Showing posts with label Spotlighting Trends. Show all posts
Showing posts with label Spotlighting Trends. Show all posts

Friday, June 7, 2019

Augmented Reality Gaming Kid Toys

In this article, game designer Sande Chen takes a look at various augmented reality gaming kid toys on the market.

Have you kept up with the latest tech-savvy gaming kid toys?  In the past, there were the little critters that had thumb drives and plugged kids into a virtual world of mini-games.  There were interactive toys that tried to talk with you, or through cleverly scripted questions, made kids feel like a doll or animal really knew them (especially after Mom or Dad inputted birthdates and fave activities).

Considering the popularity of Pokemon Go, it's not surprising that augmented reality has made its debut among educational and entertainment toys.  All of them require an app installation.  Here's a couple to consider.

In 2017, kids age three and up were introduced to Parker the teddy bear, whose owners can play teddy bear doctor by viewing Parker's insides and monitoring the bear's Happiness Factor.  The app also includes a number of math and science puzzles.


Hasbro's first AR offering came in 2018 with the Marvel Avengers: Infinity War Hero Vision Iron Man AR Experience.  The app is downloaded and the phone inserted into the AR goggles so that kids can pretend to be Iron Man and battle enemies in the living room.


The latest of note is LEGO Ninjago AR, which brings LEGO sets to life with animations and characters. Two players can team up and fight against hordes of Dragon Hunters, unlock power-ups, and post high scores.


So far, ratings on Amazon and the Apple app store have been mediocre. There's technical issues such as the app crashing or an ill-fitting helmet.  As more apps come to market and more devices become capable of handling AR, there's hope that these problems will get sorted out.  Despite the snafus, it's an exciting time for kids to be playing with these enhanced physical toys.

Sande Chen is a writer and game designer whose work has spanned 15 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Thursday, September 28, 2017

Podcast: Game Design Tips from Sande Chen

A few weeks back, I did an interview with AppMasters. Their podcasts are full of valuable information intended to help you succeed in the mobile app business.

Link to the Podcast: Game Design Tips from Sande Chen

Listen on to hear about the issues with designing for VR, educational game design, narrative design, and about transitioning into the game industry as a writer.

Podcast Description

Today’s guest is one of the Game Industry’s Top 100 Most Influential Women and she shares her tips on educational and VR game design. You will also discover her process for writing game narratives and how freelancing while at her full-time job allowed her to be completely on her own.

Sande Chen is the co-author of Serious Games: Games That Educate, Train, and Inform. As a serious games consultant, she helps companies harness the power of video games for non-entertainment purposes. Her career as a writer, producer, and game designer has spanned over 10 years in the game industry. Her game credits include 1999 Independent Games Festival winner Terminus, MMO Hall of Fame inductee Wizard101, and the 2007 PC RPG of the Year, The Witcher, for which she was nominated for a Writers Guild of America Award in Videogame Writing. She has spoken at conferences around the globe, including the Game Developers Conference, Game Education Summit, SXSW Interactive, Serious Play Conference, and the Serious Games Summit D.C.

Monday, January 18, 2016

Latest Game News Here! Press Any Key Games Podcast

Hi!  I had so much fun with the Geeks World Wide Year in Review podcast that I'll now be appearing semi-regularly on the Press Any Key Games Podcast!  If you don't have a chance to catch up on your daily or weekly game news or just want to get a perspective on what others find important, take a listen to the podcast or watch the livestream at the following places:

When we're livestreaming, it'll be on Twitch: http://www.twitch.tv/thegww

If you want to listen, there's GWW Radio on SoundCloud:  https://soundcloud.com/gww-101643494

Or you can subscribe through iTunes:  https://itunes.apple.com/us/podcast/gww-podcast/id462109667?mt=2

Videos are posted on the GWW Web site:  http://thegww.com/category/podcasts/games-podcast/

Finally, if you want to subscribe on YouTube, there's the Geeks World Wide channel 



Show Notes (if you want to check out some of the news stories yourself)

PSA: Amazon Prime gives 20 percent discount on new/pre-release games. (http://bit.ly/1Q6FUzx)
HTC says Vive preorders to start on February 29, with shipping in April. (http://bit.ly/1Q6Dxg1)
VR sticker shock: How Oculus failed to prepare the world for a $599 Rift. (http://bit.ly/1Q6DEbg)
Will Supreme Court tackle 1st Amendment issue in Madden NFL litigation? (http://bit.ly/1Q6DDEn)
Major piracy group warns games may be crack-proof in two years. ( http://bit.ly/1Q6DIIc)
Analyst thinks the Nintendo NX will ‘cannibalize’ 3DS and Wii U sales. (http://bit.ly/1Q6DX64)
2015 was the Japanese games industry’s worst year on record. (http://bit.ly/1Q6DUXQ)
Norwegian high school puts e-sports and gaming on the timetable. (http://bit.ly/1Q6FQQc)
Sony tried to trademark ‘Let’s Play’. (http://bit.ly/1Q6DQau)   
“I am not a terrorist”: Muslim man barred from playing Paragon beta. (http://bit.ly/1Q6G9dR)

