Archive for the ‘game development’ Category

“10 games in 10 hours” Pecha Kucha presentation

Wednesday, May 27th, 2009

Pecha Kucha Tokyo Presentation

As I mentioned earlier this week I gave a presentation at Pecha Kucha 62 in Tokyo last night. I built 10 brand new tiny games in less than 10 hours for the event. I know at least one person was recording a video so there may be video footage soon. If not I will do a screencast of the presentation for the web.

Although the games were mostly (completely) silly they seemed to go over well with the crowd and I got some laughs. A full set of photos is available on Flickr.

Right now I don’t have the time to post all the details of all the games but will do so in the near future. For now here is the game list, in the order they were presented:

  1. “Can You Say Pecha Kucha?” – iPhone – Rhythm game
  2. “Shinjuku Shame” – Web (Unity) – Homeless staring FPS
  3. “Game Developer Life” – Web (Flash) – Game industry wage slave simulation
  4. “Scream Test” – iPhone – Screaming competition
  5. “Voice Invaders” – iPhone – Voice controlled vertical shooter
  6. “Surfing on Sine Waves” – Web (Flash) – Procedurally generated surfing game
  7. “Architris” – Web (Unity) – Blueprint Tetris
  8. “Para Para Punch” – iPhone – Hooligan punching game
  9. “Blind Masseuse” – Mac – Sound based massaging simulation
  10. “Basket Bomb” – Web (Unity) – Basketball terrorist physics game

I leave you for now with this photo of the crowd as I was speaking. You can see some laughs as well as some contorted faces filled with horror. :-)

Pecha Kucha Tokyo Presentation

Indicator Maniacs video

Monday, May 25th, 2009

While browsing a Japanese iPhone blog I ran across a video of Indicator Maniacs, an app I programmed recently for Mission-One. It was cool to see someone post about it. Check it out in motion below:

Presenting at Pecha Kucha Tokyo this week

Sunday, May 24th, 2009

Just a quick heads-up that I will be presenting at Pecha Kucha Night in Tokyo this week. Specifically Wednesday night, 5/27/2009.

The topic of my presentation is “10 games in 10 hours”. I built 10 games in less than 10 hours to see if it could be done and to record what lessons I learned from this attempt at extreme prototyping. Admittedly, most of the games, if you can even call them that, are rubbish. One or two interesting ideas came out of it though and I did learn how some lessons on how to optimize prototyping speed from the experience.

Don’t know what the event is? I’ll let their site explain it:

What is Pecha Kucha Night?

Each presenter is allowed 20 images, each shown for 20 seconds each – giving 6 minutes 40 seconds of fame before the next presenter is up. This keeps presentations concise, the interest level up, and gives more people the chance to show.

I’ll post info about the games on G-Mixer after the presentation. Thanks go to Jean Snow for the alert of the speaking opportunity.

inFAMOUS has excellent player control

Sunday, May 24th, 2009

I downloaded the demo of inFAMOUS on the PS3 today and was pleasantly met by how well the player control was implemented. Mapping user input and intent onto what an in-game character does, particularly in third person games, has been a personal interest of mine for some time. It’s great to see a game doing it so well.

There are many challenges to overcome to result in a player control system that feels fun. In a third person game player control is the cross section between input handling, physics, animation, and camera systems. If one of those systems does the wrong thing at the wrong time it can completely break the players experience and drive the user directly to frustration. Everyone can tell when a player control system feels bad but it can be difficult to pinpoint the specific factors that make a control system feel good.

What the developer Sucker Punch really nailed is the recognition of player intent and the animation that supports the belivability of the character’s actions. For example, at one point I wanted to climb from ground level up to eleveted train tracks (part of the first mission in the demo). To the software my intent is fairly vague as I jumped at a grouping of concrete supports, street lamps, telephone poles, and fences. inFAMOUS does a good job of figuring what I wanted to do from all the available options. Not only is the character going where I want him to go, the character’s actions look purposeful. Basically, the hero looks like a hero.

It’s not surprising that it turned out well as the controls in earlier Sucker Punch games has been great too. The Sly Cooper series of games have a lot of the same high quality recognition of intent in their platforming actions.

While writing this post I downloaded a developer interview video on PSN and it touched on the controls quite a bit. One part I particularly enjoyed was seeing some of their debug information for animation and controls up on one of the developer’s monitor. Below are photos of the video:

inFAMOUS Debug Screen

This is displaying what looks like the animations that are being driven on the main character. Of course it is impossible to know exactly what is going on since I wasn’t on the development team but it looks like there are quite a few locomotion animations being simultaneously blended on the player. Slow and fast versions of the base locomotions (fairly typical), plus a lean factor, facial animation, and head look. I’m curious what the “balance” animation does.

On the bottom is what looks like performance and memory metrics. The colored bars are likely how much time the game is spending in various subsystems with each bar representing a thread. “M” and “V” are likely memory and video memory, respectively. I don’t know what “globs” are, perhaps it is Sucker Punch’s nomenclature for game entities.

inFAMOUS Debug Screen

In this screen we can see a bunch of debug spheres being rendered that appear to indicate where the hero character can grab onto various parts of the environment. I always like seeing images like this as it gives me some insight into how the control system was developed. Based on the size of the environments in the game it is unlikely that these points were authored by hand. More likely is that there was a tool pre-pass that determines where the player can attach onto that can then be cleaned up by a level designer by hand afterwards if necessary.

Hopefully someone on the development team will write up something for Game Developer, GamaSutra, GDC, or their own blog. I’d love to read more about how the recognition of player intent was balanced.

