration
‘of my theories on naratve. The cfical mass
of interacting behaviors necessary to create a
dense possibly space was never achieved, nor
a5 a Nexbly abstract yet-emotional visual syle
ta go along with ist love ta sce that kind of
combination happen, though | now fee tight be
beter suited to something like 2 MNECRAFT mod
than frrmscatch student projec
Stil getting a haunting WW survival sim out
cof tis itself something tobe proud of. The video
‘game industry has put way too much energy
into making war fun, when theres a milion other
things we can and should be saying about i,
2s only digtal games can, Successful narrative
‘periment oF nt, if The SaCwieLD at least
managed to sucker punch a few people, we've
‘done a public good
ATTHEW WISE werd ove boos & dame cosign
eco fr the Sogpare? GAMBI/ Game La, is
bos, etn pubis, ond con be found requty
rok ae deiner Harman Mane Syete.
"we SNOWED ae a akeer a) Cees
cD rr ce
Leam everything youneedto create An authoritative guide to creating Launch your career in writing for video
etd ‘games in Unity. Taking you through games or animation. Let our award-winniny
Give your digital art depth and breadth, game design, programming, and art. _ writers and game developers show you ho!
to generate ideas and create compelling
Bo ee oe aa
Are you a game pro looking to make a few bucks while sharing your knowledge?
ee ee cue eM ae a cro cU ce
INE ME Ae MMOL a
PER edo
@)
Poot ey has an endless shelf life.
coedUICK AND DIR
AME ART
MAKE PLACEHOLDER ART FOR YOUR BRILLIANT GAME PROTOTYPE
ey Roete of some
So you've downloaded an amazing game-development SDK, or you've
learned the basics of a scripting language, or you're already a
coding genius. You're all ready to work, except for one problem: You
have no art assets to work with,
When you're making a game intended to show off your talent,
it's important that you don't draw attention to your weak paints. If
you are pitching yourself as a coder, your game shouldn't look like
it came from a four-year-old’s sketchbook (unless it's supposed
to). Your code might be immaculate, but your audience will be too
distracted by the hideous visual style to care. You can get around
this by making art that looks visually appealing, clean, and finished~
but still temporary. Stylization is your friend!
Let's say you have an idea for a great game and a clear idea of
how it should look in your mind’s eye. Now, take one item at a time
from that imaginary ensemble and strip it of color, shading, and fine
details until you're left with a form that represents your object. It is
not your object-your object will be far more detailed, colorful, and
alive than this. Take this stripped-down object and quickly draw it
with a pencil. What you have now is a concept asset, and if you keep
all of your game art in this style, anyone playing your game
that all it needs is a hotshot artist.
Of course, you can’t use a pencil-anc-paper sketch for your
prototype's art, because you'll need the geometry and size to be
consistent in order for you to handle collision detection, physics, and
so on. So we're going to use SketchUp to build our assets instead.
STARTING WITH A SKETCH
2 SketchUp (sketchup google.com] is free, easy-to-use too that’s well sulted o making 30 models
and 20 art Wire using Sketchlp for this article because ft has display features that make iteasy 0,
‘make your art look ikea preliminary sketch, whichis important for eminding your audience thatthe
gameisstilla verk in progress. Yet the asets you create willbe geometrically denial tothe finshed
'a38et you might commission inthe future, 50 you can develop and test your game code as you would
thefinished article
[note At the time ofthis writing, SketchUp inthe process of being acquired by Trimble. Trimble
plans to ep the fee version of SketchUp, sothe contents ofthis tutorial shouldn't change, tthe
oven URL might.)
SPRITE SHEET IN 20 MINUTES
2» Every ume developer should know how to create her own sprites. Dawnlading someone els’ tuff
from he Internets just going to imi what you can do with your proterypes visual style and how you
can move a sprite and you dont want anything to impede your ereatvty
Download SketchUp (the free version], instal it and fireit up. In the fist window, click Choose
Template and select a template that sults you (Millimeter, Meters, or Feet and inches), then
‘lick Start Using SketchUp, Once the main SketchUp window opens, select the Rectangle Tool on
GAME
CAREER
GUIDE
the lefthane side of the toolbar, and draw 9
rectangle that you're going to use asa bex that
borders your new sprite. Note that cepencing
‘on which template you select, you wil either
start with a top-down orisomeric view. lick
‘the top view icon or use the middle mouse
button to rotate the view so that you easly see
the red and green axes, We're going to draw a
spaceship next.
