christophe reyes general manager france oskar guilbert developer relations manager france streamline...
TRANSCRIPT
Christophe Reyes General Manager France
Oskar GuilbertDeveloper Relations Manager France
Streamline the production pipelineStreamline the production pipeline
Moscow - March 2003
AgendaAgenda
• Criterion overview
• Production diagram
• Tools per sector of activity
• How to speed up the pipeline
• RenderWare Solutions
Moscow - March 2003
Established in 1993
Global offices in Austin (USA), Derby & Guildford (UK), Paris (France) and Tokyo (Japan)
Managed by 3 founders: David Lau-Kee, Adam Billyard & Mike King
Over 200 employees in technology and game development divisions
Company comprises two divisions:
RenderWare
Delivers a suite of tailored, multi-platform middleware solutions for the games development market
Criterion Games
Develops and produces games for next generation consoles and is now a well-respected studio developing hit videogames for a worldwide audience
Criterion Software
Moscow - March 2003
Increased consumer demand for higher quality, more creative, immersive games - more competitive landscape
Uptake of next-gen platforms and their decreasing lifecycles - developers and publishers under even more time pressure
Short term technology strategies and engines for single SKUs no longer feasible business models
Technology issues dominate developer time and so creative and R&D input can be limited
Not commercially viable to throw unlimited funds at every project to get the one ‘box-office hit’. Ratio of misses-to-hits increasing
Publishers less willing to take risk on highly creative projects - sequel licenses dominate
Industry as a whole lacks standardized procedures
Key Market Trends
Moscow - March 2003
Solves the complex technical issues surrounding multi-platform development
Provides a complete tool chain so developers do not have to reinvent the wheel creating their own technology from scratch
Frees up time so developers can focus on the critical creative elements of the game
Delivers standardized technologies and processes for more streamlined team activity
Can deliver game demonstrators substantially earlier in the development process
Ensures that deadlines are met and games are delivered to market on time
What Can Middleware Do?
Moscow - March 2003
Global Customers
Moscow - March 2003
RenderWare is now being used in over 400 games and has helped generate $2 billion+ of retail revenue from released titles, including the following...
Grand Theft Auto III
Grand Theft Auto: Vice City
Tony Hawk’s Pro Skater 3
Burnout 2
Run Like Hell
RedCard 20-03
NFL Blitz 20-03
World Series Baseball
MLB Slugfest 20-03
Mortal Kombat 5: Deadly Alliance
Genso Suikoden III
Italian Job
Pro Evolution Soccer 2
Driven
Monsters Inc.
Scooby Doo! – Night of 100 Frights
Broken Sword: The Sleeping Dragon
Everquest: The Shadows of Luclin
MX Superfly
Moscow - March 2003
Game Dev Production Pipeline possible Game Dev Production Pipeline possible issuesissues
• Team work– Different skills– Different work periods :
waiting time• Domains of competence
– Graphics, Audio, AI, Physics, Network,…
• Different hardware– XBox, PS2, GC, PC, …
• Huge amount of assets– Code and artist’s assets
• Tuning & Debugging take a lot of time
• Numerous specialized tools
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Production DiagramProduction Diagram
• Sectors of activity – Game Designers– Producers – Graphic, Audio Designers – Animators – Programmers– Integrators
• Activity
Game dev.