Tuesday, December 29, 2015

2015 Gaming Year In Review Podcast

It's that time of the year for wrap-ups, top ten lists, and remembrance. What were your top gaming stories of the year? I participated in the Geeks World Wide 2015 Gaming Year in Review Podcast where we discussed upcoming trends in VR, open worlds vs. linear narrative experiences, and of course, awesome games.




Show Notes (if you want to check out some of the news stories yourself)

Confirmed: Kojima leaves Konami to work on PS4 console exclusive [Updated]. (http://bit.ly/1Oi4HuF)
Survey: “Gamers” are poorer, more male, less white than “game players”. (http://bit.ly/1Oi4F5Z)
Nintendo touchscreen controller patent offers clues about upcoming NX. (http://bit.ly/1Oi4HuP)
BioShock creator: ‘gamers want an experience that lasts more than 10-12 hours’. (http://bit.ly/1Oi4Iip)

Wednesday, September 10, 2014

On Wearing Multiple Hats

In this article, indie developer Judy Tyrer discusses the pros and cons of filling multiple roles in game development.

I prefer the term FOUNDER to CEO because founder implies “she who does everything she can’t hire someone else to do.” In the case of 3 Turn Productions, FOUNDER covers CEO, CTO, Creative Director, Lead Programmer and HR. That means I have to make sure we have sufficient funding while simultaneously ensuring we are using the correct technology while designing and coding the entire game and keeping my artist and community manager happy. Yes, I am crazy.

The Upside

I like talking to myself and now I have an excuse. In fact, I can even argue with myself and sometimes do. The most recent argument with myself was when the CEO got upset with the Creative Director over feature cuts. One of the features the Creative Director wanted to cut was revenue generating. They had a long argument over every other feature that could possibly go besides one that was revenue generating. The Creative Director won. She had the support of the programmer who explained that the front end could get in on schedule, it was only hooking up the backend with the payment system that we’d be postponing. And since that is work that doesn’t excite the programmer in the least, well they ganged up on the poor CEO.

But the biggest upside is the frequency with which I do not have communication issues with myself. The time saved by having all the roles thoroughly familiar with all the other roles is huge. We don’t need formal documentation. We don’t need formal process. We can just get the work done. I would estimate this is a 40% productivity gain, especially in the areas where the systems are highly complex.

I imagine that artist/designers must make very different kinds of games than programmer/designers so I can’t speak for them. But as a programmer/designer, the gameplay and the code design are tightly coupled. I believe this allows me to build systems for my game others wouldn’t think of because those systems are half gameplay and half architecture. I have the advantage of seeing the action from when the user pushes a button all the way into where the data is saved in the database and retrieved. It’s a bigger picture view that I think lends itself to riskier innovations.

The Downside

It is not possible to do five jobs well at the same time. Something is going to suffer and the challenge is choosing what that is going to be.

Had I been CEO full time, the business plan would be complete and I’d have had at least a dozen meetings with investors by now. But had I done that, the game wouldn’t have progressed as far as it has. Then again, if I’d gotten the funding I could have hired someone to do the programming, maybe even two people, and the game would have progressed even further. Of course, that assumes I would have succeeded in getting investors with all those meetings. If I hadn’t gotten the investors after all that work then we’d have no game.

Wearing too many hats means that something is always getting insufficient attention. Priority setting has taken on a much more crucial role than ever before. Wasted time going down wrong paths is infinitely more painful than when there isn’t the constant pressure of 3 jobs not being done well. The rather interesting side effect of this is that I do more experimentation of other approaches to solving problems than I have in the past, primarily because I don’t have the time to go down a rat hole so I want to make sure I’m picking the optimum choice to start.

The other challenge with wearing too many hats is getting a sense of satisfaction at the end of the day from a job well done. Instead of a job well done, it’s 3 jobs half done and 2 undone. I find that the only solution is to take off all but one hat for certain periods. This is usually 2 weeks before we release, but this time it was a full month (it was a lot of code). Just accepting that I’m not going to make progress in an area of the business this week is difficult, but I have found it essential.

So I am CEO, CTO, Creative Director, Lead Programmer, and HR Director of my company. But mostly, I’m the Lead Programmer.

Judy Tyrer began in serious games with PLATO in the late 1970s, moved into distributed operating systems and enterprise software before rejoining the game industry in 2005. She worked for Ubisoft, Sony Online Entertainment and Linden Lab before branching out to start her own studio, 3 Turn Productions LLC which is coming out with the virtual world of Jane Austen for Kickstarter this summer.

