Fiea | The VidZone Network Blog

February 9, 2010

Don’t Forget Where You Started

From VidZone to EA Sports MMA

The VidZone Network logos over the years

It’s been something like half a year since I wrote in this blog. That’s a shame since I’ve always enjoyed writing. But I also got into this Twitter thing that let’s me vent slowly in a stream of conscious manner. It’s sort of like how I treated my LiveJournal back in high school.

I can account my absence to my great fortune in returning back to the game-making biz. I was called back to EA Tiburon last July to write for the upcoming MMA project; I can’t get much more detailed than that. This opportunity was given to me from a recommendation by my friend (actually my project lead) from my gaming grad school, FIEA.

An aside: Let me make something very clear to you aspiring game makers. You know how they say everyone in Hollywood’s no more than six degrees from Kevin Bacon? In the games industry, it’s more like two steps from any person. The best thing you can do is to not make enemies. Don’t burn any bridges. I’m not saying you necessarily have to make friends (though that’d be tremendously helpful), just don’t piss anyone off. Yes, like high school, it’s better to be anonymous than to be disliked.

I’ve written (or at least copied press releases) about video games on a website or blog for well over 10 years. I love games, and I love sharing games. Even if I may sometimes forget about writing on this blog, I’ll shout my voice out somewhere on this big informational network of interconnected tubes. You don’t have to listen to me, but you’ll always be able to find me out there.

Where’ve I been since I last checked in? Well first, let me remind you that I graduated from graduate school in December of 2008. During that last semester I interned as a feature owner at a mega-publisher. Then I spent a short while at a small independent developer.

The following unemployment afforded me reason to go to GDC. Then the student project I worked on was showcased at the return of the glory days of E3. Right after that the phone calls came. Not necessarily from contacts I made at the show, but let me tell you, people appreciate hand-written thank you cards.

I did a quick R&D contract back at the indie developer for a new platform, and once again I was torn with the decision of pursuing a promising follow-up interview in Austin (this time with SOE) or accepting a shorter term contract at EA.

Ultimately I decided on EA because: 1.) I have so many friends in Orlando vs. almost no one in Austin. 2.) The EA position was already offered and waiting for me. 3.) Moving (especially long distances) is a bitch.

My first few calls with SOE in Austin went spectacularly, but unfortunately the timing was just wrong and the planets didn’t align that way. As much as I launch tirades about the whole Sony umbrella of companies (particularly the consumer electronics & Playstation hardware sides), I have tremendous respect and admiration for the actual game software that gets released and the trust and support that must have been given to get them to that level.

Anyway, my time on the MMA team has flown by so quickly. So much has been accomplished, and yet there is so much left to do. I was given a new contract to keep me on a bit longer, I was given more design & production responsibilities, and I even took a couple of trips to Miami last week.

Thanks to a tremendous hookup by our partners at Strikeforce, a large number of our team were able to enjoy fourth row floor seats at the recent Strikeforce: Miami fight. Then I was also entrusted to make an emergency power supply delivery to Madden Bowl, saving the day and allowing our fighters to get some hands-on time with their in-game characters.

Speaking of fighters, I don’t think any other team in gaming is even close to as lucky as we are in being able to regularly talk with and interact with our talent. And not on voice or video conference. In the same room. Over food with plenty of conversation.

Let me recap this: I was invited back to work for two different companies, large and small. That’s four gigs. I went to GDC. I went to E3. I sat cage side at a major televised MMA event. I went to Madden Bowl. All of this in less than two years out of school!

Needless to say, I count myself unbelievably fortunate. I can only hope that this fast-paced life really is just the start.

