Birth of a Game

The trials and tribulations of starting a new game company

Archive for August, 2008

Scathis

August 29th, 2008

"Scathis"

Pronunciation: ‘skāth – is

Entomology: During college, in an attempt to make an evil sounding name for my primary villain. Scathis was born from two words: "Scathe" and "This".  Scathe: to hurt, harm, or injure, as by scorching.  Ok, he will scathe things.  What will he scathe?  Well whatever is in front of him. So, ‘this’.  Thus "Scathis" was born.

Yes.  This is how my mind works.  Putting pieces together to make a final design that works.

I’m John Comes.  The Creative Director for Uber Entertainment. 

I started off over a decade ago with the simple idea, "I think I can do this better".  That was while I was running around in a text MUD, avoiding my Mechanical Engineering homework.  So my older brother and I set out to write our own MUD from scratch.  Two years later Wolfshade MUD was up and running with people actually connecting and playing.  I had no idea at the time that I was a designer, I was just a guy working on the game.  Little did I know I could get paid doing what I was doing for fun.

In 2001 I joined the game industry as a designer.  I’ve worked with many great game developers at Westwood Studios, Electronic Arts and Gas Powered Games.  I’ve worked on amazing products such as Command & Conquer, The Lord of the Rings and Supreme Commander

Uber Entertainment is the combination of everything I’ve learned as a designer and the best developers I know mixed into one new game studio.  I am very excited about the games we’re going to produce.  This feels like the right mix of talent, goals and expectations to make something truly special.

Prepare yourself, gamers, this is going to be fun!

Technology Decisions

August 28th, 2008

One of the first and most important evaluations you have to make when creating a game is what your technology situation looks like. This is driven by many factors including what platforms you see the game releasing on and of course what the game actually is. In our case there is an additional factor, we simply don’t have the time to build an engine from scratch. This is a huge departure for me personally as I’ve never worked on a game where I didn’t have a hand in writing large chunks of the engine. Typically we would go through a large technical design process to figure out what tech we need to build for the game. In our case the technical design process still exists but it’s more along the lines of making sure that the technology we license will work for the game we want to make. In addition game design decisions have to be measured against the technology we are using.

Games have gotten bigger and more complex to the point where it’s not impossible to build your own engine but there are so many fingers and toes that the amount of time to write it all becomes a huge issue. Luckily there are several competent engines around that can do the job for the type of game we are creating. We have primarily settled on one engine but we can’t announce which one it is until the final decision is made and all of the contracts are in place.

Of course once you’ve made an engine decision you still have a lot of work ahead of you. Assuming that you’ve done the technical due diligence on your engine you now actually have to setup your development environment to deal with that technology. In our case this consists of having a Perforce repository with all of the engine code and setting up the appropriate directories for all of our source code and assets. This is usually called “the pipeline”. Generally speaking dealing with the code aspect of the pipeline is easy, it’s the many gigs of art assets that need to be carefully tracked and controlled.

You also need to have a system in place to deal with updates from the engine company so that you are able to get bug fixes and additions to the engine. This sounds like it shouldn’t be a problem but if you make any modifications to the engine they may conflict with updates and make it difficult to integrate new features. In general we are trying to avoid modifying any licensed technology as much as possible.

Now once you have a skeleton game up and running on a new piece of technology the really hard stuff begins. You have to begin to figure out how to realize your vision with the technology that you have. At this point we are really just concentrating on prototyping the style of game play that we want to create. This learning process can happen in parallel with us defining the key feature set of the game during this prototype phase. This allows us to ease into development and gradually learn the in’s and out’s of the technology that we’ll need to know to finish the game.

Introductions

August 27th, 2008

Hello, my name is Jonathan Mavor, known as Neutrino around here.   I’ve been in the game industry for about 15 years now.  For most of my time in the industry I’ve been an engine specialist focusing on building rendering technology.   In between I’ve managed to be the technical director on several projects.

Over the next couple of years we are going to be taking you through the process of creating a game from start to finish.   Unfortunately the reality of game development and marketing is that some things have to remain secret.    However, we fully intend on bringing you as tightly into our world as we possibly can.    We want you to feel like you are here, in the trenches with us, making this game.  We are going to do this in several ways including this blog, a forum where we can have discussions with you about the game and contests and other types of interactive experiences like live chats.

As I’m first and foremost a tech guy (and the CTO of Uber)  I’ll mostly be talking about the technical aspects of the game creation process.   Feel free to email me at n e u t r i n o@ uber ent.com (remove all of the spaces) with any of your technical questions about game development.   Unless you specify otherwise I may quote from your email for the blog so that everyone can see the answers to your questions.

Letter from the President

August 27th, 2008

Hi, my name is Bob Berry. I’m the president of Uber Entertainment, a new startup video game company. We talked about doing a developer diary for our new game and we’re finally making that happen. We decided to call it “Birth of a Game”, a name that has special meaning for me. My wife gave birth to our second child in March right around the same time I left my previous company to start up Uber. In a sense I felt like I was having two children at once! Giving birth to a new company is like being in labor for a whole year. It’s an emotional rollercoaster filled with waves of pain, periods of calm, and finally at the end, a final push with all your might. Now we’re at the point where the newborn company needs 100% attention all the time. And yeah, I have to change the diapers.

I’m so excited to finally be at a point where we can speak openly about the company. For the past several months we’ve been flying under the radar working on prototyping our game and securing financing. It’s been a lot of fun being back in startup mode again. The last time I did this was about 10 years ago!

I was fortunate enough to be able to work out of my house for the first few months. This was a blessing for my wife as I was always around to help out with our newborn or our rambunctious two year-old. When we finally reached a certain critical mass it was time to exit the virtual and enter the physical. Having the development team working together in an office increased productivity dramatically on many fronts.

Some other key members will be posting introductions in the near term. I look forward to sharing with you details of our trials and tribulations!

“o”
President
Uber Entertainment