Friday, October 18, 2013

Is HTML5 Ready for Prime Time? (Part III)

In Part I, game developers Raymond Jacobs and Tom Novelli take a look at HTML5's capabilities and dispel common misconceptions about JavaScript.  In Part II, they propose a solution to HTML5's nightmarish audio problems. In Part III, they give a rundown of other issues that may be encountered when making HTML5 games.

WebGL

One of the principle buzzwords in the HTML5 movement, WebGL holds great promise, the ability to use the native graphics API for 3D games. Our experimentation however, has shown webGL is /not/ ready for prime-time today. The fact that I can run an OpenGL example program written in C++, and on the same machine fail to run the same example written in WebGL, means there are still issues. Damn those proprietary NVidia/ATI drivers! WebGL also has a steep learning curve, compared to Canvas. That all being said, if these issues can be overcome, WebGL should be a very viable option for 2D and 3D graphics middleware - hopefully by year's end.

Annoyance: WWW Baggage

Browsers support a ton of document-formatting features (CSS, HTML, XML, SVG, etc) that aren't terribly useful for Canvas and WebGL games, and are probably best avoided as much as possible. A simple game requires only a half-page of HTML as a container to load the Javascript. Unfortunately if for some reason you know nothing about web design, you'll have to learn basic HTML and CSS in order to create JS games. It's necessary for landing pages and UI dialogs anyway.

Because text rendering is awkward in Canvas and WebGL, you'll probably want to use HTML for in-game text (notifications, character dialogues, etc). The trick is to use "pointer-events: none" (CSS) to prevent the text from blocking mouse clicks.

Using CSS "the right way" can be tedious and pointless. When in doubt, use and abuse "position: absolute" with reckless abandon!

XML being a close cousin of HTML, one would think browsers would have excellent XML facilities. To the contrary, we have found them to be awkward and sometimes buggy, so we converted our old XML assets to JSON.

Also, you'll probably need to install a web server program such as Apache. You may be able to run your game by opening the HTML file on your hard drive (as a "file://" URL), but there are some arcane security restrictions that'll stump you, especially if you get into AJAX or WebGL.

Pitfall: Web Browsers are not 100% Compatible

There's always a catch; "cross-platform" is never seamless. Our advice is to support the top 3 or 4 browsers, and test your game on all of them regularly. Chrome and Safari are generally the best for games, and they both use the WebKit engine so they're nearly 100% compatible. Firefox is also good - better in certain respects - but be careful to avoid bleeding-edge features like "let [x,y] = point". IE and Opera require extra effort which may not be worthwhile for /serious/ games because better browsers are available for all devices. For simple casual games, on the other hand, supporting IE is easier and probably essential for commercial success.

If you're making phone/tablet games, beware: mobile browsers are different beasts.

Resource Packing and Loading

Unlike other platforms where you can zip everything up in an installer package, HTML5 requires a bit more effort. Atlas your sprites and sound effects, embed small HTML files in JSON, embed GLSL shaders if you're using WebGL, embed JSON files in JS, then combine and minify all your JS files. We automate the process using Make, PHP and NodeJS scripts, ImageMagick, LAME, and OggEnc.

Then, when your game starts up, pre-load all your resources (except perhaps music). We use async.js to ajax-fetch everything in parallel, then start the game loop.

AppCache (AKA Offline Mode) is a fairly easy way speed up pre- and re-loading (even for an online multiplayer game) if you keep it simple. Beware, it can go horribly wrong; read the highly entertaining Application Cache is a Douchebag article before you get too excited.

In the beginning, when you're running your game from your own machine, none of this matters. Do whatever works. Just be forewarned, if you finish an HTML5 game, resource loading issues could delay your release by a few days or weeks.

Summary

The potential of making games in a single language that can seamlessly blend with existing web services, have all the trappings and simplicity of web development in free and open platform makes HTML5 very attractive from both development and availability angles.

Raymond Jacobs is the driving force behind Ethereal Darkness Interactive (EDIGames), a western Massachusetts indie developer focused on the Action/RPG genre. Their most notable game is Morning’s Wrath, a fantasy RPG released in 2005. 

Tom Novelli is a game developer and musician in western Massachusetts. He is currently porting Morning's Wrath to HTML5.

Wednesday, October 2, 2013

Is HTML5 Ready for Prime Time? (Part II)

In Part I, game developers Raymond Jacobs and Tom Novelli take a look at HTML5's capabilities and dispel common misconceptions about JavaScript.  In Part II, they propose a solution to HTML5's nightmarish audio problems.

