Video game designers: The thrill of the chase
Monday, November 05, 2007
By Rebecca Armstrong
Explosions, football matches, car races that take over whole cities –
nothing is too much for the men (and yes, they are almost all men) creating
the next generation of video games.
They cost millions of pounds to make and are part of an industry that's
worth tens of billions. They win Baftas, employ some of the most talented
writers, designers and artists, and are enjoyed by people of all ages across
the globe. Video games may once have been deemed something that only teenage
boys were interested in, but now they are big business and they're taking on
the film industry in terms of creativity and sales. Gerhard Florin, head of
international publishing at Electronic Arts, one of the biggest games
publishers in the world, explains: "Games entertainment is part of
mainstream life. It's no longer niche. Games reach masses of people."
When the seminal game Pong was released in 1972, it became the world's first
mega-selling video game. Graphically, it involved two moving lines and a
dot. Creating it was a simple matter of one man and his mainframe computer –
back then the size of the average flat. But today's hyper-real racing games,
spot-on flight simulations and high-calibre battle zones are altogether more
complicated to make and much, much more expensive. A game can cost from
£500,000 to more than £10m to develop, and since only 10 per cent of the
thousands of games that are released each year turn a profit, it becomes
clear that the people who give games life have a hell of a job on their
hands.
Project Gotham Racing 4 is the latest in the best-selling series of
street-driving games. Known for its faithful recreation of the world's most
famous racetracks, cities and high performance cars, the PGR franchise on
the Xbox and Xbox 360 consoles has made millions of pounds and is considered
to be one of the best in the business. One of the reasons gamers are still
flocking to buy a game that's in its fourth incarnation is that the game's
developers, Bizarre Creations, can skillfully create an incredibly accurate
racing experience. So, how do they do it?
The development process, which took over two-and-a-half years, began with an
atlas and some airline tickets. "The first thing we do is to choose which
cities to set races in – making sure they are recognisable, including the
'perfume bottle' cities like New York and Paris," explains Ged Talbot, lead
designer at Bizarre Creations, a Liverpool-based games studio. " We give
possible locations a recce, go there and walk round them for a few days and
decide whether we want to include a place or not." What Talbot and his art
team are looking for aren't postcard-perfect views – they're searching for
details that turn a city centre into a challenging race track. "We make sure
they've got some kind of great feature, like a jump or narrow roads,
something that's going to appeal to the people who will play the game rather
than just recreating beautiful streets."
Once a location has been chosen to appear in the finished game, the hard
work begins. "We take about 30,000 to 40,000 photos per city [there are 10
cities in the game] and we'll take pictures of every building on both sides
of the road for the entire city," says Talbot. "Then we'll have to take
pictures of the lampposts, because every city has different lampposts. Bins,
railings – every city has details like that that are slightly different from
anywhere else. We even take pictures of the Tarmac to get the colour right,
and all the road markings – even if we change them in the game, we need to
have a record of the original road markings. We have to take pictures of the
whole city, including the sky, to capture the ambience." It took Talbot's
team of between four and six people 14 days per city to get the detailed
photographs they required, then it was back to the studios to move on to the
next stage of the game's development, creating a digital framework on which
to place the images.
"We make the buildings from wireframe models and a lot of that is done using
maps. We'll get maps from the various cities – we ask the city officials and
they provide us with really quite detailed maps that include topography and
the scale of buildings. That's the first part: creating blocks that are the
shape of buildings. Then we'll take the photographs and clean them up
because we can't stop people walking past our cameras or stop cars from
driving past. A huge part of it is taking every image and removing shadows
and lighting problems. Finally, the pictures will be placed on the side of
the block."
After the game's race tracks have been created in this way, the designers
turn their attentions to the real stars of PGR4 – the cars. " We've got a
really good relationship with the car manufacturers," says Talbot. "Although
they don't give us their cars to drive – despite the fact that I've been on
at them for years to let me have a go – they do give us detailed images of
the cars. Sometimes, for example with the Ferrari F40, we'll hire the car
and take pictures of the interior and the exterior."
The part that Talbot is most proud of is the Nürburgring race track. Based
on the legendary track in Germany, just driving the virtual version of what
racing enthusiasts call the "green hell" or "the ring" is a nerve-racking
experience. In real life, any driver can pay to tackle this 13.6 mile loop
of road when it's open, but fatal accidents are a regular occurrence. Talbot
went to the track twice while working on the game – once to photograph it
and once to race on it. "When we took the photos, I went round at about five
miles an hour," Despite his skill piloting a Ferrari around the track's
multiple curves in the game, he is less gung-ho in real life. "People die on
the ring all the time – I reckon it's safer to just play the game." When the
time came for him to race around the ring for real, fog halted his progress
and closed the track. It's more than a little ironic given that one of the
stand-out features of PGR4 is the weather conditions, which have been
designed not only to look like the real thing, but also to affect how the
cars perform in the game.