Carl @ 12:33 am
Filed under: Personal — Tags: , , ,

June 11, 2009

Back from E3: Quickie wrap-up

Highlights:

Zephyr attention: Tremendous turnout to check out our project. Met and chatted with a lot of people, from studio devs wandering the show, other indie devs, media outlets large and small, digital distribution portals, and senior/executive staff from mega-publishers.  Interestingly, we received a notable amount of interest from composers.  I’m sure most of them were just looking for a project to work on, but I asked a few of the more exciteable ones what drew them to our project in particular.  Our aesthetic had a lot of fans.  People love steam-punk and/or pirates.  They also noticed our Skies of Arcadia influences.  Unfortunately while we were out at lunch on the third day, a trio of Japanese SEGA folk demoed our game, each taking one of my cards.  Boy, that would have been a stellar group to talk with.

Forza Motorsport III: There were a trio of cockpit setups with three-screen panorama, 5.1 audio, and force-feedback wheel. One of them even had a full motion base that MS custom-rigged.  I spoke with one representative and he said he wasn’t familiar with the consumer-standard D-Box that’s already being used for Blu-Ray and PC; I directed him toward their booth.  One of my biggest peeves with FM2 was the sort of lackluster graphics.  That is no longer a concern, and I’m sure everything else will be great as always.

Great eats: The show allowed for a sort of FIEAn mini-reunion, and we were escorted to a slew of great dining spots.  There was heavenly Italian at C&O’s Trattoria, melt-in-your-mouth lamb french dips and spicy garlic fries at Cole’s, and a table-filling assortment of dim sum at Empress Pavilion.  Lastly, we made a pit stop at In & Out burger before catching our flights out.

Disappointments:

Being clueless: We spent the vast majority of our time demonstrating our game at the IndieCade booth, and we’re absolutely flattered and grateful for the attention.  However, that duty and the lack of a fast, reliable internet connection meant I couldn’t really read/watch what was announced, and we couldn’t spend too much time going hands-on with what was on display.  People at home knew a lot more about E3 goings-on than I did.

Activision booth: Where were all the games?  It was an impressive booth thanks to the massive screens running a loop of trailers plus the stage for celebrity appearances and DJs, but the only noticable play stations were Tony Hawk: Ride and Blur at the front.  I was really looking forward to getting hands-on with DJ Hero.  Most stuff was being show behind closed doors.  However, it was funny to see the Ghostbusters standing in line to meet Stan Lee.

God of War 3: It wasn’t that it sucked, it’s that I didn’t see anything new or noteworthy after spending a combined hour or so of my limited “goof-off” time budget standing in line and playing the demo.  The presentation continues to be fantastic, now using a lot more depth-related effects.  However, it failed to showcase any of the sense of scale that was teased by the early trailers.  (For that, Bayonetta‘s bridge battle helped make it Best of Show for me.)

Carl @ 1:21 am
Filed under: Games,Personal — Tags: , , , , , , , , ,

June 2, 2009

E3: Zephyr ready for sail

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After an annoying Direct X issue, I’ve got Zephyr up and running at the IndieCade booth (#652, South Hall).  You can find us in the rear left of the hall.  Just look for Natsume’s cute stuffed baby giraffe at the Afrika kiosk.

Ing picked me up from the convention center after work, and took me over to Culver City, where I met up w/ Chuck and Corey. After picking up Jeff from the airport, we headed over to C&O’s Trattoria on Venice Beach for the best Italian food I’ve ever had.  I had them toss on some fried calamari onto some angel hair past w/ a simple olive oil, tomato, basil sauce.  Matched with indulgent, flavorful garlic knots, it was all perfect.  Unfortunately Victor gets into town Tues. morning, so he missed out.  However, plans have been made to keep up the FIEA mini-reunion each night, particularly on Chuck’s birthday.

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Carl @ 2:17 am
Filed under: Games,Personal — Tags: , , , , , ,

May 15, 2009

Zephyr soars into IndieCade@E3

Yesterday I received the news that Zephyr: Tides of War was selected to be part of IndieCade’s showcase at E3.  In the past IndieCade showcased such independant classics as Braid, Everyday Shooter, N, (to name a few you may be familiar with) and numerous others.  Judging for finalists in the main competition is still in progress, but to even be selected to be highlighted to a world-audience at E3…it’s enormous!  I’m sure I can speak for all my fellow teammates when I say it’s a tremendous honor to receive this recognition.  Plus, it’s another nice feather in the cap for FIEA.