Audio

So I’m gonna come right out and say it, audio in HTML5 sucks. There is no reason to dance around the issue. Before I go any further, let me assure you, you can get a decent audio experience in HTML5, but here are some issues you’ll face:
  • Audio format issues: 
Certain browsers can only play certain audio formats, this means you will have to deploy at least two audio formats (currently .mp3 and .ogg). Blame software patents.
  • Bad Information: 
There is an API to ask a browser what kind of audio formats it can play; sadly this API is horrible with such decoder support responses as “maybe”. Across the myriad of browsers, we’ve also found the API to outright lie about what it can and can't support.
  • Cruddy Implementations: 
Some browsers, even though they swear they can play a format; their decoder/stream implementations are just broken. High start latencies, bad audio quality, incorrect timing. Some browsers (or operating systems) seem to implement the bare minimum just so they can say they support a format.
  • High start latency: 
If you load a sound file via http and hit play, by the time the sound has downloaded the moment has passed. This is okay for background music, but it's unacceptable for sound effects action games.
This all sounds really hard!

Audio is the #1 problem with HTML5 today; thankfully a lot of smart people have come together, and technology is emerging that makes HTML5 audio at least functional, if not feature-rich.

Audio Sprites to the rescue!

Just as the Atlas is a 2D packing solution for images, to reduce loads of http calls and nominal overhead; the Audio Sprite is a 1D solution for sounds. We took our lead from the ground work done by Remy Sharp. The basic idea is that you pack your sound effects into a single audio file, with a half-second of padding (silence) between each sound to allow for timing irregularities. An accompanying .json file lists all of the files contained in the audio sprite, and their start and end positions.

With audio sprites, you only need to convert one file to ogg and mp3, and you only need one http request to download it.
  • Latency b-gone! 
The main benefit of having one large sound file is that we avoid streaming issues with small audio files. The browser preloads the single audio file, then seeks to the beginning of each sound effect when called for, with minimal latency. Our only issue is that we need to monitor and stop the stream after the sound ends but before the next one begins.
  • “What about bad format detection?” 
This is still somewhat of an issue; we’ve found that you can favor MP3 and get coverage on most browsers; but at the time of writing it would not be a bad idea to include an MP3-or-OGG setting in your options menu. Also, make sure you're doing it right; a lot of people cut corners in format detection.
  • “This all sounds like a bit much to handle!” 
Yeah it’s a pain; it took us weeks to develop the necessary tools and tricks. If you’ve got a project in the works and need some help, drop us a line at this e-mail.
By the way, there is hope. Most web browsers already support the new Opus format and/or the spiffy new OpenAL-based WebAudio API. It's probably just a matter of time before they all do.

Raymond Jacobs is the driving force behind Ethereal Darkness Interactive (EDIGames), a western Massachusetts indie developer focused on the Action/RPG genre. Their most notable game is Morning’s Wrath, a fantasy RPG released in 2005. 

Tom Novelli is a game developer and musician in western Massachusetts. He is currently porting Morning's Wrath to HTML5.

Wednesday, September 18, 2013

Is HTML5 Ready for Prime Time? (Part I)

In Part I of this article, game developers Raymond Jacobs and Tom Novelli take a look at HTML5's capabilities and dispel common misconceptions about JavaScript.

I will make the assumption that you, the reader, have already come to the conclusion that writing a game in a single language and releasing it on multiple platforms without porting or even recompiling is a benefit to your business, through greater visibility and empowering the player.

There has been a lot of misinformation floating around the web concerning HTML5. The most important question is, “Is HTML5 ready for prime time?”

The short answer is yes, you can write polished games in HTML5 and have them run across a myriad of browsers, platforms and devices with consistent results.

The longer answer - the subject of this article - is that HTML5 is still young, and there are real-world pitfalls which should be avoided whenever possible.

Beyond the Buzzword

So when we’re talking about HTML5, what we really mean is Javascript (JS) coupled with graphics and interactive APIs exposed to JS by the browser. Like any mature technology, Javascript comes with its own set of dogma and misinformation.

Here is a short list of common misconceptions:
  • "Javascript is slow!"
This was true until the browser makers started pouring R&D into JS optimization, circa 2005. Nowadays, according to this list, it's generally the fastest dynamic language - on par with static languages Java and C#, and only about half the speed of native-compiled C. That's not bad - it's awesome.
  • "Javascript doesn’t have classes!"
We hear this one a lot, and it just isn’t true; the prototypal inhertiance in JS delivers all the basic OO features you’d want in a game: member variables; member functions; sub-classing; static members; polymorphism; reflection; function/constructor overloading; type identification (instanceof).
Check out the object-oriented section of Tom Novelli’s JS reference for more information.
  • "Javascript isn’t secure because it isn’t compiled!"
The use of minification and obfuscation (if reflection isn't needed), turning your code into a whitespaceless, commentless heap of nonsense to the human eye is as effective as native code compilation. Remember, anything run on the client, be it Javascript, Java or C++ is not secure, and obscurity is not security.
  • "Javascript isn't a real programming language!"
This is just silly; look at http://en.wikipedia.org/wiki/ECMAScript. From a language design perspective, Javascript is pretty nice. It's a pared-down version of Scheme Lisp with a C-like syntax and Smalltalk-style prototypal objects.
By the way, the next version of Javascript - ES6 - is going to be sweet.