A whole team of designers is dedicated to effects in the game and they are
the ones who create realistic rain, fog and ice. Talbot says that this level
of detail is the most marked difference between today's games and the ones
he worked on when he joined the company eight years ago. "In the past, we've
been able to get away with something that looks quite like a Formula One
car. Now that car not only has to look exactly like a Formula One car, it
needs to throw off the right amount of dust when the car slows done. It
needs to have fire coming out of the back. The suspension needs to work
exactly right. As the technology gets better, the smaller details become
more important. That's really the biggest difference in how what we do has
changed. It's the fidelity and the resolution of everything that's gone sky
high."
If there's one man who knows about things going sky high, it's Thomas
Bengtsson, a 3D effects artist who specialises in creating explosions for
games. Although this job might sound like something of a niche role, his
expertise fits well with the broad range of skills that a games developer
needs. According to Nick Burton, senior programmer at the games development
company Rare, "game development has one of the most diverse skills
requirement of all modern media, ranging from mathematics and physics to
acting and architecture". Bengtsson most recently worked on World in
Conflict, a PC war game in which he created impressively realistic nuclear
explosions. "I do a lot of research and tests to try to find out new ways to
make effects," he says. "When I worked on World in Conflict, there was a
huge amount of different explosions, units and buildings that were needed to
get unique effects. First, you research, to find reference material to
create a realistic game. Then it's basically a matter of drawing and
animating textures for particles [the units used to make up the images] and
then we have a special person who specifies how those particles are going to
behave in the game." To make explosions that are as realistic as possible,
he spends his time studying real-life examples. "I have an archive of
different references of explosions that I use as inspiration. It's pretty
funny how many videos there are that cover explosions, and we probably have
the majority of them right here in the office."
Meanwhile, in a top floor office in Surrey, a teamof games designers has
spent months working on a title that's light years away from the painstaking
detail and high fidelity of PGR4 or World in Conflict. Kuju Entertainment, a
European games company, has been developing a game that started out as a
mini-game within one of the original Project Gotham games. Geometry Wars, a
game that resembles an old school arcade games of 20 years ago, is
considered by many gamers to be a perfect example of how a simple concept
can become an incredibly enjoyable game. Players pilot a geometric " ship "
trapped in a grid world, facing off against waves of enemies – the aim is
simply to survive long enough to gain a high score. After proving popular as
a game within a game, it was launched as a downloadable title on the Xbox
Live Arcade. Kuju was tasked earlier this year with turning the game into a
stand-alone title – Geometry Wars: Galaxies – for Nintendo's Wii and DS
consoles.
"One of the joys about working on Geometry Wars is the fact that it doesn't
require the huge amount of accurate details that a lot of modern games do,"
explains Jim Mummery, senior games designer at Kuju Entertainment. "We
weren't held back by animation times – we purely had to worry about what
plays well. Not having to care about anything other than making an enjoyable
game is very freeing."
But while the 12-man team at Kuju (yes, most games creators are men) enjoyed
making a game free from the exhaustive details of a title like PGR4,
developing the game was anything but simple. Roger Carpenter, a senior
producer at Sierra Entertainment, the publishers of the game, explains just
how tight the schedule for developing a game can be. "Geometry Wars took
seven months to make from beginning to end. This is an extraordinarily short
time. Some games can be in development for four years, and in those cases
there's a lot of research and feedback going on. Anything from 12 to 18
months is the norm."
Despite the punishing time frame, the development of Geometry Wars: Galaxies
has followed the standard template for how almost every video game is made.
First comes pitching the idea for the game: is it a franchise or an existing
"intellectual property"? Games based on existing properties or IPs as they
are known – think sequels like Halo 3, FIFA Soccer 08 or any of the games
based on Harry Potter films – tend to be more popular with games publishers
because they're seen as a safe investment.
"The hardest thing is creating a new IP because you have to persuade
publishers to spend their money on an unknown quantity," explains Mummery.
If the pitch is successful, the developers put together a games design
document explaining every element of what they want the game to involve.
Storyboards are drawn up and characters are designed by the art team. Then
the game's environments – or the "game worlds" – start being created. "The
designers will use a 3D package to create a template that is then adapted by
artists," says Mummery. " Basically, the designers make the building blocks
and the artists make it look good." Then, according to Mummery, the real
work starts. " It's the coders who make everything come together."