Draw an outline ofa spaceship in Sketch
Select the Pencil too, and start érawing a rough
‘outline of half your spaceship atthe middle of
the top edge of the rectangle. Erase the rest of
‘the rectangle, and then use the PushPul tool (3
cube wth a red arrow pointing upward} 1 give
the shape some thickness, You can continue
touse the pencil too! to drawinllitle more
deta here and there, and whenever you drow
‘a closed shape, just use the PushPull tol to
‘ade depth
‘Use the Pencil and PushPull tote draw shapes
and give them depth,GAME
CAREER
GUIDE
[n/MOC JIE
SEG RAA BOG OW
S5aH08
eesee o
ODO | @omepsreritnre etre, C= eae cern sea
Seta background olor toigolate the spite forthe sprite sheet.
Now trple-lick on you half spaceship to select
the entice thing, and then rightclick and choose
Make Component Use the Move tol and hold
Contra to drag copy of your haltship tothe
side [Option-cick if youve on a Mac), and then
right-click and selec Flip Along, Red Direction.
Move this halo join twit te orignal hal
You now have a finished ship shape! Select
both ofthese halves, right-click again, and
choose Make Component again, and then select
Set Component axes and move the axis othe
mide rear ofthe ship. Tis allows you to rotate
ie more easily, which will come in handy later.
LOOKING SKETCHY
>> We need to make sure your spaceship loks
like placehelder ar, so go te Window, Styles,
and select Sketchy Edges from the drop-down
list Select any ofthe styles youtike, and then
goto the Esit ab, select the Background icon
{tne one with the empty cube inthe middle of
the Styles palette), and click Background, and
then select abe or green color. This wll make
it easy toisolate the sprites in your image
editing software later
Now wele realy to build your spite sheet.
oto Camera, Standard Views, choose the
Top View, and then goto Camera and choose
Parallel Projection
Fromhere, uoucan create your sprite sheet by
moving, copying, nd rotating th the Move 0.
Hover the mouse aver the spite and youl see
some red crosses. Cickone and move the mouse
‘orotate the spaceship. Thisis beter than the
Rotate tal inthis instance Because the Move too!
always rotates araund the spite’s center point.
Contalclick (Optin-cckifyou'e on a Mac) nd
drag the mouse to copyit. Rotate your ship fom
the top rar, orside camera views to achieve the
rang banking or turing effect you want.
Export yourimage as apn fle (untick
the antaias bain Sertings} open tin your
image editor, and then selet and delete the blue
background te make is background transparent,
Now, all you need todos use a sprite extraction
taal ke ShoeBo hsp:/renderhj.net'shocbox)
to creat individual numbered sprites for use
in Cocos20, Corona SOK, or other 20 game
development tools
BUILDING BASIC 30-LEVEL
GEOMETRY
>» These days, many smartphones feature a
‘quad-core processor and a 720p widescreen
isplay, both of which are perfectly capable
‘of playing full 30 gomes—so i's important
that you supplement your programming
résumé mith some 20 asset creation skills
And isnot just good for ob hunting, ether
If you have some basic 30 props and scenery
modeling sills, you're more able to tweak
‘game mechanics on the fy, Maybe you need
tonarrow a gap between two obstacles 2
player needs 10 jump over or modify the
height of a walla player can shoot over. Youll
need tobe able to judge distances, sight
lines, heating range, and other similar factors
{you cant do witha pencil and paper. Let's
‘walk theough building some simple 30 level
‘geometry in Sketchlp,
First, open up SketchUp and select the
Google Earth Modeling Meters template, Use
the Rectangle tool and click onthe Origin
point (where the red, blue, and green axes
intersect), Draw a rectangle fom here,
‘and then type in "10, 15" and press Enter.