***

Now that we’ve addressed some dogma concerning Javascript, let’s talk about HTML5. HTML5 simply adds to the existing HTML specification we all know and love, and as game developers we only really care about a few choice bits. So here are some exciting things you can use today with HTML5, and some pitfalls.

Canvas

It’s the feature we’ve all heard about concerning games in HTML5. The Canvas creates a 2D drawing space on your web page. You can control the frame buffer size (pixel width and height) and set the screen size of the canvas element; it will automatically stretch or shrink the buffer to the element size. You can even create off-screen canvases and copy one canvas to another, giving the potential for powerful effects and/or performance enhancements.

With a simple setInterval timer (or better yet, the requestAnimationFrame API) and a canvas, you’re ready to start drawing things in less time it would take to install a typical IDE.

“Pitfalls!” 

Besides blitting bitmap images at lightning speed, canvas includes a robust API (based on PostScript) for geometric lines and fills, and rudimentary text rendering facilities; use these sparingly however, as they tend to sap frame-rate.

Also, canvas likes to draw from a small number of source images and would prefer that you keep your drawImage calls down (this is probably a reality of underlying drivers/API which are 3D in nature). So, atlas those tiny images (you’ll want to anyway to reduce http load calls), and use offscreen canvases to cache unchanging parts of the scene (turn those 6400 drawn tiles into a single drawImage call).

Raymond Jacobs is the driving force behind Ethereal Darkness Interactive (EDIGames), a western Massachusetts indie developer focused on the Action/RPG genre. Their most notable game is Morning’s Wrath, a fantasy RPG released in 2005. 

Tom Novelli is a game developer and musician in western Massachusetts. He is currently porting Morning's Wrath to HTML5.

Wednesday, September 11, 2013

Left Hand Meet Right Hand: Advantages of Distributed Development and Work from Home (Part III)

In Part I, developer Judy Tyrer discusses the disadvantages and disruption caused by mandatory colocation. In Part II, she demonstrates how distributed development can be more productive but cautions that team building is still necessary. In Part III, she lists the benefits of working from home in a distributed development environment.

Work From Home

Studies have shown an increase in productivity when workers are allowed to work from home. One reason for this is how people view their time. When a person is in an office, they view all the time in the office as time worked. This includes gabbing with co-workers, playing ping-pong, mid-day power walks, etc. When people work from home, the only time they view themselves as working is time actually spent working. Breaks to do the dishes, take the dog for a walk, etc. are not considered work time.

Working from home also helps reduce the person's carbon footprint, unless they are the rare individual that commutes by bike or walks. For companies in urban areas such as Los Angeles, where programs to discourage individual commuting are in place, this improves the company's score card. Commuting can also take up to 3 hours of a person’s day. Those hours can be split between the developer’s personal life and the work with gains in each.

Working from home allows parents to be more involved in their families and less dependent on outside care takers. The result is less time spent making arrangement for the children while at work, less anxiety on the part of the parent, and a result in higher concentration and higher quality of work.

Innovation

But what about Ms. Myers’ assertion that people need to be in the same office to innovate? As I know of no studies verifying or denying her hypothesis I will address it with questions about innovation rather than with data.

How much innovation is needed?

Does every single employee at a company need to innovate? Do you want your build system to be innovative or would you prefer a tried and true system that has been doing its job for 10 years. Do you want innovative accountants thinking outside the box on your tax returns? I contest the idea that everyone in the company needs to be innovative.

Do we have to be in the same room to innovate?

Often meetings where brain-storming and innovation take place are dominated by the same loud voices. When one or more members of a team are dominant, others are often quiet and their input gets lost in the noise. While this can also happen in on-line meetings, the ability to type text into a chat field during the meeting allows people who may not be as verbally assertive to still ensure their input makes it into the meeting without having to develop skills in interrupting others. And the record of the meeting allows review which can facilitate greater innovation.

Do we want to innovate for the sake of innovation?

Innovation is the hot new buzzword. But is innovation for its own sake necessarily desirable. Just because no one has ever made an FPS where bullets travel a player defined path rather than a physics defined trajectory does not mean that particular innovation will increase sales, provide a better experience or is in any way a good idea.

