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Game Developer - December 2010
CONTENTS.1110
VOLUME 17 NUMBER 10
DEPARTMENTS
2 GAME PLAN By Brandon Sheffield
[ E D I TO R I A L ]
POSTMORTEM
Move Back to Kinect
26 UBISOFT MONTREAL'S SPLINTER CELL CONVICTION
Moving S PLINTER C ELL 's trademark stealth-based game play in an
action oriented direction without undermining the series was a tricky
problem for Ubisoft Montreal. The original game design for C ONVICTION
was radically different from the franchise's traditional mechanics and
necessitated a mid-development reboot. Fortunately, clear direction
and a well-tuned production pipeline kept the team from being
knocked off balance by the shift.
By Patrick Redding, Alex Parizeau, and Maxime Beland
4 HEADS UP DISPLAY [ N E W S ]
IGDA Leadership Forum, the Automatypewriter, and Bunten papers
archived.
2010 FRONT LINE AWARD FINALISTS [ N E W S ]
The Award Finalists for Art, Audio, Game Engine, Middleware,
Networking, and Production/Programming tools.
33 TOOL BOX By Tom Carroll
[ R E V I E W ]
Autodesk 3ds Max 2011
FEATURES
36 PIXEL PUSHER By Steve Theodore
[ A R T ]
9 FRAGGED
Big explosions with lots of fragmentation and debris are a video game
mainstay. But making them look convincingly unique is a tedious
process for artists. Here, the authors describe a procedural technique
for automatically generating fragmented meshes that can save both
time and sanity.
By Robert Perry and Peter Wilkins
The Balkans
38 THE INNER PRODUCT By Giacomino Veltri
[ P R O GR A MM I NG ]
Game Configuration at Crystal Lake
41 AURAL FIXATION By Jesse Harlin
[ S O U N D ]
The Weight of Silence
15 FULL REACTIVE EYES ENTERTAINMENT
Are the now-ubiquitous Quick Time Events in games a lazy way to
keep players mashing buttons? Or, are they broadening the range of
expression for game designers? Using examples from the past and
present, this article looks to the future of QTEs.
By Tim Rogers
42 DESIGN OF THE TIMES By Soren Johnson
[ D E S I GN ]
Stop Making Sense
44 GOOD JOB!
[ C A R E E R ]
Bradley Johnson Q&A, who went where, and new studios.
45 EYE ON GDC
[ G D C ]
22 ELECTRIC EYE
Kinect and Move have arrived, and with them comes a growing interest
in augmented reality. In this article, César Botana guides you step by
step through the basics of the OpenCV library, an essential tool for pat-
tern recognition in augmented reality games. Also covered is placement
of 3D objects in game worlds based on these patterns' orientations.
By C é sar Botana
Independent Games Festival news and IGF China finalists.
46 EDUCATED PLAY By Jeffrey Fleming
[ E D U C A T I ON ]
David Arenou’s I MMERSIVE R AIL S HOOTER .
48 ARRESTED DEVELOPMENT By Matthew Wasteland
[ H UMO R ]
Our Last, Best Hope
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GAME PLAN // BRANDON SHEFFIELD
Think Services, 600 Harrison St., 6th Fl.,
San Francisco, CA 94107
t: 415.947.6000 f: 415.947.6090
MOVE BACK TO KINECT
ARE THE NEW MOTION SYSTEMS INFLUENCING THEIR DEMOGRAPHIC BY PROXIMITY?
SUBSCRIPTION SERVICES
FOR INFORMATION, ORDER QUESTIONS, AND
ADDRESS CHANGES
t: 800.250.2429 f: 847.763.9606
NOW THAT BOTH SONY’S MOVE AND MICROSOFT’S
Kinect have hit the market, we can take full stock of
the new kids on the motion control block. Where Move
goes for a “Wii plus camera plus greater precision”
setup, Kinect hopes to make your body the controller.
It’s no secret to anyone that these technologies
are spurred on by the success of Nintendo’s Wii. If
the drive to create the technology wasn’t necessarily
Nintendo-inspired, the desire to release it with such
pomp and circumstance certainly was.
Both companies have tried to get a drink of
Nintendo's milkshake in slightly different ways. Each
platform lends itself to a different experience, but
both companies have unfortunately gone straight for
the Nintendo-alikes.
or a bow, so holding a physical object—the wand—
makes you feel connected to the world. With Kinect,
steering a car or holding a bat feels bizarre, because
you don’t have an actual “prop.” Whereas with
K INECTIMALS , the feedback was very positive, here it’s
much more difficult to feel connected to your actions,
because in reality these actions would center around
a physical object. Pantomiming them doesn’t cut it.
It’s clear that each solution has its strengths, and
areas in which it excels. But what I’m seeing right now
is some strong me-too-ism. The first titles offered on
both consoles are very much in the vein of Nintendo’s
biggest titles for the Wii, or the third party successes,
regardless of whether it fits the system. The dance,
exercise, minigame, and pets genres are all well
represented, and I guess that’s a start. But to really
succeed here, developers are going to have to figure out
how to maximize the unique qualities of these systems.