Use the PushPull tol to give this vectangle
‘some height (about six meters). This is your
building. Use the Peni tol to draw a line
the height ofa single step (rser], ane then
‘another line for the depth, Select these, andGID
skeen
BaA05
[N/BOCCIFHLxS
BEE BAA BG OWe
@)
a
oe
a
eB)
eB
O00 @rrcorreseen atten ne,
Bui an opening inthe rof with the Offaet 0.
then use Move to select the bettom ofthe
rises, and hit Contol (Option on the Mac] to
copy, and click where the next riser should
start, Cuta single step into the side ofthe
building, and then copy it several times [you
‘an type in 20x-and press Enter to create a
whole staircase). Delete any excess lines at
the top of the building withthe Eraser tool, and
then draw a line down from the edge ofthe
building to complete the side ofthe staircase
Then use the PushPull tol to extrude the
steps out
Use the PushPull
ofa building.
Double-click the roof and use the Offset tac!
{1 above) to create asim inside the rot
PushPull this up to create a roof parapet, and
then use the Rectangle tl ane PushPll to
create an opening inthe parapet by the top
ofthe star. Go to Window, Components and
select a person, and then place him on the
root
Now you have a building with some steps
and a parapet that you can import and test
in your game engine, You can now work out
whether your character ean walk up the
steps, decide at what height you wish to
trigger damage [or en the game) i he falls
off the steps, decide whether the parapet
is low enough o look aver but 00 tallto
jump over, and so forth. You can test your
{game scripting decisions and environment
rules before asking someone to made!
game assets. This s called "grey boxing” et
“blocking out” in the industry,
Tipte-ick on the building and tur tinto
‘Cornponent, and then copy around afew
times to create a back of buldings Doubleclick
‘na component tet it, and then crew some
rectangulae windows wth the Rectangle tol These
should now show up on each and every bulng,
i
‘%
\\ N ‘i >
e\
‘Att windows to your buldng
None ofthis oks very polished, wich simportant:
Keep assets simple during the development
process, and you and your eam can focus on mare
important geomenc and dimensional level design
issues until youre ready to pass your SketchUp
{ies on oan artist whe can finish them using
our geometry asa bose, Tis way, the artist can
‘ade visual appeal but won't be able to "break the
‘development work you've aleady done,
TESTING GAMEPLAY WITH
vou NEW LEVEL
> Now that you havea level you conse totest
‘out potential ingame scenarios Let's say your
character has found the end bess nthe bulingFAW WK
IW
Adjust the camera so you're accurately reading
the payer's porepectve,
Map outthe different possible projectile
trajectories ona graph and peste into your level
and you can quichly determine how you payer
an hth sho from af.
shown inte Your games ina historical or post apocalyptic sting, andthe player could havea bow and
arrow (abet) ora oc at wos) toknock he bass out wth Imogine tat the level-dsign specication
requires that any ofthese weapons shou be ale a ender the boss unconscious, whieh then tigers
an end of leel cutscene The layer should be able finsh off the gme witha ack shot ram the areen
ratop through he window he re bulking while the bossis pacing areund the tp fo, So oul need
token the range, fightpath and decay ate fe each neapon to workout wth your 30 machi.
Fist, make sure theres a ine-f ight connection fom the green rotap others window by
ssingto mers, Postion Camera and cicking the crf the eof ofthe green building Nowletcick
and dagtne mouse took around Look tthe person you placed onthe rot. his eye evels onthe
havo, youle athe right eight Otherwise type in aheight ane press Ema unt it feels eae.
Fromhre lock at there ilding ae check fyoucan sete window Yacan walk rund the map
asf you were in your ished game by right-clicking and choosing Walk Move the tage uid winsow
ifyounee a. Now select the Tape Measure al (or ress]. cckon te parapet where outstanding,
uid Conrol hover vethearget window, dna the estance Then create waectory path busing the
Fencitoo dara ne rom the parpetto he window, move the pend, srap othe ue axis dothe
same atthe ihe en, arden compete te rectangle Youean now catany ejector, you on is
canvastsingthedre lof yore ely dvr do seme nd paste the esuting graph onit Mile
incomingangle ofthe projects clear the window ame to ithe boss nthe ead ot us is bigtoe?