The fine folks at IndieCade are offering us passes to the expo if we can make it out LA to personally curate our project. I’m trying hard to sort out arrangements for myself and sent out the invitation to the rest of the team. I’m hoping at least a couple of us will be able to fly out there.

I also figure it’d be another good networking opportunity to try to land a job. This time, I need to remember to actively ask for business cards.

I keep asking myself if this was an accident; it seems too good to be true.  But we poured a lot of passion into the project, and though there was plenty more we wish we could have tweaked before our ship date, I guess it still resulted in an exciting product.  There’s no time to keep trying to wake myself from this dream.  The show’s only three weeks away, and I’ve got some travel arrangements to make!

 

If you’d like to learn more about Zephyr: Tides of War, please visit the website at http://www.fiea.ucf.edu/~cohort4games/zephyr.

Carl @ 1:58 am
Filed under: Games — Tags: , , ,

May 14, 2009

Some FIEA plugging

Because FIEA (http://www.fiea.ucf.edu) is a relatively young program, just now on it’s fifth set of students, I want to make sure that its name gets out there and promoted well.  After all, if my alma mater looks good, then I look good.

FIEA (pronounced “phy-uh”) stands for the Florida Interactive Entertainment Academy and is part of the University of Central Florida. Graduates of the 16-month program will receive a master’s degree in interactive entertainment. There are three tracks available: art, programming, or production. Because classes are never scheduled simultaneously, you’re welcome to sit in on the other tracks, regardless of which track you’re in.  You may notice that one of the tracks is in production, rather than design. Everyone’s a designer, of course! So in addition to design fundamentals, producers are taught project management skills.

Unanimously, we graduates agree that thanks to the industry grade tools, group work environment, and projects at FIEA, we were able to hit the ground running with minimal ramp-up in the real world.

The faculty is ace and industry-worn, with plenty of relevant war stories to tell.  Several of them remain in active development positions outside of the university.  However, thanks to the low ratio of students to professors (current cohort is maxed out at ~50 students; mine was ~35) and one-group-of-students-at-a-time focus, they’re readily available and eager to provide guidance and feedback.

New Brochure

Our communications director Todd Deery just sent notice that the newest brochures have just left the presses, and he graciously provided me with the PDF proof so that I could share it here with you.  [PDF, right-click to download]

iPhone Crossfire Port

Our programmers were once tasked with developing and porting a simple game from the PC to the Xbox. A couple of them decided to adapt the Milton Bradley game Crossfire into a network multiplayer title. Now, its been ported and renamed x-Fire for the iPhone. Check out the website Game-Grinder.com for more details and video. I don’t think it’s network-capable anymore, but obviously with multitouch, both players can play on the same iPhone.  What is notably missing is the cheesy lounge cover of the Crossfire TV commercial song that they used as background music.

Street Fighter, ASCII Edition

Perhaps you saw this on Kotaku? This is a network rock-paper-scissors test game for the engine that the Cohort 5 programmers are working on.

Carl @ 2:02 am
Filed under: Games,Personal — Tags: , , , , ,

April 13, 2009

BizarreCraft Student Post-Mortem

My pal and FIEA classmate Corey Teblum just posted the post-mortem for BizarreCraft on GamaSutra’s Game Career Guide.

BizarreCraft is a sort of real-time strategy/capture-the-flag/Dr. Moreau mash-up developed by the other half of students in FIEA’s fourth cohort.

You can read the post-mortem [ here ] and see the project’s website [ here ].

March 18, 2009

A rose by any other name…

During the stressful development process, coming up with a title for your game is just about the least tangibly productive use of time.  And because arguements rage for what seems to be forever, certainly a lot of time is spent on the subject.  Just like the thought a parent should give to naming a child who must brave the school playground, a game’s title encapsules the whole thing’s identity in just a small handful of words.  Very powerful, very evocative words.  Or not if you do it wrong.

