Dead Space 2

January 10, 2010 · Print This Article

I already mentioned that I’m working on Dead Space 2 now, but failed to provide any detail. Luckily, magazines all over the world are now running their cover stories on the game! In America, GameInformer (sold at all Gamestops) has a great 10-page write-up of the game that you should check out.

dead space 2 game informer 544x324 Dead Space 2

This is the fourth game I have worked on to receive a major cover story. Pretty cool! But this is the best cover image by far, the art department at Visceral did a great job on this.

My New Job

December 27, 2009 · Print This Article

Ever since Lair shipped in 2007, I’ve been waiting to post about the next big game I’d been working on. Unfortunately, game development doesn’t always work that way. When Factor 5 folded at the end of last year the process took my projects with it. And even though I worked on two games in 2009 there wasn’t anything to post about; one game is still unannounced, while the other one ultimately got canceled.

Which is why I’m all the happier to post about my new job, which I started working at a few months ago: I now work at Visceral Games (an Electronic Arts studio), as a Senior Level Designer on Dead Space 2. This was an interesting decision for me for a couple of reasons, not the least of which is the fact that I hadn’t done professional, hands-on 3D shooter level design since Unreal 2 (which was in 2003!). But I very much liked the first game, like this game’s creative director, Wright Bagwell (in fact, I’ve known Wright via the internet since our Quake modding days in 96), and got a good feeling about the team when I visited for my interview. Add the fact that I’d never worked for a company bigger than 150 people (so joining Electronic Arts seemed like a good change of perspective), and that I still love making (although not necessarily finishing) 3D levels whenever possible, and this seemed like a great, logical decision.

So here I am, hoping to contribute to a great follow-up of a great game. I’ll post more about the job and the game as information becomes available. Obviously you won’t read any breaking news here that haven’t already been published officially by EA’s marketing team. But hopefully I’ll be able to point you to a few pieces of information you might otherwise have missed.

10 Hour Gears of War Level

September 17, 2009 · Print This Article

Man, I love a good level design rush. When you’re in the zone creating a level, it’s a lot like playing a well-designed game: there’s tons of meaningful short-term tasks for you to do, each of which gets you closer to the greater goal of finishing the level. And you just find yourself doing “just one more thing” until it’s way past midnight. Monday night was one of those nights.

I found myself wanting to create a quick demo showcase of my level design abilities, and figured a little Gears of War level would fit the bill. “Just a quick demo.” When I started it was 7pm in the evening, and 10 hours later (8 that night, and another two in the morning) I had finished my first ever GoW level, showcased below.

Seeing how little time I had and how this was a showcase more than a fully fleshed out level, I decided to focus on one key attribute: “scenic vista”. I wanted to use a big, picturesque landscape as the backdrop, using all the skills and techniques I had acquired in my last few professional gigs; and I wanted to put a quaint (if that attribute exists in the GoW universe) mountain village on top of that. So I used all the tricks in my book to simulate and render out a nice-looking terrain (which ended up a 6700 tri static mesh with a 2k diffuse and normal map), which tiles 9 times to create the backdrop. The “city” itself is just a single road, and is heavily referenced from SP_Eba for quick turnaround. Throw in some atmospheric settings, cover nodes and enemies, and you have yourself a quick but pretty neat demo level.

This isn’t a complete map by a long shot, of course. More of a vignette, a small scene that describes the feel of the environment. The level is tiny, doesn’t fit into an overarching narrative and has no history. But I had a lot of fun assembling it, and in the process I reacquainted myself with UnrealEd (which I hadn’t used since the Unreal 2 days) and dug into the Gears of War asset library.