Benefits versus Risks

The risks for developers in a distributed model mostly fall on the shoulders of middle management as it requires more than just showing up at the office and delegating tasks. Managers have to be willing to work with their team based on work results alone. No more can a manager say “if I don’t see you working, you’re not working” (a fairly ridiculous assertion in a creative medium as dependent on inspiration as on hard work). The manger must actually look at and evaluate the work of the employees and this takes time.

In addition, since managers don’t casually pass their employees, often giving them the illusion they are aware of what that person is doing, in a distributed environment managers must actually schedule time to sit down with their direct reports. Having worked for 2.5 years at one studio before ever receiving feedback from my manager other than a yearly raise, the value of regular meetings with direct reports cannot be over-stated. Managers and direct reports need to communicate regularly. The processes necessary for a distributed team are those which would help all teams, but the distributed nature of the work requires those processes be in place and be followed.

The benefits to allowing work from home can also be found in talent retention. Better communication, autonomy over work environment, and being judged by the quality of your work and not arbitrary measures are all benefits that help talent remain satisfied with their position. And while all of these can happen in a single location, they can also be easily overlooked in such an environment. Distributed development, when it works, puts these things as top priorities and they become integrated into the corporate culture for the benefit of all.  

Judy Tyrer began in serious games with PLATO in the late 1970s, moved into distributed operating systems and enterprise software before rejoining the game industry in 2005. She worked for Ubisoft, Sony Online Entertainment and Linden Lab before branching out to start her own studio, 3 Turn Productions LLC which is coming out with the virtual world of Jane Austen for Kickstarter this summer.

Thursday, August 29, 2013

Left Hand Meet Right Hand: Advantages of Distributed Development and Work from Home (Part II)

In Part I, developer Judy Tyrer discusses the disadvantages and disruption caused by mandatory colocation. In Part II, she demonstrates how distributed development can be more productive but cautions that team building is still necessary.

Making Distributed Development Work

Communication Becomes Top Priority

I doubt anyone will argue that if two people need to collaborate, it is much easier if they are in the same room. But how many times in game development is collaboration limited to two people? Entire teams are collaborating. And while entire teams can be brought into a meeting in the same location, the dynamic instantly changes. There is more discussion. And there is more opportunity for communication failures. Here are some examples:
  1. A meeting is called for 10 minutes from now. The entire team attends, except Bob, who is the only back-end developer on the team. Bob is at the dentist. They make a decision for a new interface. No one tells Bob. Bob continues working on the back-end based on previous assumptions. A month goes by before anyone discovers the problem and a month of development time is lost.
  2. Carol and Alice meet in the hallway to discuss a problem with the controllers. They decide to tweak an algorithm to fix the problem. They don’t realize that the algorithm used for the controllers is also used for AI. When they check in the fix to the controllers, they break AI movement.
  3. The art team is gathered around a monitor to view the latest models. Stan is in the back and can’t see the entire screen. The art director points out an area where there needs to be some work but Stan doesn’t see the entire piece and while he thinks he understands the direction he’s being asked to go, he’s not correct because he missed a critical element.
When the team is distributed across multiple locations and time zones, then how the team communicates becomes a top priority. No one can assume everyone is available for a meeting in 10 minutes; therefore any meeting has to go into the calendar where it would be obvious to everyone that Bob was at the dentist. The meeting would have been held when Bob was available.

Alice and Carol would not have been in the hallway, they’d have met in IRC chat where the entire team would be able to watch the conversation and the AI developer could have pointed out the problem at design time. And Stan would not be huddled around a monitor trying to see around others, but would have the screen he was supposed to be looking at shared on his computer so he can see it clearly.

None of the three meetings in the examples have a record of what has transpired. The tools used in distributed development in some cases automatically record the meeting and in others lend themselves to easy documentation. IRC automatically logs chats. In Skype meetings at Linden Lab there were usually side bars in chat along with the conversation in voice. This allowed everyone to more easily insert their opinions without interrupting and provided a chat log of what was being discussed. Screen shares can also be captured. All of this documentation becomes available to those at the meeting, to ensure everyone understood and also to those who could not attend so that they can quickly get up to speed on any changes. This is invaluable when bringing new people into a project.

Team Building

Having the right tools does not solve problems with attitudes. While people all in the same office can also get into cliquish behavior, when teams are distributed as teams rather than as individuals an “us v them” mentality can easily slip into the culture. This kind of attitude requires management intervention and needs to be aggressively addressed. Team building exercises are critical. Video cameras to bring the people more directly into the room in meetings help, but so do meetings that are just for team building. And if you can meet in a virtual world as avatars that adds a uniquely wonderful touch, particularly when your boss wears a brown paper bag on his head or the CEO is a rocketship. My personal favorite will always be the bloody meat cleaver wielding tiny fairy with the bass voice of one of the rendering devs.