The original name of our game when it was first pitched was “Cardinal of Zephyr.”  “Cardinal” being the name of our ship and “Zephyr” being the name of our gaseous, almost land-less planet.  People are prone to split-second, gut reactions, and sometimes all that will ever be seen of a game (or company or anything else) is just a name on a long list of many other names.  So, that name chosen has the unenviable duty of having to grab attention and tell a little something about the thing that it represents.

The other team of our classmates had diverted their attention to coming up with a clever name for their project  seemingly got a good boost in self esteem out of it.  We weren’t in the same sort of developmenrut that they were in, but it was about time to start thinking of publicity materials and setting up a web presence, so four of us producers/designers took an afternoon break and looked for a nice place in downtown Orlando to chill out while talking business.  (In truth, we’d intended on talking about a completely seperate assignment but got totally sidetracked for the majority of our break.)  We found a small vegan tea house just off the beaten path and sat down to one of their house blends.

We needed to determine what sort of imagery we needed to convey.  Firstly, was there anything wrong with the existing title?  “Cardinal” brings to mind red birds or church officials.  Birds fly, but the closest our color palette got to red was a hazy dusk orange.  “Zephyr?”  It’s an interesting word.  It means the west wind.  Or the name of a Red Hot Chili Peppers song.  This single word was the subject of enormous debate.  One of the producers present was one of the two who presented the initial pitch; this game was sort of his brainchild, and he understandingly had a lot of passion for his vision.  His big arguement for keeping the word is that it’s unique enough for someone to see on a shelf and say “Ooh, I’m curious about this, so I’ll pick it up and take a closer look.”  My personal arguement is that people are stupid and scared of big words.  They’re more likely to see the word and think that it’s too weird for them to bother with.  They like simple action and visual words like: destroy, war, army, boat, battle, rage.  Words that immediately inspire an image in someone’s head without needing a moment to search the depths of their vocabulary.  On top of that, just how many people know what the hell a zephyr is?  It’s only a clever name if you 1.) know what it means and 2.) know what our game is about.  It only becomes significant after the fact.  As masters degree candidates, we are a rare <1% of Americans, so we can’t possibly expect everyone else to be on our same level of intelligence.  The simple fact is that if you want to be accessible, you need to target a 5th grade reading comprehension level.  Now, I agreed that the word was unique, but it needed support.

What was our game about?  What did we want people to know without having to read anything else or looking at a picture.  Well, there’s the role of being the ship’s captain, of commanding a crew.  There’s the vehicle: a ship, a boat.  That flies.  In the sky.  Using wings.  There’s the element of battle, war, combat, dueling.

Jokingly, I recommended that a great, simple, straightforward title would be “Shouting Ships.”  Or “Flying Seamen.”  The kids’ll eat it up.  Eww…

Stupid as it sounds, studies show people really respond to titles that include the word “of.”  Gears of War. God of War. Army of Two.  Call of Duty.  Pirates of the Caribbean.  “Of” identifies belonging, ownership, context.  It’s a cheap shortcut to place some object within some context.

Another odd little problem that many may not think about is alphabetical sorting.  It’s a simple fact that the letter Z is 25 letters after A, and when you add more letters these become words.  When you’re in a list, it’s best to be near the top because some people may just never get far down the rest of it.  Did you know the computer company ASUS was named after the mythical winged horse Pegasus?  They truncated their name so they could be at the top of lists of computer parts manufacturers.  Think about it.  How many companies do you know or see whose names start with the letter A? Or A1? Or 123?  It’s all about placement.  Since we were going to submit our game to the Independent Games Festival, this list placement was a concern, but the fan support behind “Zephyr” was just something that could not be bucked.