You can see where ne'e going ith hs 's easy to do the hard work af level design before you
ever touch the code—if you Know what yore cing Now you can inpart your new mockup assets
Sleight ito your game engine and cantine development while 3D ats i polishing t up athe
same time (or bul perfect funetional assets fr your prototype sa you can get hire). Maybe you
won" need those accountng clases afterall 8
ROBIN DE JONGHe he avharaf we Dok n Sky, he latest eng Gog Ste for are Desig Lave ad
Pops Hews aan caustinedtron gore development an 31 books for Pack PubsOE SO)
i
BLIZZARD IS HIRING
We are actively recruiting for the following key positions across our game and online technology teams:
Ba eid 748 1 1
ea eee eae el Le
SENIOR 3D ENVIRONMENT ARTIST | SENIOR 3D CHARACTER ARTIST | FX ARTIST
PaO Ve 1) Ul Ae
OC eee et Ue eel
Beare ee Rol)
CUR seg CL eelGAME
CAREER
GUIDE
fy rea fay
MICROSOFT EXCEL
FOR GAME DESIGNERS
USING EXCEL FOR DATA ANALYSIS
When people ask me what tools I use as a game designer, they're usually surprised when I tell them
how much T use Microsoft Excel {or more recently, Google Docs). Excel can be a powerful data analysis,
tool for any level of game designer, and it takes some practice to master. Feed playtest results into
your spreadsheet and suddenly yau have all of the information you could ever want about your game.
But it's important to remember that Excel can't work on its own: We need to analyze data thoughtfully.
It’s also worth remembering that Excel can help with text-based games. Here are some Excel tips and
tricks for aspiring game designers with real-life examples taken from games that I've designed.
MicRosofr vs. 6o06ie
> Fst let’ tak about Microsoft Excel vs, Google Docs spreadsheets.
While these two epins are general intrchangeabl, there are some
ey diferences, Google Does ree across ptform [it runsin your
web browser), andi great ifyou want multiple people out documents
simitaneously. Unfortunately you need tobe connected tothe Intemet to
create andsave your documents ands not easy ack changes, Eee
documents canbe easy ntgratednto your version-conrl system can
be saved and edited without an internet connection, an include advanced
festres such as counifs|) and sums). 8ut Exealisn ree snd mute
poop cat work simultaneously on the same document.
Tnmast cases, you can use ether one, though ts useful tobe aware of
the liferences so you can cnoes the teal hats best suede your neds
wont spend ime covering the basics of using spreadsheets wich you
can leasin few minutes on your own ie yeukrow hot use these
functions: sum), average) ax), min(), aden). iso, you shouidhrow
howto sr your data ascending and escening and employ ree OWS
and columns so you can always see ow and clan headers wl scaling
your document. fang of that fees unfamiliar to you, spend a few minutes
ping around or searching the nee foarte.
SETTING UP YOUR DATA
>> When starting 2 game project make sure to consider what data
need to gather Pan to gather the right data earl anand you'll ensure
\you have the ight ool to balance the game later, When I was designing
8 casual bingo/ottery seratcher card game calles LOso EXPRESS [tp//
oge-comy/gamesotsoexpress, | worked with the game's engineer to
‘utput certain mets into an Excel spreadsheet that was generated
very day fille wth data from our beta testers. you want to play along,
\you can find the raw Excel files at htip//gdmag conveesources/code,php.