Day 1 Project end
Moscow - March 2003
Game DesignersGame Designers
• Existing Tools– Pen and paper, Lego, …– Microsoft Excel…– 3d modelers– Dedicated prototyping tools, – In house tools
• Issues – Duration– Validity : 3d, interactions, …– Unadapted tools– Communication with the others
sectors– Integration in the production tools
• Solutions– Adapted : Easy to use– 2d and 3d – Interactive– Integrated in the
production chain
Moscow - March 2003
Producers / Producers / Project Managers Project Managers
• Tools– Project management tools,– MS Excel,– In house tools,
• Issues– Integration with the other
sectors – How to communicate– Sectors synchronization– Project real state visibility
• Solutions– Integrated in the
production tool / shared– Allow visibility from day
1 and during all the project
– Reporting linked to the project state
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Graphic, Audio Designers/ArtistsGraphic, Audio Designers/Artists
• Tools– 2d paint, composing,– 3d modelers,– Audio creation tools, – In house tools,
• Issues– Visualization on the targeted
platform (PS2/XBOX/GC/PC…)– Go/Return from modeler and
the game engine– Synchronization with the
programmers coded behaviors and special effects
– Performance issues on the targeted platform
– Maintain the coherency of the assets (versioning, multiple users, …)
• Solutions– Visualisation on the
targeted platform with “real time” updates
– Access to the programmers coded behaviours for test as soon as available
– Merge of assets and special effects
– Integrated assets management tool
Moscow - March 2003
ProgrammersProgrammers
• Tools– Compilers– Debuggers– Performance analyzers – Graphic/audio libs (OpenGL,
DirectX, …)– Middleware
• Issues– Integration/optimization of the code
with the current game assets (graphic, audio, …)
– Go/Return from the compiler and the game engine
– Parameters accessibility for the other sectors (artists, designers, integrators,…)
– Performance analysis, tuning, on the targeted platform
– Maintain the coherency of the code assets (versioning, multiple users, …)
• Solutions– Access to the artist’s
current assets– Parsing not compiling :
faster, easy parameters openness
– Integrated debugging tools
– Integrated code source management tool
Moscow - March 2003
Integrators/Level designer Integrators/Level designer
• Tools– Prototyping tools– In house tools,
• Issues– Build the game on the targeted
platform (PS2/XBOX/GC/PC…)– Go/Return from the game
engine the artist tools, the programmers tool
– Interaction with the game designer and the producer
– Performance issues on the targeted platform : dues to the integration of all assets
– Maintain the coherency of the game state files (versioning, multiple users, …)
• Solutions– Construct the game on
the targeted platform– Access to the
programmers coded behaviours for test as soon as available
– Immediate access to the artists assets with special effects
– Reporting linked to the project state
– Integrated Assets management tool
Moscow - March 2003
How to speed up the pipelineHow to speed up the pipeline
• Make teams/sectors work together– Share the assets : graphics, audio & code– Limit the waiting time : programmmer-artists-integrators-…– Adapted/modifiable user interface : fit the needs of each
member of the team – Allow the visibility of the game state to all members of the
team :• From day 1 and until the end of the project
– Allow reporting, documentation • Limit switches between tools
– Compiler – game engine, graphic tools – game engine, …• Work on the targeted platform
– Immediate visibility of the assets and behaviors in game engine– No porting/exporting
• Easily tune & debug in the game engine • Asset management :
– Never lose your work or made it inconsistent
Moscow - March 2003
The RenderWare Suite Of Tools & Technologies
Unrivalled support… 24/7/365
PC HOST
TARGET
Moscow - March 2003
A unique collaborative game production system that allows the whole team to create, view and tune games simultaneously, in real-time on multiple platforms.
What Is RenderWare Studio?
Encompassing the whole development process from pre-production to QA, the collaborative nature of RenderWare Studio enables all team members, even those in remote locations, to share assets and work in parallel on gameplay, engineering and production in real-time, and remove the time-consuming bottlenecks that can occur.
Moscow - March 2003
Rapid game development
Reduced risk
Truly multi-platform
Earlier game demonstrators
Open & extensible
Reduces bottlenecks
Simplifies development process
Encourages innovation
Encourages good development practices
Improved developer / publisher relations
Benefits Of RenderWare Studio
Moscow - March 2003
What Is RenderWare Platform?
RenderWare Platform is the industry’s de-facto suite of best-of-breed game production technologies, comprising Graphics, Audio, AI and Physics. The API offers an open framework that aligns all the essential components of game production into one single, powerful, toolkit.
With RenderWare Graphics version 3.5, the industry standard is now even easier to use and more powerful than ever before, with unrivalled multi-platform performance - that’s more than twice the power of other graphics solutions.
Moscow - March 2003
Thank youThank you
• Questions ?