Birth of a Game

The trials and tribulations of starting a new game company

Archive for the ‘Games’ Category

UBER REVEALS MONDAY NIGHT COMBAT

January 15th, 2010

Kirkland, WA, January 15th, 2010 – Uber Entertainment, Inc. today announced Monday Night Combat, their forthcoming game for Xbox Live Arcade. Monday Night Combat is a class-based, third-person shooter… and the most popular lethal sport of the future! It blends intense combat, finishing moves, and gameshow-like challenges and rewards to produce an action experience unlike any other. Why fight for “honor” or “duty” when you can fight for the real American dream: cash, fame and endorsements?!

Big Money! Big Prizes!
Players who drive the fans wild and catch the eye of corporate sponsors will win cash and prizes that can be used to upgrade their weapons and their defenses.

Blitz

Blitz allow players to defend their Money Ball against armies of robots by themselves or with up to three of their closest friends over XBOX Live

Crossfire

Crossfire pits teams of players against each other over Xbox Live. Each team is supported by an endless stream of robots fighting on their behalf; overwhelming your opponent’s stream will be the key to your success!

Six Unique Character Classes
Each Pro caters to their unique style of play and comes with their own set of upgradeable skills.  Customize those skills and abilities even further with a variety of unlockable products and “My Pro” create-a-class feature.

Career
Extensive career meta-game gives players lots of room to enhance their Pro and show off their gaming prowess.

Contact
media@uberent.com

Uber Entertainment, Inc. is a privately held video game development company headquartered in beautiful downtown Kirkland, WA. Founded in March of 2008 by veteran developers, Uber Entertainment is working on an amazing blend of awesome technology and innovative gameplay. Team members have worked on many platforms including PC, PS1, PS2, GCN, Xbox, 360, PSP, Wii, and iPhone. Additional information about Uber can be obtained through the Uber Entertainment Web site at www.uberent.com.

Debut Trailer
http://www.youtube.com/watch?v=Nfw3aml0Sss

Listen To Your Partners

August 31st, 2009

The partners we work with are very large corporations that have a wealth of experience, knowledge, and insight into aspects of our industry that we sometimes do not. It's therefore important we listen to them when they offer to share such knowledge. I've seen other businesses treat their business partners as the enemy and I wonder how any business gets done at all under such adversarial tension. Typically these relationships are one-off and disintegrate at the conclusion of the project. Our philosophy from the start has been quite the opposite. Our strategy is to be the best partner we can possibly be in all relationships so that repeat business is not just possible, but desirable from both ends.

We showed our game recently to one of our partners and got some feedback that, if acted upon, would probably set us back a month or two in production, add risk/scope to the project, and possibly just not work at all. The changes did not mesh exactly with the vision, but we saw that with some effort it could be made to work. We had a choice; we could dig in our heels and preach the vision in hopes to convert, or we could put on the Captain hat, listen to our partner, and course correct the vision. Their feedback was coming from a source of experience and data that we did not have access to. Our intuition told us their numbers were off, but by how much was an unknown. We decided to trust our partner, take the calculated risk, and course correct. In the end, I believe we have a better game because of it. It would have been easy for us to dig in and possibly even get offended by the suggestion to alter the vision, but I'm proud of our flexibility and our willingness to do what it takes to take a game from good to great.

Dreamers and Captains

August 24th, 2009

A spirit with a vision is a dream with a mission. – Neil Peart

I've been thinking about the balance between vision and practicality, and how
a dream with a mission can blind and deafen even the most intelligent
and well intentioned. To achieve any mission you need both a Dreamer to provide vision and
a Captain to provide leadership. As a Dreamer
it's your responsibility to embody the vision and preach it as gospel
in order to embolden your team and convert the nonbeliever. As Captain you ensure there exists a realistic possibility to execute the
mission, chart the course, and keep the ship from running aground.

In
some organizations these responsibilities are divided among
individuals, however in many others a single person is burdened with
these often diametrical roles. The Captain overcomes criticism with
facts and reasoning; the Dreamer overcomes criticism with powerful
conviction. Success is multiplied when the roles reinforce each other.
When the Dreamer can trust the Captain has the compass, map, a clear
destination, and the ability to navigate he doesn't need to pull up
charts and graphs to make his case. If he can communicate his vision
with clarity and passion he can persuade. Likewise when the Captain can
rely upon the Dreamer to communicate the vision effectively, he can
focus on the plan, charts, and graphs to provide the foundation
required to even get a deal. Think of it from an investor's
perspective; they're not going to invest in a dispassionate business
owner no matter how good the numbers look, and they're not going to put
their money with the charismatic visionary who has no demonstrative
means of executing.

Great entrepreneurs are both Dreamer and
Captain. Every day I strive to improve in each area, but it's easy to
get so wrapped up in one that you lose sight of the other. I look to
the greats for inspiration. Watch a Steve Jobs presentation during a
major product launch. He seamlessly blends conviction and reasoning to
communicate a vision in a way few are able. For execution, he relies on
Jonathan Ive, Apple's design guru. Mr. Ive plays a major part of the
Captain role by realizing the physical manifestation of Jobs' vision
flawlessly. With my strengths and weaknesses in mind, I've done my best
to surround
myself with brilliant people who, replace my limited skill in some
domains with expertise, fill in completely missing gaps (you should see me try to draw or animate), compliment
each others skills, and act as productivity multipliers on the business. My goal is to make everyone at Uber believe in the mission and have confidence we'll get there as a team, which is not hard because this place is full of Dreamers and Captains.

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.

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