For LOTT EXPRESS, I stated by laking a the rank points [experience
points) player eamed curing a game, the game tokens (in-game
currency] the player earned, and the jackpot tokens the player earned
froma slot machineslike bonus atthe end of ome games. Al these
rmetics wece measured fora single game, which was recorded inthe
{game length column—make sure to note the units! Are we measuring in
‘seconds, minutes, of something ele? | asked the engineer, and geme
length was being measured in seconds, sa the entry in 8 [see Figure 4]
is actualy single ame that took more than five hours (18,965 seconds
A B €
1 rank points game tokens jackpottokens game length
2 6 6 o 2
3 7 27 ° 81
4 187 635 125 im
5 120 368 150 1481
6 a7 361 20 1495
7 175 656 125 8507
[el aa as 50 10965)
GURE Game mattis rma few sessions of arts Bras
160 seconds ina minute /60 minutes in an hour =5.2? hours} Since
thisis a casual game designed tolast 1 minute to 15 minutes, |knew
something was wrong, lasked the engineer again, and we were actully
measuring time from game stat to game over. If players pause the
game for longtime, we get very ong game lengths, which throw off the
rmeties wee trying to balance,
This brings up our fist important Excel lesson: Don't blindly tust the
ata, Data is important, but you must use your powers of analysis and
reason to determine the correct course of action. Also, youll want to make
sure you have good eammunication with the engineering team, since
theyre the people feeding you the data you need to do your jb,
AWALYZING YOUR DATA
>» Now that we have some statistics that show how people are playing our
‘game, we can start figure out what we shoud fine-tune. The tuning goal
for this game was 3,000 tokens per hour, with 2,500 coming fom the game
‘telf and 0 cing fram the jackpot slot machine. The following formulas
getus started
TOTAL HME TOKENS EXRNED (IH 89): =SUN(82:88)
TOTAL JNCKPOT TOKENS E4RUED (IW C9): =SUN(C2:c8)
TOTAL IRE LENGTH (ZH D9) =SUN(02:08)
Instead of ypng each forrnula by hand, ony create the formula for game
tokens (in 89, thecal below the current data. Then select B99, andA B c D Ez
ZL Singular Word last2 Letters All Except Last2 Letters Plural En¢ Plural Word
2 “acorn”, rn", “aco ms “acorns",
3 ankle", le", ank les ankles",
4 "army", my", "ar mies "armies",
5 "bench", ch’, "ben ches "benches",
6 "berry", ry", "ber ries "berries",
7 "boy", oy", "b oys "boys",
8 "child", Id, "chi Ids "childs",
ounce Yuan abe cla generat at of pia words, whieh saul word games
18, and use the Fil ight commane (Control +R) You'l save yourself
countless hours of tying i you learn and properly empley the Fil Right
and Fill own cemmmands.
Now we can use the initial sums to calculate tokens per hour
‘GARE TOKENS PER HOUR:
JNCAPOT TOKENS PER HOUR:
1 (09 / 3600)
=<9 / (08 / 3600)
RESULT: 290
RESULT: 82
Ie’ important to remember the units of your data, which s why we must
divide D9 by 3,600, since there ae 3,600 seconds in an hour. Given those
results, the game is paying out less than 400 tokens per hour which is way
off rom our gol of 3,000 perhour OF cours, that analysis includes some
really lng games, which ae skewing the results. Therefore, we can ook
‘more closely and exclude abnormallyane games, Todos, recernmend,
‘the function sumif{}, 2s follows:
‘GAME TOKEYS EARKED TH GURES <30 RIUTES:=SUNIF(02:08, *<1800",
2:08)
SNCKPOT TOKENS EARNED IM GAMES Although we tendo thnk of Excel a a tool for numeric dat, I've also
sed Excel to manage text in many games. Recently, was working on 2
vocabulary game where I had a dictionary of only singular words, ana
needed plural words, co, so | created table lke the one in Figure 2
The data in Column Ais taken directly rm the dictionary file used inthe
‘game, The function in 82s simply =right(A2, 4). Then selected 82 through
{89 and used the Fil Down command (Control +0).C2 contains ef(A2,
len{A2}-4), Thea is inthe formula because want to split the wor apart,
leaving the ast tw letters (and quote and comma) separate
Unfortunately the rules for plural wordsin English are ricky, First,
started with something simple, ike =LEFT(B2,2]8”s", whic simply