One strong candidate was “Skies of Zephyr.”  It was no secret (or shouldn’t have been but somehow was) that the premise of the concept was to take the turn-based airship battles from Sega’s “Skies of Arcadia” and build a whole real-time game around it.  Many felt it was just too direct, but I personally didn’t have too much of a problem with it.  It has the components of context (“skies”) and curiosity (“zephyr”) that would catch interest, and those well-versed in games would get the allusion.  Whether they’d  appreciate or dislike the directness was another issue.

When we arrived back at school we dedicated a whiteboard to shotgunning ideas and invited everyone to contribute.

After several voting rounds and cuts, we came to “Zephyr: Tides of Combat” as one of the leading candidates.  (Our lead designer is a big Halo nut, so this was a derivative of “Halo: Combat Evolved.”)  We retained the fan-favorite word “Zephyr” as the primary title and were able to affix a “for dummies” description, well.  “Tides” alludes to water, which makes people think of boats, but partnered with some description of fighting gives the reader a sense that the power over the battlefield is ever shifting.  The great part about this particular iteration was the resulting acronym: Z-ToC–or “zee-talk.”  Get it?  It’s a voice controlled game.  I personally enjoyed that last bit because it reminded me of the abbreviated label of a game I bought long ago at Electronics Boutique: Godzilla: Destroy All Monsters Melee (or: “God:DAMM”).  We had to revise it, though because “combat” is such a generic word.  For a short time we changed it to “battle,” but we were able to argue the same fault.  We landed at “war” because of the grander scale that the word imparts.  Rather than one little bout, this brought to mind a bigger picture.  Hence, “Zephyr: Tides of War.”

Carl @ 12:43 am
Filed under: Games,Techniques — Tags: , ,

March 13, 2009

Issues with speaking out

The big project I worked on during my time at FIEA (Florida Interactive Entertainment Academy) was a voice-controlled vehicular combat game that casts the player as the ship’s captain that we ultimately titled Zephyr: Tides of War.   (Follow that link to download and play it.  Requires WinXP, not Vista compatible.)  We were fortunate that the school believed in simulating a true working environment, down to the tools provided, so we were able to build on industry middleware including Gamebryo and Fonix VoiceIn.

I was leading the charge with voice-related design, including what commands would be available to the player as well as how the crew would respond to both your input and to things happening within the game world. One of the things we really aimed for was to make the most of using such a natural input as voice and not just make it a different way to push a button. To that extent, we labored to think of all sorts of variations and permutations of things that the player might say. For example, would the player use nautical terms like bow, stern, aft, port, starboard, etc? Or would they want to use layman’s terms like forward, back, left, right? How many ways can you say “move?” Go, forward, move, full speed ahead, set sail, etc. And of course gradations for different rates of movement or turning, etc.

I thought it would be a great opportunity to free up the player from the usual learning curve of memorizing what button does what. Look at a computer keyboard, there’s about 104 keys there, and modern video game controllers have almost 20 buttons and knobs. Who ever decided that pressing A would mean jump? It’s so arbitrary and it’s a dark art to cram in functionality onto a random mess of buttons. With voice, ideas are easily and instantly translated from thought. As long as we account for a fair amount of usual synonyms, we aimed to recognize any command by the third variation that a person might try. No tutorial would be necessary, and the software promised that no annoying individual voice-training would be needed.

Of course things never go according to plan. Despite the elaborate spreadsheets we made of various ways to say commands, the software just couldn’t process them reliably enough. One of our programmers created a tool that would run in the background while playing the game. It would listen to commands the players would issue and output a log of what command the software thought the player was saying (as cross-referenced off a database we fed to the game of phrases to look for), a numerical percentage of how close the match was, and if below a certain threshold, other phrases that sounded similar. Crushingly, our acceptable command list was chiseled down to something fairly bare-bones and far from robust.