FOR DIGITAL SUBSCRIPTION INFORMATION
EDITORIAL
PUBLISHER
Simon Carless l scarless@gdmag.com
EDITOR-IN-CHIEF
Brandon Sheffield l bsheffield@gdmag.com
PRODUCTION EDITOR
Jeffrey Fleming l jfleming@gdmag.com
ART DIRECTOR
Joseph Mitch l jmitch@gdmag.com
PRODUCTION INTERN
Tom Curtis
CONTRIBUTING EDITORS
Jesse Harlin
Steve Theodore
Giacomino Veltri
Soren Johnson
Damion Schubert
ADVISORY BOARD
Hal Barwood Designer-at-Large
Mick West Independent
Brad Bulkley Neversoft
Clinton Keith Independent
Brenda Brathwaite Lolapps
Bijan Forutanpour Sony Online Entertainment
Mark DeLoura Google
Carey Chico Independent
KING OF THE ME TOOS
» Many developers have played with either or
both systems by now, but for those who haven’t, I’ll
explain a bit. The Move uses a camera to identify your
movements (in a 2D sense), and also to put you “in the
game” at times, like the EyeToy before it. It uses wands
to interact with objects and avatars on the screen, using
both motion control and buttons simultaneously.
With the Kinect, there are no buttons, just body
(especially hand) recognition through the 3D camera.
Menus are navigated and confirmed through swipes,
and holding your hand over an on-screen button for
a certain amount of time. In-game actions are all
performed with your body, and an avatar usually
does its best to mimic your movements.
These setups each lend themselves more
naturally to certain kinds of activities, and less well
to others. Let’s look at two genres—pets, and sports.
In the pets genre, Move has E YE P ET , and Kinect
has K INECTIMALS . In both, you’re supposed to be
interacting directly with a little pet character. For the
Move, it’s a bit odd, because not only are you holding
this wand in order to interact with the pet most of the
time, your legs are physically in the picture, brought
in-game by the camera. This creates an illusion that
you could reach down and grab the pet, but of course
you’re always physically behind it in the screen, no
matter how close you get to the camera. The interface
doesn’t feel natural, and you don’t feel as connected
to your pet, even though it’s visually “in” your space.
With K INECTIMALS , there’s a clear distance between
you and the screen—you’re in your living room, and the
animal lives inside the TV. But it actually works much
better, because all your interactions with the animal
are done via virtual hand avatars that mimic your
actual hand movements. So it’s much easier to feel like
you’re really interacting with this little beastie—and the
minigames (for the most part) also take this interface
into account. In this camp, the Kinect wins.
Then there’s sports. Here, the Move makes great
sense. For many sports you have a bat, or a racket,
THE PROXIMITY PROBLEM
» One similarity between Move and Kinect, which
differentiate both from the Wii, is that they use
cameras. It’s interesting technology, but also
represents a curious limiting factor.
In order to get Move or Kinect to recognize you
correctly, you’ve got to be about seven-to-eight feet
away from your television. You also need to have a
clear, unobstructed view, meaning you’ve got to move
the coffee table or ottoman.
I live in an urban environment, as many game
developers do. I also am not the richest human being
on the planet. With that combination, getting seven feet
from my television is a bit of a challenge. I don’t have a
whole lot of space to move things around, and I really
don’t want to move my couch every time I play a game.
As the online space has taught us, any barrier to
entry significantly limits your audience. So instead
of potential players being those who own a Xbox 360
or PS3 and can afford a Kinect or Move (or buy the
whole package if they have neither), layered into who
actually wants the device, now you have the added
element of “can it function in my home?” That’s a big
deal. At each layer, you lose a portion of your audience.
Take the entire nation of Japan, for instance.
Very few people live in homes that are large enough
to accommodate a seven-foot buffer without
reconfiguring their entire living space. Urban dwellers
across the U.S. and Europe face similar issues.
In the U.S., the persons who will be most able
to use the Move and Kinect live in the suburbs, and
own or rent entire homes. This, by and large, means
families. Both companies have specifically singled out
families as the group they want to market their new
devices toward, but due to the space requirements,
they may accidentally be ensuring that those are the
only people who can play with these technologies.
—Brandon Sheffield
ADVERTISING SALES
GLOBAL SALES DIRECTOR
t: 415.947.6227
MEDIA ACCOUNT MANAGER
John Malik Watson e : jmwatson@think-services.com
t: 415.947.6224
GLOBAL ACCOUNT MANAGER, RECRUITMENT
t: 415.947.6241
GLOBAL ACCOUNT MANAGER, EDUCATION
t: 415.947.6223
ADVERTISING PRODUCTION
PRODUCTION MANAGER
Pete C. Scibilia e : peter.scibilia@ubm.com
t: 516-562-5134
REPRINTS
WRIGHT'S MEDIA
t: 877.652.5295
AUDIENCE DEVELOPMENT
TYSON ASSOCIATES Elaine Tyson
LIST RENTAL Merit Direct LLC
t: 914.368.1000
MARKETING
MARKETING COORDINATOR Nahal Agahi
2
GAME DEVELOPER | DECEMBER 2010
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