Necessary article on Waypoint (formerly known as VICE gaming) by Tina Amini. I think reading it would do a lot of good for gaming enthusiasts in order to appreciate how much effort it requires to create a game and how many workhours have to be put in to create the entertainment products. For those of us who've developed games, this is perhaps just basic stuff, but I think it's important for people unfamiliar with game development project to realize how complex it can be. Interesting quotes from Bruce Straley on TLOU, Nina Freeman from Fullbright, Thisdale from Eidos Montreal on Deus Ex Mankind Divided, among others.
Looking at game dev as building a house:
Working in blind:
Interdependence between departments:
Greyboxing
The layer of code running in the background:
Producers:
E3 demos
Lots more at the link: http://www.vice.com/read/why-its-so-hard-to-make-a-video-game
Looking at game dev as building a house:
"The challenge of making a game is sometimes like trying to build a house blindfolded," said Ryan Benno, environment artist at Insomniac Gameswhose artwork you've also seen in Telltale's Walking Dead and Wolf Among Us series, as well as Call of Duty: Infinite Warfareto me over email. "You can plan out where the walls will be, what the rooms will be like, how to make it stable and functional, but until you are actually in the space you don't actually know."
Working in blind:
"There are things you just don't know until you get it done," Bruce Straley, co-director at Naughty Dog, told me over the phone. Straley, an artist and designer known for his work on Uncharted 2, The Last of Us, and Uncharted 4, was telling me about the importance of developing with a mind toward the vision, or core experience of the game. "There are these lessons that we learn in production. Even in demos that we've done. It's all playable but there are certain mechanics that we haven't fully fleshed out. I don't know how this is going to work in the grand scheme of things. The equations might not add up as far as what's fun or what's not or what's engaging. I do my best."
Interdependence between departments:
Otherwise you run into situations Thisdale certainly has experience with, like when a modeler he was working with went well over the polygon limit designing detailed world assets, like dumpsters. "They were so heavy in polygons that it was costing us an actual frame per second, which in a game world is super expensive," Thisdale said. "Experience will tell you how many polygons for each subject, how much texture, can I put a UV filter, can I put bump mapping, is there going to be direct and dynamic lighting on it, should I put bezels on it." These seemingly minor technical details, though visually impressive, add a lot of weight onto the game's performance. It's a delicate balance, and sometimes pretty sacrifices have to be made for the benefit of the overall experience.
Greyboxing
The game that you see in its final, presentable form, or even the game that you see in snapshots during E3 or any trailer that's released, is not the game that developers work with for the years that development takes. Instead, developers load up small maps, levels, or testing grounds and play through individual experiences to make sure they're playing right. "We spend all our time in a grey box," Thisdale told me. "The game usually takes way too long to load so we just load whatever gym we have, which is usually an empty room with a light in the middle and a box on the side and then you do whatever you need to be doing." This can be running, shooting, or even testing visual effects like rain or smoke. "That's what we do. That's the game we play," Thisdale said. "The game I just released[referencing the latest Deus Ex game, Mankind Divided]this is the state I saw it in for four years."
The layer of code running in the background:
Straley worked on The Last Of Us, a game without a jump button. "The code written just to get a character to show up on screen is astounding. And the code that's written to read animation data and figure out all the skinning and weighting on a character to animate them properlyall of this without actually translating them through space is already months of work for somebody," he explained. "This is all during the process of deciding if you're even going to have the character jump, what the consequences of having jump are, how they jump, what that choice will mean for designers, their layouts, and the effect on artists, all the while remembering your top goal is to try to make the player feel engaged."
Producers:
Returning to the building-a-house analogy, imagine a contract manager whose financial responsibility is to see a project throughthat's the role a game's producer plays. Other people lay the bricks, but the producer makes sure the team has enough bricks to lay. Those producers either represent or answer to a parent company, publisher or investor who, in agreeing to fund the project, decided part of the agreement would be contingent on seeing early developments on the vision of the house. "Most big companies have investors," Thisdale told me. "They're [publicly traded companies]. EA, Ubisoft have stock. These people invest, they need a return. They say, my quarterly, my yearly, I need a return." They control the money and, sometimes, resources are meted out on the basis of predetermined milestones, like greenlight pitch meetings or a demonstration of an early prototype. As long as a studio keeps hitting those internal deadlines, they'll get the money they need to continue work on their project.
E3 demos
This can mean taking time out from the production schedule to focus on creating a "vertical slice" of their gameessentially a brief demonstration of the gamemeant to represent the whole game "pie." Developers take a level or map or section of the game, polish it to the extent that they can with beautiful art and music, and share it with the public as their latest snapshot of progress.
"You don't even have your whole game pinned down, you don't even know all your mechanics yet," Straley told me. "And you're having to pin down something and make it playable publicly, live on a stage, and you're basically saying to the public, 'This is the way it's gonna play, this is the way it's going to look, and this is the experience you can expect from us eight months from now.' It's extraordinarily unwieldy for production."
Lots more at the link: http://www.vice.com/read/why-its-so-hard-to-make-a-video-game