Now Playing: Batman – Arkham Asylum

September 2, 2009 · Print This Article

batman arkham asylum joker 544x326 Now Playing: Batman   Arkham Asylum

I finished Batman: Arkham Asylum yesterday and really liked the experience from start to finish. Great job by developer Rocksteady! I went in expecting a Bioshock version of Batman, which might have slightly thrown off my enjoyment for the first couple of hours. But once I realized that this is actually a stealth game/brawler, and once most of the core mechanics had ramped up, I kept playing and playing. The best compliment I make is that it kept getting more interesting the further in I got, rather than less. New gadgets and little twists on combat and stealth kept everything fresh until the very end. The sense of character was outstanding in places – taking down 7 or 8 armed guys late in the game, with the Joker taunting his own guys in the background and the AIs playing more panicked voice lines for every guy who disappeared, made me feel like a 100% badass dark knight. “Fear me, I’m coming for you next, thug!” Brawling with all mechanics in place – which includes knife guys (need to be stunned before hit), stun baton guys (don’t attack from the front!) and weapons (don’t attack at all!) – was great as well. Once you start stringing together combo hits the action just flows beautifully, and the game puts a positive spin on blocking by using an appropriate counter mechanic, rather than the bland “I negated an attack but didn’t advance the action” standard. I never reached the 40 hit combo achievement, the best I could do is 28. But I certainly tried for it every time I went into combat! Very nicely done.

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IndyCar at Infineon Raceway 2009

September 1, 2009 · Print This Article

This year marked the first time since its inception that Victoria and I didn’t get to go to the Indy Grand Prix of Sonoma. My brother’s wedding in Germany was a tad bit more important icon smile IndyCar at Infineon Raceway 2009 Through a DVR glitch (okay, I just forgot to set the recording) we didn’t get to see the telecast, either, but I dug up the final few laps on YouTube. And damn, this actually looked like a fun race! A year after a sleep-inducing pole -> victory lane routine by Helio Castroneves, this race actually had some drama and fun racing action! If you didn’t look towards the very front, that is… Dario Franchitti, uhm, won the race from the pole. Still, a step in the right direction, and a lot better than any Formula 1 racing I’ve seen recently. The “overtake button” adds some much needed action.

While we’re at it, here’s the web trailer I created for the raceway a few weeks before the event. Click to see the 720p version.

Elisabeth Gilbert on Creativity

August 3, 2009 · Print This Article

The motto of TED is “Ideas Worth Spreading”. Who am I to resist?

NASCAR in Sonoma 2008

June 9, 2009 · Print This Article

Just like every year, we’re getting closer to the anual Toyota/Savemart 350 at Infineon Raceway. And even though life has been busy and  I’ve been laying off the video editing for several months, I haven’t been able to resist NASCAR’s call:

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Here’s a new video with footage from the 2008 event. It’s rough around the edges, and several shots could use some better timing. But it gets my adrenaline going… Enjoy!

Disney Resemblances

April 18, 2009 · Print This Article

When you work in 3D animation you’ll sooner of later hear of the term “retargeting”. That’s when the artist/TD takes animation that was created for one rig (the skelton used to puppeteer a character) and applies (“retargets”) it to a different rig. That’s how animation sharing across multiple, different characters becomes possible. But if you think that this practice is a modern development, think again! The 2D equivalent of retargeting is “rotoscoping” – and it looks like Disney animators did quite a bit of it:

Quite an eye opener! Of course production realities and deadlines often encourage these kind of shortcuts, so I’m neither condoning nor condemning. The resemblance is very fun to watch, that’s for sure!

Found at ThinkingAnimation.

The Best Way To Rob A Bank Is To Own One

April 5, 2009 · Print This Article

This PBS interview with William K Black provides a great overview of the current banking crisis. How did we get here, where were the regulators, why is nobody getting prosecuted for fraud? Because, as Blake lays out quite convincingly, banking fraud is what created this crisis. A giant Ponzi Scheme, officially sanctioned and never investigated by the government. A tiny snippet from the 30-minute interview:

BILL MOYERS: And we have to know that, in order to know what?

WILLIAM K. BLACK: To know everything. To know who committed the frauds. Whose bonuses we should recover. How much the assets are worth. How much they should be sold for. Is the bank insolvent, such that we should resolve it in this way? It’s the predicate, right? You need to know the facts to make intelligent decisions. And they’re deliberately leaving in place the people that caused the problem, because they don’t want the facts. And this is not new. The Reagan Administration’s central priority, at all times, during the Savings and Loan crisis, was covering up the losses.

BILL MOYERS: So, you’re saying that people in power, political power, and financial power, act in concert when their own behinds are in the ringer, right?

WILLIAM K. BLACK: That’s right. And it’s particularly a crisis that brings this out, because then the class of the banker says, “You’ve got to keep the information away from the public or everything will collapse. If they understand how bad it is, they’ll run for the exits.”

Darth Vader Feels Blue

April 2, 2009 · Print This Article

The extended version of this touching moment includes scenes that you didn’t see in theaters.