 Judy Tyrer began in serious games with PLATO in the late 1970s, moved into distributed operating systems and enterprise software before rejoining the game industry in 2005. She worked for Ubisoft, Sony Online Entertainment and Linden Lab before branching out to start her own studio, 3 Turn Productions LLC which is coming out with the virtual world of Jane Austen for Kickstarter this summer.

Thursday, August 22, 2013

Left Hand Meet Right Hand: Advantages of Distributed Development and Work from Home (Part I)

In Part I of this article, developer Judy Tyrer discusses the disadvantages and disruption caused by mandatory colocation.

Marissa Meyers recently made headlines with the call for all Yahoo! employees to return to the office. She has dismissed studies of improved productivity when people are allowed to work from home and asserts, instead, that colocation of people is required for innovation. While Yahoo is in the unique position of a company trying to turn itself around, many will be watching to see whether this proves to be a successful move.

The game industry is not Yahoo!, however, and before we jump on board to adapt Ms. Meyers' theories, we need to first examine the cost of having all developers in a single location to the industry as a whole. .

Disadvantages of Colocating 

Personnel Costs of Relocation

IGN reported 20 studios closed in 2012. In addition, it reports 35 incidents of smaller studio closures or significant lay-offs. Speaking from personal experience, I saw one RIF (reduction in force) and one studio closing within a 1 year period resulting in 2 cross-country moves within that same year. Psychologists list the stress of moving as the most significant stressor short of losing a loved one. It is not only disruptive for the employee, but for the entire family. In two-career homes, it leads to arguments over whose career takes precedent. Some careers are only available in limited geographic locations forcing the game developing spouse to stop developing games or forcing the spouse with limited geographic options to forgo their career. When children are involved, it removes them from their schools and friends. For high school students, this can mean having to take extra courses and summer school since standards are local. For example, my son could not count ROTC as his PE requirement when moving to a school that did not have ROTC and would require an additional year of high school to meet that requirement alone. .

Limited Talent Pool 

Thousands of young people fresh out of school are trying to enter the game industry. However, with the Quality-of-Life issues rampant in the industry, we find a shrinking pool of experienced developers. People who start families begin to rethink 12/7 work weeks and leave the industry for a saner lifestyle. According to the most recent IGDA QOL Survey, 74.4% of respondents had less than 8 years of industry experience. The average age of developers was only 31.22 years and 76.9% of respondents have no children. .

If you draw a correlation between the age of developers and their child-free status with the exodus of developers with greater than 7 years’ experience, the logical conclusion is that this industry needs to become friendlier to older developers with children. One way to grow the experienced developer pool of talent is to look beyond the confines of local studios. Experienced developers live in the all the major game hubs, but many are settled in those locations and experienced enough they don’t need to leave for a good job. So a studio seeking top talent will expand its talent pool for developers if relocation is not a requirement..

The Bottom Line 

Next to hardware for server farms, salaries and benefits are the largest expense for a game studio. The more expensive the location of the studio, the higher salaries required. The difference for a developer in Denver and in San Francisco is 55%. So a $50K developer in Denver will cost $77,500 in San Francisco. And yet your game does not sell for 55% more in San Francisco than in Denver. It sells for exactly the same amount. From a simple bottom line perspective, it makes more sense to hire the developer in Denver..

Judy Tyrer began in serious games with PLATO in the late 1970s, moved into distributed operating systems and enterprise software before rejoining the game industry in 2005. She worked for Ubisoft, Sony Online Entertainment and Linden Lab before branching out to start her own studio, 3 Turn Productions LLC which is coming out with the virtual world of Jane Austen for Kickstarter this summer.

Wednesday, August 14, 2013

The State of Game Journalism

In this article, author Jason R. Rich reports on the growing presence of social media in game journalism and its impact on game developers.

Just as interactive entertainment has evolved dramatically in recent years, so has the way consumers are able to obtain the latest gaming news, reviews, game play strategies and gossip. For game publishers and developers, this now means having to take a multi-faceted approach to sales, marketing, advertising, public relations and promotions.

While printed, special interest gaming magazines, like Game Informer, and printed strategy guides (from publishers like Prima) still exist, their importance to gamers has somewhat taken a back seat to the vast number of online-based gaming websites, blogs, YouTube channels and special interest Facebook pages, for example, that are now populating the Internet.

Marc Saltzman, a longtime video game and interactive entertainment columnist for the Gannett newspaper chain and USA Today, explained, “Over the last five years, we have seen a lot more mainstream media interest in gaming, but far fewer specialty publications focusing on gaming. There is also a lot more opportunity for bloggers and online social media to cover gaming.”

Today, the success of a new game title no longer depends on positive reviews appearing within a few key printed gaming publications. Instead, word of mouth among consumers via the online social networking services can quickly make or break a game. Plus, news, game play strategies and other content related to new games can be disseminated almost instantly thanks to the Internet.