How did this happen? Words are constructed from a collection of phonemes which dictate the individual sound components that make up a word. There’s a relatively limited set of them in any given language. So when you see spy movies like Mission Impossible, they carry a card with a pre-constructed set of sentences which contains all possible phonemes. When recorded and dissected, those phoneme samples can be fed into a vocal replicator that allows a spy to mimic someone else’s voice. Anyway, our software was tripping up and getting confused with many phrases. “Ascend” and “descend” sound like common words you should have in a game that requires you to navigate in 3D space, right? Sorry, they sound too similar. And unfortunately, if we told the computer to just make an educated guess, the two actions are direct opposites, so there’s an extremely high likelihood of the resulting action being not what was intended by the player.

As you can see above, since we had a much more finite list of commands, we put them on a slide-out bar that the player could toggle if they forgot what they could say.  It’s a shame; we were going for a more minimal and voice-based UI where the crew’s shoutings and the ship’s visual state would tell you all you would need to know intuitively.

Carl @ 2:25 am
Filed under: Games,Techniques — Tags: , , , , , ,

January 21, 2009

n-Space secret project declassified

Check out IGN’s little feature on a proof-of-concept tech late n-Space Pres. Erick Dyke showed us last year at school. During the Q&A session, I brought up Alone in the Dark and Fatal Frame. Unfortunately AitD’s underperformance couldn’t help inspire confidence in the genre on this platform, and Nintendo’s Fatal Frame was far on the horizon. Of course, RE4 sold well just because it’s Resident Evil.

[ Wii's Lost Game: Winter ]

Carl @ 1:15 am
Filed under: Games — Tags: , ,

September 21, 2008

Life in Video Games, pt. 2

I was at school a few nights ago to help with the newest build of our project, and one of my classmates asked if I still blogged. I told him that the more structured my life gets, the more boring I become. Ultimately, what I generally wind up writing about is my shopping adventures. But let’s give this a shot, eh?

For example, I had my birthday in the middle of the week. I can’t honestly keep track of how old I am. When I went to the dentist last month, they asked me as small talk. I couldn’t remember. I told them I’m old enough that keeping track doesn’t matter. I’ve said that every year after 21 is just you getting older. Where’s the next milestone? 65-ish? For Senior Citizen status? You don’t really want to look forward to that, do you? At the suggestion of my fellow classmate/intern, I went out to eat. He, Janel, Mark, and I had a minor outing to Applebee’s and then back home for a bit of Rock Band. Just another night for any young person. Perhaps an underlying feeling of lonliness contributes to that malaise.

Speaking of time passing, the internship is already a quarter of the way through. Like that, in a flash. It was really slow to get going because my manager’s been crazy busy, so we haven’t had too much opportunity to talk about my ideas. This week, we really got crackin’, though, and we’re talking with the engineers Monday. The other FIEA interns sound a lot more productive, but they’ve either got a specific set of actions or a very free. The team I’m on has to not only deal with our Canada arm but our actual customers are the individual game teams. With their staggered schedules and different needs, it becomes a challenge to determine what would be usable across the the lineup as well as convincing them to add any crazy new features to their already tight production schedules.

So, back to school. I went in that night to help with the installer script, but any potential productivity from me was halted in its tracks. It turns out my account for the source control server was disabled to make way for the new set of students. So I couldn’t download any updates. I eventually wound up consulting one of my teammates through the process, but prior to that, I just wandered around and talked to some people. I talked with some friends from back home on the phone, I talked to the aforementioned classmate, and I talked with some of the new batch of students. Unlike in our cohort, the artists seem like they goof off more than anybody. But to put this into context, this was around 10 or 11 o’clock at night, and nothing was due the next day. So kudos to them for being around so late for me to witness all the Justice-soundtracked Nerf blasting. Our artists, especially during the production semester, preferred to avoid the clamor and work from home, leaving right after class.

After about a month and a half, the writer from the Orlando Sentinel wrote up about the presentations we gave at the end of Production. He seemed very pleased, especially with our project: Zephyr: Tides of War. [ Click here ] to read his impressions and a link to download the game. I’d welcome any comments.

Carl @ 2:13 am
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