Generally, coders are given a bad press and accused of being long-haired
geeks with no social skills and even less personal hygiene. Slurs aside,
without them there would be no video games and it's their hard work that
forms the bedrock on which the designers and artists can build. "The coding
is predominantly the most time-consuming part of making any game," says
Carpenter.
Fortunately, David Ream, Kuju's senior software engineer, is nothing like
the unsavoury stereotype of a coder. Personable and enthusiastic, he
explains that "on the technical side, we strip down the ideas and we have to
bring it down to what's possible. What you don't put in is as important as
what you do." While gamers never see the code, it's what makes all of the
elements of the game work together. Code is the computer language
instructions that control every aspect of the game and a 3D code engine is
used to generate the complex code needed for all of the shadows and textures
that can be seen on screen.
Before the game is completed, it's Quality Assurance – or QA – time. QA is
vital for picking up any bugs or flaws that could ruin a game for its
players. "In every game there's a huge testing process and the publisher
will hire a company with a lot of people who'll play the game to death,"
says Mummery. "Games are chucked at people all over the world and every game
goes through hundreds of people before it is released." The bigger the game,
the more time and money is spent on testing it. Before Halo 3, a game that
made £75m in its first week of sale, launched in September, testers played
the game in mocked-up rooms while the game's developers watched them to see
what aspects of the game they struggled with. While testing games might
sound like a dream job, you'd be mistaken. "I used to do QA," says Mummery,
sighing. "But the reality is that you get bored of games very quickly, and
slog through them. People always say 'Oh, you play games for a living', but
they don't see the hours we work."
The run up to the game's deadline is called "crunch time" and it's when
developers work all hours to make sure the game is delivered glitch-free.
Things can get tense in the race to the finish line. "With a tight project
like this, the schedule comes first. But with any big title there will be a
lot of discussions between lead programmers and designers on what should and
shouldn't go in," says Mummery. "People fight tooth and nail but as a
result, that conflict can bring out the best in a game."
When the dust has settled and the game is finished, the marketing machine
takes over to hype games to the rafters. A game that costs around £2m to
make can have a promotions budget worth five times that.
But by this time, the developers are already working on the next big thing.
" When your game comes out, obviously you want it to be well received," says
Mummery. "But by the time it's on the shelf, you're working on something
else." So while gamers are immersing themselves in a virtual world, the
designers are already busy creating the next one.
Game on! 10 classics that broke the mould
Pong (1972, arcade)
The world's first hugely popular arcade video game came with the
instructions: "avoid missing ball for high score".
Pac-Man (1980, arcade)
Although developed in Japan, it was America, already obsessed with Space
Invaders (1978), that went for Pac-Man in a big way. The game's "holy grail"
– eating all the dots, power pellets and ghosts without losing a life – was
achieved in only 1999.
Super Mario Bros (1985, Nintendo Entertainment System)
Listed in the Guinness Book of Records as the biggest-selling video game in
history – more than 40m copies have been sold since its launch – Nintendo's
scrolling adventure marked a new era of platform games.
Civilization (1991, PC)
Created by Sid Meier, one of gaming's grand overlords, Civilization gave its
players the chance to play God by creating their own world and managing it
from 4000BC through to AD2000. A bench-mark in intelligent gaming.
Doom (1993, PC)
Ultra-violent but incredibly immersive, Doom was a huge leap forward in
terms of every aspect of gameplay and made PC gaming big news.
Tomb Raider (1996, PSOne)
The first cyber superstar, Lara Croft, changed the face – and body – of
video gaming. Her assets helped boost sales of PlayStation while the game
was truly genre-defining.
Half-Life (1998, PC)
A first-person shooter that broke all the genre's rules, Half-Life marked
the birth of groundbreaking story-led gaming and impressive AI.
World of Warcraft (2004, PC)
MMORPGs – massive multiplayer online roleplay games – may have existed
before World of Warcraft's launch, but WoW is considered to be the biggest
and best.
Guitar Hero (2005, PlayStation 2)
Thanks to an innovative guitar-shaped controller and a series of rocking
tunes, Guitar Hero quickly became a best-seller, accurately recreating the
feeling of playing a real guitar.
Wii Sports (2006, Wii)
Nintendo's Wii console marked a new era in social gaming. Wii Sports, the
game that came in a bundle with the console, saw players using realistic
movements to go bowling, play tennis and try to hit a hole in one.