appends an‘s" tothe end ofthe word. Then realized shoul detect words
that endin “yo used an) statement, ike this:
=T(MI0(82,2,1 Lee T(82,2)0°5")
1, LEFT(82, 4) TES"
‘Aor that |realzed should actualy append an"s" instead of ies" ifthe etter
preceding the y"fs avowel. Therefor, | updated the formula to look ike:
1 (m10(82,2,1)=7
TFC OR(LEFT(82,1)=°0", LEFT(B2,1
LeFT(82,1)=*E", LEFT(82,1):
LeFT(62,2)8"5"
LEFT(62, DATES"),
LeFT(2,2)8°5")
)=9H", LEFT(G2,1)=0",
Sy
‘As you can seo, the actual algorithm forinding the plural speling of an
Engish ward gets campliated quite quickly Nonetheless, you build your
formula one step at atime, youl be able to create powerful results. Start
‘smal nd werk your way up in complet, t some point, you may reach
Make games because you rather specialize in one particular
love them. Forme, |make games area, suchas 3D modeling or
a5 part of atwo-person indie database programming, you could
developer caled Meranet Software be anintegral part of larger
development team—maybe at
a big-budget triple-A team of
hundeds or at aleaner indie
‘studio with a couple dazen
employees you're a designer,
‘rif you want to first sketch out
some ideas until you havea feel
for what you can do and what
{you mast enjoy, you might start
‘ut on your own, Making games
means diferent things to fferent
people: can mean single
handedly constrveting the entire
game from start to finish, ait can
‘mean contributing just ane small,
carefully crafted part. Its all about
experimenting until you discover
what satsties you the most.
WOW CAN You BE
SURE I CAN MAKE
Games?
>» Because anyone can they
try. Your age, race, sex, religion,
social status, height™—none ofthis
‘matters ll you realy need ta get
stared a passion for games.
Even having ne pir experience
in games can bea good things if
\oulre new, you wont necessarily
be operating within the established
“rules, which allows you to
explore unconventional solutions
th eretivty an innovation.
None is boen a perfect gome
i's hugely beneficial to have
educational resources and totals
available, bt experince—paying,
leaming, experimenting, and
spending time working—is even
better Schools useful but you
already have everything you need
te startleaming on your own, and
for free oF cheap, onthe intemet.
The nteret is an incredible
resource with te answers to
pretty much any question you
‘could ever have Also, the best way
te leara how games workis by
experimenting on small projects by
\yoursetfor with others,
IF you're wari that your
skills arent at the level they need
tobe to workin the game industry,
‘there's good news: W's never too
late to learn and the great thing
‘about sills is that they improve
with practice. Plu, there are so
‘many tools out there to help you
{mang of which are explained
inthis very magezin], In game
evelopment, your potential ist
Fimited by what you know or wnat
(you can do right now but by how
wiling you ae tear and try new
‘things and how well you persevere
through difficulty
‘You can always lear. Knowing
howto code is useful kl,
especially ana small team where
you wll have to workin variety
cof roles. You could also explore
‘modern game-making tools, such
as Stencyl, GameMaker, and even
Fac, which remove aot ofthe
Making games isnot an easy
career path—whatever you do
and however you doit, you are
ping to fl repeatedly. The
Uickis antcipateit and not ett
Aiscourage you. The development
of SOUND SHAPES began wth many
prototypes that Jon Mak showed
ata Hand Eye Sacety social in
Toronto. Each prototype was
Aistnes, intriguing grain ofan idea
that could grow into a game nits
‘ia ight, and the only quaites|
‘they ll shared were a unique mix
of ation and music-making ane
‘a falure wo capture the magic Jon
was looking fr. He could've given
up and succurnbedta the idea
that he would never gait right,
but he continued to search fora
game that matched hs vien by
learning fom the mistakes ofeach
failed prototype. Failure makes it
very dificult to stay mativated and
persevere, butif you can ecognize
when a project just isnt working
and shift your focus o developing
{your skis and experimenting,
‘dds are good that youl eventually
create something wonderful
WHAT IF NO ONE
LIKES MY GAME?
