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Game Developer - April 2007
APRIL 2007
THE LEADING GAME INDUSTRY MAGAZINE
6 TH ANNUAL
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CONTENTS
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APRIL 2007
VOLUME 14, NUMBER 4
FEATURES
7
GAME DEVELOPER
’S 6TH ANNUAL
SALARY SURVEY
Two mid-level game developers walk into a
bar. One makes about $62,000 per year and
the other cashes in only $53,000. Which
one is the designer and which is the artist?
If you’ve ever wanted to sneak a peek at
your colleagues’ paychecks, now is your
chance. In this sixth annual Salary Survey,
Game Developer has collected and crunched
the figures for you, comparing job titles,
years of experience, education, location,
bonuses, and other factors that affect a
developer’s pay.
By Jill Duffy
7
20
15 OPTIMIZING CELL CODE
The Xbox 360 has six hardware execution
threads running on PPU architecture. On the
PlayStation 3, the Cell processor has two PPU
execution threads and eight symmetric
processing elements. With advancements in
hardware this dramatic, clearly game
developers need to rethink how they
optimize code. In this case study, Martin
Linklater of Sony Computer Entertainment
Europe, Liverpool gets close to the metal
with the PlayStation 3 Cell processor,
examining how to best exploit the power of
this parallel hardware.
By Martin Linklater
POSTMORTEM
15
20 ADVENT OF ADVERGAMING: BLITZ GAMES’
BURGER KING GAMES
In a mere seven months, Blitz Games produced three small titles across
two platforms (Xbox and Xbox 360) for restaurant giant Burger King.
Burger King had very specific ideas in mind for B IG B UMPIN ’, P OCKETBIKE
R ACER , and S NEAK K ING , ideas that Blitz didn’t always agree would make
for great gameplay. Senior designer Edward Linely shares how Blitz
learned to work within some of these restrictions, while also learning a
thing or two from the creative minds at Burger King.
By Edward Linely
DEPARTMENTS
COLUMNS
2 GAME PLAN By Simon Carless
Rise of the Game Engine
30 THE INNER PRODUCT By Mick West
[ PROGRAMMING ]
Practical Fluid Dynamics: Part II
4 HEADS UP DISPLAY
Overheard at the Game Developers Conference, Adventures in Motion
Capture, and more.
33 PIXEL PUSHER By Steve Theodore
[ ART ]
Neither Fish Nor Fowl
35 GAME SHUI By Noah Falstein
[ DESIGN ]
27 SKUNK WORKS By Tom Carroll and Jill Duffy
Autodesk’s Maya 8.5 and product news
Software Toys
36 AURAL FIXATION By guest columnist Rob Bridgett
[ SOUND ]
48 A THOUSAND WORDS
Amanita Design’s S AMOROST 2
Interactive Ambience
35 BUSINESS LEVEL By Makoto Iwai
[ BUSINESS ]
Marriage License
COVER ART: ALEJANDRO CHAVETTA
1
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GAME PLAN
]
www.gdmag.com
CMP Media, 600 Harrison St., 6th Fl., San Francisco, CA 94107 t: 415.947.6000 f: 415.947.6090
RISE OF THE
GAME ENGINE
EDITORIAL
EDITOR-IN-CHIEF
Simon Carles s scarless@gdmag.com
MANAGING EDITOR
Jill Duffy jduffy@gdmag.com
