Monday, June 1, 2009

E3 is back!



I love E3!

I've attended every one (with the except of the last two lamE3's) and I have to admit, I love the crowds, I love the noise, I love getting my hands on games months before they come out.

Some of the games I'm looking forward to getting my hands on?


Batman: Arkham Asylum (what Batman fan isn't looking forward to this?)


The Saboteur (very intrigued by the "color system" and the 30's setting)


God of War III (Still have lots of friends at Sony working on this one and they're very excited about it. Looking forward to seeing what they've made!)


Bayonetta (Come on, the lead character loses clothes with damage ala Maximo, has guns in her stilletto heels and can turn her hair into a giant monster! What's not to like?)


Red Dead Redemption (Always liked the original - even when it was a Capcom game - and I'm a big fan of the genre.)


Assassin's Creed II (The first game was pretty good, but I'm hoping that the second will solve many of the pacing and game play issues I had with the first.)


Brutal Legend (I have a lot of respect for Double Fine's Tim Schafer and always end up really liking his games. I assume this one will not be an exception)


Darksiders (I didn't work on it, but I have played some of it, and it definately feels like the heir to Maximo. Some great combat mechanics and the horse is very cool!)

Which games are you looking forward to seeing/playing at E3?

If you happen to be at E3, be sure to swing by the THQ booth. Not only do we have some kick-ass games this year, but you can say "hi" to me! I'll be manning the Drawn to Life Wii demo every morning.

See you there!

Thursday, May 14, 2009

Very Short Game Review - BIOSHOCK

Hey all, I'm instituting a new feature here at Mr. Boss' Design Lair - the VSGR - or very short game review. Hope you enjoy it!



GAME: Bioshock
Developer: 2K games
Publisher: 2K games
System played on: XBOX 360

BIOSHOCK is a FPS that has three great things going for it. 1) Great 1920's/30's art and sound design (which is odd 'cause the game is set in 1960), 2) Some cool upgradable weapons and power-ups (However, I really only used the Shotgun and the Electro Bolt) and 3) very high production values. Oh, and it has a pretty decent story, I guess. Though I don't know why anyone in their right mind would want to have tanky deep sea divers armed with Arnold Schwarzenegger's gun from "Eraser" walking the halls of your underwater city with GLASS WALLS! Ok, that's four things.

What I didn't like: The game made a bad first impression on me. Originally I didn't buy the "slow down the pipe dream" plasmid so those were impossible. Also, it always seemed like enemies were blind-siding me with attacks which is why they must have put in the "ow! Where did that shot come from?" HUD device. And I never read the story-enhancing audio tapes. After minding these things the second time around, I found it enhanced my play experience.

In General?: I liked it. Enough to finish? Not sure. But I think it's worthy of the respect the industry has shown to it and hope others will take it's lead - especially in the gestalt department. (which is next to the lingerie department)

Friday, May 8, 2009

Are you a responsible game designer?

I've recently been thinking about all the little things that can go wrong on a project and all the things that can be avoided early.

One developer I was talking to was telling me how they lost several days of production time just reorganizing the naming conventions of their files. Imagine being half way done with a project and realizing that you have to go back and rename EVERYTHING in the game? A nightmare.

So I thought of a few things to keep in mind when starting a game in regards to naming files and some other things...

1) Keep it to eight characters if possible.

I can't remember which programmer I worked with told me about this, but he said that any file larger than eight characters actually took up more memory. I don't know if I believe him, but I do know that several programs will only display the first 8 characters leaving you with a file that looks like this:

AirWorld...

AirWorld what? Air World War two? Air World Level five? Air World Enemy one? It could be anything.

2) Come up with an easy to understand shorthand for file names.

Make a consistent legend of abbreviations to name files. Air World could be "Air" or "AW" or even "A" - just make sure you don't create redundant named files. I found it's useful to name things phonetically. If you're not sure about how to name something, think of it like a personalized license plate. "Level Designer" becomes "LVLDSGNR".

Just don't get cute and name things using 8 for "ate" or something like that. Naming conventions are not a puzzle for the other team members to figure out. Otherwise your files will end up reading like the titles of Prince songs.

3) Group files accordingly.

OK, I'm guilty of this one. Having well organized files that separate various design assets is really important not only to you but to your co-workers. Generally organize files by stages of production (concept, pre-production, production) and/or by components of information (level maps, character, feedback) You should always ask yourself, "if I were to die tomorrow, would my team be able to find the results of my design work?"

This, of course, is even more important when creating assets to be used in game. Asset management software like Alien Brain, DevTrack, Perforce and Subversion can make or break your project's production. Pick the right one for you and make sure everyone uses it. And backup files often. (daily if not more!)