> Rarely does anyone get anything
in gamesight onthe ist try. The
important partis to keep honingand
refining yourideas and execution
Surrounding youself with other
people who are interested in
making games definitely helps,
since you can share knowledge
with experianced peers and provide
Feedback on each other's gamesto
iterate andimprove your games.
Pus, youll need strong support
eter that chagion your
Hort nlp yousroaph hse
rough pte
Maybe your game ist
as gent as youthoug ane
pr serpin Use hat
disappointment oinspre yousel
totes and improve yon ar
gore ies F yore not geting
players or pressinerestes nour
pie, it robs neads more mark
Ge feedback rom plaerssten 0
i and keep bldg ad tiling
tn everyone can see what you
fina so compan To sive te
gaunet of emctial aura that
is gamedevelopment oreay
ara crestive endeavor), yournaed
determination bit, uy,
euros, and mos ofa ove for
srt ye ing you dr ike
‘purge, you probably work be
matted enough finish
WHAT IF I NEVER
MAKE A GAME THAT
SELLS A MILLION
COPIES?
> Selling millions copes ofa game
is an exceedingly rare event.
Moreover huge sales numbers
are only one way to measure
‘success, and they aren't always
the best or most accurate way
‘Bra, arguably one ofthe most
successful indi games, has Sold
“only 450,000 copies on XBLA,
bout to calli failure because it
didn sella milion plus copies
does ta disservice: Bea's re
‘worth comes from its innovative
and uniquely competing brain
bending gameplay mechanics anc
lasting impression on its players.
Formast games, the number of
sales isjust a number, the best
measure of success is your wn
personal stands, success for
{you equates tospending my life
Teaming and doing what love it's
‘much easier to attain than “being
rich and famous" (ands likely 0
bbe much mare gratifying, ta).
WHAT IFT START 10
WATE WHAT I’M
WORKING ON?
» Younsedto beable o give your
project, and yourself the freedom
tobe something else, Flexibility
in generals one of the most
important skills you can have You
rmaybecome aware that something
{yout working on is moe or less
fun than expected but feel that
changing its daunting since $0
‘much worktimesimoney has been
spent on it. We iniialy wanted
the gameN tobe a slow:naced
stealth game, until we discovered
hw fan twat run and jump
around te level at top speed—9
huge avergence from our plans
Having the courage to change
gears and maximire o minimize
‘ew discoveries can ead to some
wonderfully unconventianal
‘outcomes and abetter game,
The history of games tel many
such stories, everywhere rom
the triple-A to indie games, fom
SPACE INBOERS to SOUND SHAPES to
{GeaW0 THEFT AUT, That concurrence
ihminates the fundamental goal of
game developers: Weare trying to
reat games.
That's what | believe should
‘imately unite each person
working inthe pare industry
We care about making games,
and wale genuinely concerned
with thei content. God games|
are fun, exciting, engaging, and
intriguing, and are often the
resut ofa combination of earefl
centerplation, planning and happy
accidents they ae incresily
hard to create. When you make
games because you believe in them
and want to play more of them,
‘and because you enjoy exploring
creative ides, then regardless of
crtical oc commercial results this
can be the most enjoyable and
satisfying work you could eve do,
‘The payofisimmense: You get to
vratch your ideas come life in
surprising and dynamic ways, and
{you getto play an awesome game
‘ben you're done,
you take away only one thing
from this article, make this: Your
fecus should be on making great
games, or making games gret.
Make something that you care about
and beevein. This industyreally
needs more creative and passionate
individual who are ambitious and
enthusiastic and ioe what they
do—thase are the most important,
qualifications you cous have.
‘that’s you then weleeme! cart wat
to see you get started, and.am very
‘much ooking forward playing
(your games. willbe a dict”
journey, but you can doi
ARE SHEPPARD se ai of tae
Softwore nc. nn game deeper
ose on, ania founding
member aft Hons ye Society a Tanto
bose lan igo we games
‘retin Meron eran ploy
endencewroing mare people och cred
poy goes
further
inspiration
epg congravtyghost
can tensive 0-9 game
design coe
‘ew ibang. COURT
$og/2032/04/06/how-to-make-
games!
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