FEATURES EDITOR
Brandon Sheffield bsheffield@gdmag.com
ART DIRECTOR
Cliff Scors o cscorso@gdmag.com
CONTRIBUTING EDITORS
Jesse Harli n jharlin@gdmag.com
Noah Falstein nfalstein@gdmag.com
Steve Theodore stheodore@gdmag.com
Mick West mwest@gdmag.com
ADVISORY BOARD
Hal Barwood Designer-at-Large
Ellen Guon Beeman Microsoft
Andy Gavin Naughty Dog
Joby Otero Luxoflux
ADVERTISING SALES
DIRECTOR OF SALES
Steve McGill e: smcgill@cmp.com t: 415.947.6217
GLOBAL SALES MANAGER, RECRUITMENT & EDUCATION
Aaron Murawski e : amurawski@cmp.com t: 415.947.6227
MEDIA ACCOUNT MANAGER
John Watson e: jmwatson@cmp.com t: 415.947.6090
SR. EVENTS ACCOUNT MANAGER, SOUTHWEST
Jasmin Davé e: jdave@cmp.com t: 415.947.6226
SR. EVENTS ACCOUNT MANAGER, NO. CALIF., NORTHWEST, ASIA &
WESTERN CANADA
Nick Geist e: ngeist@cmp.com t: 415.947.6223
EVENTS ACCOUNT MANAGER, EAST COAST, U.K. & EASTERN CANADA
Cecily Herbst e: cherbst@cmp.com t: 415.947.6215
ADVERTISING PRODUCTION
ADVERTISING PRODUCTION COORDINATOR Kevin Chanel
REPRINTS Cindy Zauss e : czauss@cmp.com t: 516-562-5000
Julie A. Douglas e: jadouglas@cmp.com t: 516.562.5092
CMP GAME GROUP
VP, GROUP PUBLISHER APPLIED TECHNOLOGIES Philip Chapnick
VP, STRATEGIC MARKETING Michele Maguire
DIRECTOR OF MARKETING Ta r a C . G i b b
CONFERENCE DIRECTOR, GDC Jamil Moledina
SENIOR CONFERENCE MANAGER, GDC Meggan Scavio
EXECUTIVE WEB PRODUCER Peter Leahy
EDITOR-IN-CHIE F, GAMASUTRA.COM Simon Carless
FEATURES EDITOR, GAMASUTRA.COM Frank Cifaldi
CIRCULATION
CIRCULATION COORDINATOR Miguel Mendiolaza e: mmendiolaza@cmp.com
CIRCULATION ASSISTANT Michael Campbell e : mcampbell@cmp.com
CIRCULATION ASSISTANT Andrea Abidor e: aabidor@cmp.com
SUBSCRIPTION SERVICES
FOR INFORMATION, ORDER QUESTIONS, AND ADDRESS CHANGES
t: 800.250.2429 f: 847.763.9606 e : gamedeveloper@halldata.com
INTERNATIONAL LICENSING INFORMATION
Mario Salinas t: 650.513.4234 f: 650.513.4482 e : msalinas@cmp.com
CMP TECHNOLOGY MANAGEMENT
PRESIDENT AND CEO Steve Weitzner
EXECUTIVE VP AND CFO Adam Marder
SENIOR VP, AUDIENCE MARKETING & DEVELOPMENT Bill Amstutz
SENIOR VP, CMP INTEGRATED MARKETING SOLUTIONS Joseph Braue
SENIOR VP AND GENERAL COUNSEL Sandra Grayson
SENIOR VP, CORPORATE MARKETING Lisa Johnson
SENIOR VP, CORPORATE SALES Anne Marie Miller
SENIOR VP, MANUFACTURING Marie Myers
SENIOR VP, COMMUNICATIONS Alexandra Raine
VP, AUDIENCE DEVELOPMENT Michael Zane
PRESIDENT, CHANNEL GROUP Robert Faletra
PRESIDENT, CMP ENTERTAINMENT MEDIA To ny Ke efe
PRESIDENT, BUSINESS TECHNOLOGY GROUP Jeff Patterson
SENIOR VP, GROUP DIRECTOR, ELECTRONICS & SOFTWARE GROUPS
Paul Miller
SENIOR VP, GROUP DIRECTOR, COMMUNICATIONS GROUP,
Stephen Saunders
REAL-TIME MIDDLEWARE IS REALLY STARTING TO
take off at all levels of the food chain, from AI
through path finding to physics and beyond. The
growth of middleware is significant for a multitude
of reasons, but primarily, it’s good news for
developers because it takes a lot of the pain out of
game development.