Thus, game developers and publishers need to continue working with the few remaining printed game magazine publishers to coordinate reviews and share game-related content in order to cater to the wants and needs of hard core gamers. However, it’s also necessary to reach consumers by working with the growing number of mainstream media outlets that now also cover gaming.

Meanwhile, having a strong online social media presence to promote word-of-mouth hype about games is more essential than ever, as is reaching out to the influential bloggers and YouTube channel hosts that cover gaming. Many of these individuals have larger and more dedicated audiences than traditional media outlets.

Andy Eddy, the editor-in-chief of @Gamer magazine (the official games magazine of Best Buy), stated, “Video game journalism, like other forms of journalism, has expanded quite a bit, so there are a lot of different ways for a gaming enthusiast to get information. There are still reliable game magazines, such as @Gamer, and game-oriented websites, but the Internet has enabled other forms to proliferate, such as Twitter, Facebook and YouTube. The ability to easily publish game-related information on the Internet means that there's now a lot of content, from reliable and not-so-reliable sources, to be had.”

He added, “As a result of there being numerous methods for enthusiasts to gather information and news, I think there's less loyalty. Instead of relying on one or two sources for content, gamers are able to do a keyword search on Google, and instantly be taken to a number of sources with the exact information they're looking to get. And along with that, there's a desire for instant access to news stories.

“Consumer tastes vary. There's no single or definitive source to tell you whether or not you'll like a game when it comes out. Simply put, I think it's now much harder for a developer or publisher to bring out a bad game and blow it past the buying community, given how quickly word-of-mouth opinions and media coverage spreads via the Internet,” said Eddy.

Word travels very fast about new video games thanks to online social media and blogs. “If a game gets a lot of positive buzz, starts trending, and word on the street is that ‘You’ve got to play this,’ a game is going to do very well,” added Salzman.

“Recently, we have seen games from small publishers come out of nowhere, that did not initially receive attention from the gaming or general media, become the next big thing in gaming. Look at Minecraft, for example.

“If there are two things that have changed the face of gaming media, it’s blogs and online social networking. Facebook, Twitter and YouTube have become very important tools to game publishers for spreading the word about new games. It’s widely accessible and instantaneous. It also provides a way for gamers to share their own gaming experiences and opinions,” said Salzman.

Game developers and publishers should still rely on the traditional gaming media to help them reach serious gamers. However, it’s important to understand that the gaming media is now segmented, with various publications and outlets covering specific aspects of interacting entertainment, such as online gaming, mobile gaming, console gaming or computer gaming.

“Game developers and publishers need to do their homework. Target the gaming media that caters to the genre of gaming that’s appropriate to their titles,” said Salzman. “Next, target the specific journalists at those outlets who cover the type of game you’re trying to promote. Otherwise, you’re just spinning your wheels.”

Today, when it comes to promoting a game, utilizing the traditional gaming media and mainstream media, along with reaching out to bloggers, game-oriented YouTube channels, and utilizing online social media, are all equally important.

Jason R. Rich (@jasonrich7) is the bestselling author of more than 55 books, as well as a frequent contributor to numerous national magazines, major daily newspapers and popular websites. Beginning in the late-1980s, he spent more than 15 years covering interactive entertainment. Most recently, he wrote the Pottermore Secrets and Mysteries Revealed: The Unofficial Guide To Pottermore.com strategy guide for Que Publishing. His own blog, which covers iPhone and iPad apps (including games), is called Jason Rich’s Featured App Of The Week.

Saturday, August 3, 2013

August 2013: Spotlighting Trends

When I wrote the feature article, The Social Network Game Boom, for Gamasutra, in 2009, I guess it was so early that the editor had to add that the potential of social games to dominate the market was "according to her."  I had been lucky enough to have been there at the beginning of social gaming (even witnessing it firsthand in China!) and I was also there at the debatable end, as social game companies shifted their focus to mobile gaming.

I worked at several social gaming companies.  They all faced inevitable change in the market and strove to make that shift from Facebook/Web to iPhone/tablet games.  Of course, no one wants to be at the tail end of a trend.  After 20 restaurant Diner Dash type games in the marketplace, is the 21st going to be any better?  Even with the short production cycles for social and mobile games, companies wanted to do some trend forecasting so that they didn't end up with last season's now-boring flash-in-the-pan.  The business people had meetings to decide if 9 months from now, would a girl-centered shopping game do any better than a vampire-themed shooter?  They were trying to forecast trends and "likes."

This month, I'd welcome articles about the science or intuition of forecasting trends and also any trends that you've noticed in our industry.  What changes do you think will impact us in the future?

If you would like to submit an article, please read the submission guidelines to the right first.  Thanks!