Announcing: Indicator Maniacs

Friday, May 15th, 2009

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An iPhone application I recently worked on for a client has been released. It is called “Indicator Maniacs” and it has all the sauce needed to wet your otaku whistle. It’s basically a Star Trek “tricorder” that you run on your phone and it shows various meters and numbers. There are six indicators to choose from and the user can select three of them at a time, set their layout, and tint them to a variety of colors. I did all of the engineering.

The information website in Japanese is here.

You can check it out in English or Japanese on the iTunes store.

The indicator types are:

  1. Analogue clock – crazy elliptical clock
  2. Digital clock – 3 more ways to represent seconds than are necessary
  3. Memory – see your available disk space, memory, and what processes are running
  4. Microphone – live feed of the mic and a history of its activity
  5. Motion – reads the accelerometers and shows phone orientation and motion activity
  6. Warp switch – hold it down for three seconds for a mind blowing warp effect!

In the screen shot above you can see the digital clock, memory and microphone indicators.

If you are into really geeky stuff like this or use your iPhone in a dock as a clock be sure to give it a look.

Windosill

Monday, May 11th, 2009

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I highly recommend checking out Windosill, an awesome interactive game experience by artist Patrick Smith aka Vectorpark.

The goal is to move the little toy car throughout an interactive environment. I wont say anything else about it because I don’t want to ruin it. The combination of artist work and the response to use touch just feels incredible. It really shows how enjoyable interactivity is the cross section of art and the code that drives the response to that touch and interactivity.

You can play the first half of the game for free. The full experience is $3.

Hebereke-kun on the way

Monday, May 4th, 2009

heberekekun

The Japanese version of Get Dirk Drunk is nearly complete. Entitled “Hebereke-kun” – which translates to something like “piss drunk guy” – the software, art, and website is done. All that is left is to record his voice, which a Japanese friend of mine is going to do, and then submit it to the App Store. I recorded place holder voices for Hebereke-kun myself but a native speaker will do much better. See the website for Hebereke-kun here.

Thanks go to James Kay for localizing the art quickly. As usual he has done a bang up job.

I hope with the drinking culture over here that a salary man drinking game will catch fire! This guy has been playing the game too much:

Announcing: Get Dirk Drunk

Thursday, April 23rd, 2009

About a month ago I was showing one of my friends – a bartender here in Tokyo – some applications on my iPhone. He asked “why is there no cocktail mixing application?” and I had to reply “I dunno!” And so Get Dirk Drunk was born.

What began as a simple cocktail mixing toy turned into the glorious game you see before you. In the game you play as the local bartender. Further explanation is on the website:

Dirk is your average guy out on the town on a Friday night. He has had a tough week slaving away for his corporate overlords and it is time for a drink. That’s where you come in. As the bartender of the local drinking establishment you’ve got to keep mixing drinks and pouring them into Dirk’s mouth to keep him drunk. If he sobers up, you lose!

So be a pal and Get Dirk Drunk!

If it isn’t obvious from the trailer the game has its tongue firmly planted in cheek. I built it in my spare time and it was easy to make time in my schedule as the game involves two things I enjoy: silly, crude humor and drinking.

I wanted to go through the full process of releasing an application – idea, design, development, hiring outsourcing, release preparation, marketing, licensing, etc. – to get more experience in the areas I haven’t had the chance to work in on the large teams I’ve been on. Specifically I wanted to gain more experience in the production side of the business and though this is a tiny minigame going through the process was valuable. It is onward and upwards from here.

Now, be a pal and go and help Get Dirk Drunk! iTunes store link.

(please drink responsibly)

Zombie Apocalypse

Saturday, April 11th, 2009

Zombie Apocalypse, the recently announced zombie shooter for PSN and XBLA, is one of the games I have been working on recently. I worked primarily on gameplay, AI, weapon, and player control systems. I’m proud of the results and think it is especially fun when playing with your friends in the up-to-four player simultaneous multiplayer game modes. Congratulations to everyone involved at Nihilistic and Konami for finishing off the project strong.

Check out the video below for a sample of gameplay.

Long time game developer

Wednesday, April 8th, 2009

On a recent trip to the US I dug up some old items of mine from storage that indicate the beginning of my game developer roots. First, here’s a picture of me at 15 years old along with John Romero, Adrian Carmack, and Shawn Green from id Software. It was taken in 1996 at the Computer Game Developers Conference, or CGDC, which later became the GDC we know and love today.

Me, Romero, Carmack, Green

At the time this was taken I was playing a lot of Doom 2 and it was awesome for those guys to take some time out to chat with an aspiring game developer who looked up to them. I ran into Romero at GDC 2009 and he was just as friendly as ever. Doom 2 is still one of my all time favorite games.

The photocopied check in the upper right is from my first job as an intern at a defunct game developer named Rocket Science Games. That company was in a building on 2nd and Townsend in San Francisco. The same building now houses Secret Level and ngmoco.

Next we move onto early experiments in game design. Below is a map of a pen and paper RPG (geek alert) I created as a kid with a childhood friend of mine. Construction paper for the win!

Catiso

We were working on that right around the same time I started to teach myself how to program, around 11 years old. The game was called “Catiso”. I don’t remember many of the details unfortunately but I do remember that we had a rulebook to go along with the maps. Hopefully I’ll find that someday. I bet lots of game developers have fun game designs from their youth too. It would be great if someone shared a story in the comments.

Finally, this isn’t related to me but here is a cool video from Romero that was recorded during the creation of Doom. It’s great that he uploaded it – it’s fun to see how small id Software was during the creation of one of the biggest games of all time.


A Visit to id Software from john romero on Vimeo.