Archive for August, 2008

Natsu Yasumi (Summer Vacation) 2008

Wednesday, August 13th, 2008

Shibuya Graffiti

In Japan most companies give their employees between three and five days off to take a break during the summer. It’s a nice throwback to being in school but I suppose one of the main purposes is to let people spend time with their family since the kids here are currently out of school as well.

Anyways, I took an hour or two to walk around my neighborhood in a new direction. Besides Ebisu, I ventured into Shibuya proper as well as Daikanyama. Because it was both a weekday and lots of people are out of Tokyo visiting their home towns it was quite peaceful. It was nice to be able to walk up and down some streets without seeing or hearing another person for even just a moment.

I decided to experiment with some black and white photography at a high, grainy ISO setting on full manual control. Some of the photos turned out kind of interesting. Click the photo above to see the whole set.

Ikemen Bank

Tuesday, August 12th, 2008

This is both the most insane and awesome thing I have seen out of Japan recently: the ikemen bank! (The image says “have you been excited recently?”… yes, my Japanese has improved significantly)

“Ikemen” is a slang word meaning handsome man. This product is a piggy bank where the user, presumably female, plays an RPG game with the handsome man software that has been embedded inside. He’ll say things like “I’m hungry!” and then you have to feed him coins. You can’t “win” the game until you’ve put in about $500 in coins. That’s a hefty sum!

If you save well your personal ikemen tells you things like “I love you, baby”. I don’t know if this will create a whole new world of penny pinchers – women obsessed with putting coins in as fast as possible to receive the loving affections of their piggy bank.

Apparently there is also a male version that is a monster killing dungeon RPG. Double awesome.

Tokyo Rush (Long Exposure Fun)

Monday, August 11th, 2008

Tokyo Rush 1

I finally got around to getting a tripod so I could take some long exposure shots. I took it out for a spin tonight and snapped some photos around my house in Tokyo. I did some editing and while the photos certainly could use a lot more work I thought it was interesting enough to share. I like the other-worldly colors of the image of the “Tokyo Rush” above.

There are a few restaurants near my house that use torches to catch the eye of passersby. With a two second exposure they look even more impressive:

Tokyo Torch Long Exposure

Licensing Game Technology Middleware

Sunday, August 10th, 2008

I was just reading a GamaSutra interview with Christopher Kline, one of the technical directors who worked on the game BioShock. BioShock was built on a heavily modified version of the Unreal Engine (version 2). When talking about the utility of licensing middleware in general, Christopher had this to say:

Well the thing that we learned is, you definitely have to take it and run with it; not be afraid to change it. And the critical thing is that you really need — middleware is not an excuse to skimp on hiring a core technology team.

You still need those hardcore, low-level guys, who can get in there and do what needs to be done to make and support your kind of game. And, luckily, at 2K Australia, we have some of the best guys in the business, and they did a lot of the heavy lifting on BioShock, and that was critical for us.

Given my experience I completely agree and think this is absolutely critical. Especially if you are trying to make a game that deviates in substantial ways from the strengths of the licensed technology. This happens more often than perhaps people think. For example, in BioShock‘s case their engineers implemented a save anywhere feature that did not exist in the Unreal Engine. I’ve heard that it was quite challenging to get right and it isn’t something supported out of the box in Unreal. To get something like that done, you need to have engineers who are dedicated to understanding the low levels of the licensed tech.

Even if you do use licensed middleware for exactly the purpose it was developed for you’re still bound to need someone who understands it well to debug the last minute issues that happen at midnight the day before you are scheduled to deliver a milestone. Middleware can be a big cost savings and allows your team to focus more on creating a game over technology but it is definitely “not an excuse to skimp on hiring a core technology team”!

Hard Road of Independent Game Development

Saturday, August 9th, 2008

Recently I read a Gamasutra article by the founders of GRIN, a large Sweden based independent game developer. They employ something like 250 people The upper management speak extremely candidly in this article. If you are interested in the business side of running an independent developer I highly recommend reading this.

Independence – a reality check. We hear it quite often: it’s great to be independent. You know, screw the publisher, be independent, be in full control over everything. It’s not always good. Independence requires stamina, endurance, and stupidness.

It takes a certain kind of person to be able to pull off running a small business in any industry. A certain level of risk taking is absolutely necessary. And that is not for everyone.

On presenting an independent development company to a publisher:

He stressed professionalism and efficiency. “What they care about is that you have process,” Bo explained. “That you have structure, that you have the organization, that you have the track record. Then they start thinking about the IP and the technology behind it. You have to understand that you are a service provider. Nothing else. When you realize that, you can sell yourself as the service provider, and not a rock star, because you’re not. Sorry. But you have to understand our role. And once you communicate that to them, the conversation will be so much smoother.”

I highly recommend reading this if you have any dreams of one day running your own business. Even if you’re more interested in a non game related business I think you can still appreciate something about the business motivations presenented in this article.

PixelJunk Eden’s Gorgeous Art

Saturday, August 2nd, 2008
PixelJunk Eden Wallpaper

Last week PixelJunk Eden was released on the PS3 Playstation Store. It’s the third game in the PixelJunk series by Q Games. As the title makes it abundantly clear I think the visual art and graphic design in this game are exceptional. I highly recommend at least playing the free demo.

The picture above is a wallpaper made from many of the plants that the player can jump on. Gameplay wise it’s a platformer. The player touches pollen that is floating around to open up new seeds. Once opened the seeds turn into the plants you see above which then allows the player to climb higher. The player’s sole goal is to collect “spectra” which are special pick-ups you can find in each stage. The game gets progressively more difficult as you play further with the introduction of enemies and different types of surfaces that affect the player’s movement. But enough about the gameplay – it’s a straightforward and fun platformer; recommended.

PixelJunk Eden Wallpaper

The art and music, which matches the visual aesthetic quite well, was developed by a Japanese artist who goes by the nickname Baiyon. Q Games has began to make it a habit of working with up and coming artists. They also worked with a group of really creative musicians for the PixelJunk Monsters soundtrack. It’s not unusual for game companies to work with outsourced artists for concept art and music. That said, in the case of Eden I think it is a bit special in that the same person developed both the artistic and musical styles.

I have to applaud Q Games and SCEA as well for taking a chance on creating something that is quite different than the average commercial game. It feels like a well polished “indie” game… which is basically what it is. The PixelJunk series must be selling since they continue to be made which is a great sign for the future of smaller budget and higher risk games.

It’s rare that a game catches my eye these days by trying something new (in this case, art style rather than gameplay). I believe this lack of innovation is not just economic pressures from the market and publishers either. Developers who have been in the industry for a while and have played many games can begin to become close minded. I’m not a hypocrite nor am I trying to preach – I’m saying this because I suffer from it as well. It’s so natural sometimes when thinking about a game design problem to reach into your previous experience of hundreds of completed games to borrow a solution that has been tried and tested. That’s one of the reasons I’ve personally been trying to learn more about artistic fields outside of game development – something I recommend for all developers to broaden their perspectives.

There’s absolutely nothing wrong with building better ideas from ideas that already exist. As successful companies such as Blizzard have proven implementation is almost always significantly more important than the idea itself. PixelJunk Eden is well implemented technically and artistically which is what makes it work. I hope that we will continue to see more creative risks like this taken as the game market changes and digital distribution continues its inevitable rise.