Speaking of files, there's one other area that gets neglected by teams during pre-production...

4) For God's sake, get those cheats working early!

Getting your cheat camera up and running early is one of the best things you can do for your production. Not only will it help you develop camera postitioning during grayboxing your levels, but also you can use it to help block out "puppet shows" for cinematics. It's extremely invaluable for creating videos and capture screens for marketing purposes. Remember, other people are going to eventually going to want these kinds of assets and they don't want to play through the entire game to get to that one cool spot in the level.

The same is true for player character cheats. Invulnerability, the ability to "fly" your character around, ammo adds, health adds, money adds, the ability to turn powers, weapons and abilities on and off are very important to get in as soon as possible. Not only does it make it easier for you to play and test your levels, but it allows you to show off your levels in the best possible light when your head of production or that guy from the press comes around.

Make sure your level cheats (the ones that take you from one world/level/location/checkpoint) to another is in early as well and MORE IMPORTANTLY easy to access. Don't make the player/tester have to enter the "Capcom code" just to bring up a level or feature. Make it as user friendly as possible. I know it's something that the final product will never see, but you will be living with this game for a year or two or three and getting around it easily will allow you the time to concentrate on the good stuff like design.

5) Make sure you communicate all of the above to everyone on the team.

It's easy to assume that everyone is keeping up with what you are doing, but make sure that this information is easy to find, easy to read and easy to understand. Just because you ARE writing "stereo instructions" doesn't mean it has to read like them.

Good luck!

Thursday, April 30, 2009

Talk video up at the GDC Vault!

The moment you may or may not have been wating for has arrived!

The video (with corresponding slides) of "Everything I learned about level design I learned from Disneyland" is now up at the GDC Vault.

However, I don't know if acces to the video is limited to those with all-access passes.

Anyway, here's the video!

Enjoy!

Monday, April 27, 2009

No time for games, Dr. Jones!!



For the first time in my career, I am faced with a terrible (well, I think it's terrible) problem. I have a huge stack of games and no time to play them. You must understand, this violates everything I believe in as a game creator. Early on in my career, I vowed that I would never be one of those people in games who didn't play games. I worked with too many people who did (and some who even took pride in their non-game playing.)

In order to understand games, in order to make games, in order to be relevant, YOU MUST PLAY GAMES. So, I have a big stack of games. What I want from YOU (and I know you are out there) is recommendations of which ones to play first. Some of these I've started to play, others of them I haven't even unwrapped yet.

Here's the list:

Resident Evil 5
Left 4 Dead
Heavenly Sword
Viking
Bioshock (played two levels)
Half Life 2
Ratchet and Clank: Tools of Destruction
Prince of Persia (2008)
Resistance 1
Resistance 2
Dead Space (played first chapter)
Kung Fu Panda
Crayola colorful journey (don't ask)
Psychonauts (played first two worlds)
Dawn of War II
Give me your list and I'll maybe I'll write up some mini-reviews!

Thanks in advance!

Tuesday, April 21, 2009

OK, I'm sure you're sick of reading these...

But I'm not!

It's been almost a month since GDC and I'm still finding love for my talk around the inter-webs.

Ryan Shwayder's Nerfbat not only gave a nice review but his blog commenters bring up some good points. I guess I'm not the only person with great blog readers!

ETCKT blog gives a nice summation of my talk. Pretty good as ETCKT isn't even a gaming site!

Javier Elizondo's Twitter message says that the line was "insane" - Sorry you couldn't get in Javier, so make sure you read the slides!

According to Stephen Jacob's "Class Acts: The Post-GDC Notes" you really need to listen to the AV files of the talk to appreciate it. Thanks, Stephen! Anyone who created a "Banjo Hero" game is aces in my book.

Burn the Rope!


I played "You Have To Burn The Rope" when it first came out, but a pal of mine recently reminded me of it. It's an action platformer with all the elements you need - a hero, jumping, object collection (fire), a puzzle, a boss and a big explosion at the end. Oh, and it takes about 2 minutes to play. But the best part of "You Have To Burn The Rope" is the ending credits song - which lasts about 4 minutes - twice as long as the game! Funny, brilliant stuff.


"You Have To Burn The Rope" reminded me of another game that I love - "Skullmonkeys" for the PS1. Besides the awesome clay animation, Skullmonkeys had the best soundtrack I've ever heard in a game - particularly the infamous bonus level song. If you haven't played the game, I recommend it, but beware, you will be throwing your controller as it is BALLS-HARD.

But that's the way we rolled back in those days.