Within middleware, the most fascinating area to
watch is the game engine market. As it turns out (in
case you haven’t heard), a great game engine is
vital to next-gen game creation. The industry is
getting really close to the stage where adapting the
previous generation’s engines to next-generation
projects is simply too time-consuming, expensive,
or risky for some developers and publishers.
S CROLLS IV: O BLIVION . Buena Vista Games has also
licensed Emergent’s engine for next-gen consoles.
Another company that’s attempting to move in on
the space is Vicious Cycle with its in-house Vicious
Engine. Vicious Cycle has been using the engine for
PSP game development (D EAD H EAD F RED ) and has
made an initial thrust into the engine seller’s
market on this platform predominantly. But the
company is now rapidly morphing the tool to also
target next-generation consoles.
Valve’s Source Engine now looks like it’s being
well tweaked for multi-SKU development, although
the company’s relatively recalcitrant nature
means that, from my perspective, they’re hardly
out there looking for licensees in a front and
center manner, preferring to license the engine to
close partners and work on the actual game
design with them.
There’s also GarageGames (with Torque) and
BigWorld (with its MMO engine technology), who are
also ramping up notably, plus a number of others.
Dave Pottinger Ensemble Studios
George Sanger Big Fat Inc.
Harvey Smith Midway
Paul Steed Microsoft
EPIC PROPORTION
To me, the biggest missed opportunity in the
game tools market of the past few years has been
the failure of any firm to keep up with Epic and
Unreal Engine 3 in terms of next-gen engine
licensing. Epic has created a tremendously high-
end engine, as showcased in G EARS OF W AR , and its
combination of graphic thrills and solid underlying
technology has taken the business by storm. The
company has proven the prestige of this engine in
action and has made multi-SKU development
relatively straightforward.
In fact, the latest announced Unreal Engine 3
licensing deal as of press time, as reported on
sister web sit e Gamasutra.com, was for a North
American-developed game by publisher Capcom,
and referenced that the engine has been licensed
by “Activision, Electronic Arts, Microsoft Game
Studios, Atari, Real Time Worlds, Namco, Midway,
Silicon Knights, VU Games, THQ, and Sony Online.”
And that’s just the tip of the iceberg, to be honest.
Epic’s move to market dominance has been
extremely impressive and aggressive.
YOU ARE YOUR TOOLS
The way I see it, most people who are making and
selling game technology adopt the perception that
working with a great engine puts developers most
of the way to a producing a great game.
Given that, you need to be a dedicated,
independent technologist to step back and realize
that licensing your game engine is possibly even
better business than just making a game. Epic,
which is led by a technologically-oriented
developer (Tim Sweeney) and some savvy
business folks, is having its cake and eating it,
too, by making a cutting-edge engine for its own
games and licensing it at the same time. I believe
that a lot of people have missed a big opportunity
by not doing the same.
Then again, there’s one major issue with game
engines: “the RenderWare problem.” Building one
engine so deeply into a development process can be
risky if the company in question is ripe to either be
purchased or potentially dwindle its support over
time. Epic is such a large, historically independent,
and relatively platform/company-agnostic developer
that neither of these fates feels likely.
Maybe that’s the implicit assurance that money
can’t buy. But change is inevitable, and I’m
expecting to see much more investment and
competition in this market in the near future. *
Simon Carless
Editor-in-Chief
IN THE RING
But why, given that the Xbox 360 launched 18
months ago, have major competitors been so thin
on the ground? I was actually asked to write a
feature for Official Xbox Magazine earlier this year
on that subject, and so I had a chance to
investigate in a little more depth which third-party
engines have formally announced that they are
powering Xbox 360 games.
The total is surprisingly small. Emergent’s
Gamebryo Element is probably one of those closest
to challenging the Unreal 3 Engine, with a heavily
modified version powering Bethesda’s T HE E LDER
Game Developer
is BPA approved
2
APRIL 2007 | GAME DEVELOPER
[
WWW.CMPGAME.COM
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