The Run Away Costs of Game Development

Blogged under Industry News by Casey on Thursday 21 September 2006 at 7:50 pm

ArsTechnica has a great article that I’m just now finding about the run away costs of game development.   The article contrasts what it cost Atari to get started with Pac-Man (a mere $100,000) vs. Microsoft’s Halo ($40 million).  

The mention of MS I think is very interesting as their new game development technologies have been making quite a few waves lately.  With the release of .NET for the X-Box (as we’ve been calling it), the platform is sure to have many new fans.  I for one am quite interested in being able to start toying around with environments and game development with-out having to shell out tens of thousands of dollars. 

 

 Here’s the link

BusinessWeek: Hot chips and cool consoles

Blogged under Consoles, Industry News by Catherine Helzerman on Monday 18 September 2006 at 1:40 pm

BusinessWeek’s Steve Hamm writes on the latest and future generations of gaming consoles in his blog this week…

Much has been made of the Cell chip that will be the brains of Sony’s PlayStation 3 game console. Perhaps too much. That thought came to me at the end of Nintendo’s announcement on Sept. 14 of its upcoming Wii gaming console, which is due to be released Nov. 19. The Cell, which has been co-developed by Sony, Toshiba, and IBM, packs the speed of a supercomputer in a game box. Yet Nintendo’s chip, which is also based on IBM Power technology, seems to provide plenty of oomph for all sorts of games, from shoot-em-ups, to role-playing games, to sports and racing.

Read whole article here

Nintendo’s wild past

Blogged under Industry News by Catherine Helzerman on Sunday 17 September 2006 at 9:13 am

Via Neatorama…

Betcha didn’t know that the video game maker Nintendo had a pretty colorful history.

It was founded by Fusajiro Yamauchi in 1889 to produce and sell playing cards made from the bark of mulberry trees!

In 1963, Hiroshi Yamauchi (Fusajiro’s great grandson) expanded and diversified his company to include making instant rice, “love hotel” (yes, it’s what you think), and even a taxi company before it finally got into video games!

nintendo card

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IBM brings Eve-Online to new heights

Blogged under MMOG, online gaming, Industry News by Craig Dore on Friday 15 September 2006 at 1:30 am

A cluster of IBM BladeCenter LS20s provides the heartbeat of CCP’s popular MMO, EVE Online. With no sharding, and a solid state storage array that serves a database processing over 150 million entries daily, it’s no surprise that EVE has finally broken the 30,000 concurrent user barrier.

Via Softpedia :

“CEO Hilmar Veigar Pétursson’s thoughts on the subject: The sharp growth rate of EVE Online was pushing the limits of the technology we replaced. Our goal was to implement a scalable solution that could accommodate the influx of new subscribers and gracefully manage the steadily increasing demand put on our infrastructure. IBM provided us with optimized hardware that improved overall game performance and increased capacity, especially during peak server usage timeframes.”

Technorati tags : , CCP

Excellent XBox laptop mod…

Blogged under Consoles, Industry News by Catherine Helzerman on Monday 11 September 2006 at 9:23 pm

Via Engadget

“Every so often a mod comes along that’s so intricate, so amazing, so over the top, that words simply don’t do it justice (but we’ll try anyway). Ben Heckendorn’s Xbox 360 laptop is one such mod.”

XBox

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Keeping your monsters in the the game at AGC

Blogged under Industry News, Events by Jacques Pavlenyi on Monday 11 September 2006 at 10:52 am

IBM was a major participant in the just-closed Austin Games Conference. While I didn’t get to attend too many sessions as I was working the booth, I’m sure many of my other colleagues will provide you different perspectives about the event.We did have some pretty cool news:

  • OGSi announced Flagship Studios as a new client for its hosting services. You can read the press release here.
  • IBM has started shipping the chips for Nintendo’s Wii console. Not only can you read about the press release here , but Fierce GameBiz also covered the news here –> http://lists.fiercemarkets.com/c.html?rtr=on&s=69l,mq65,1m5p,9r6o,hrfl,91rr,d16t
  • Autodesk’s Maya 8 is now certified to run on Lenovo T60p latops. You can get more details here.

This was my first AGC (actually, my first games conference, period), so my initial impression is that is had a nice mix of game developers, publishers, and related vendors. Good traffic on the conference show floor. From my vantage GoPets had quite the booth presence, as did Blizzard, Microsoft (with massive flat-panels showing off some new casual games) and many more.

IBM shared a booth this year with our some of our key business partners in the games industry, including OGSi (our co-sponsor), and PipelineFX. We also showcased some of our own technologies, including running Autodesk’s Maya software on Lenovo laptops, and our IBM Rational products, featuring our latest acquisition BuildForge. Of course you can always go to our Games website to learn more.

The coolest part of our booth there for me had to be the 3D sound that OGSi was showing off. You put on headsets and over a standard broadband connection, you could interact with multiple people in a game with “contextual” sound. For example, if a character was walking around in back of you, you could hear their voice move from right to left. As someone moved farther away from you (or you from them), the sound dimished. If two people were talking to you at the same time, you could hear them completely distinctly, as opposed to the standard mashup you hear on conference calls. And all through a 96 kbps stream…hardly uses up your Cable Modem or high-speed DSL capacity at all.

Here’s some pictures of the event. Our booth with OGSi:

IBM boothCloseup on IBM’s side

Closeup on IBM's side

Closeup on OGSi’s side

Closeup on OGSi's side

Our very own Games Guru, George Dolbier

Our very own Games Guru, George Dolbier

Game video loops from some of IBM’s and OGSi’s customers (I loved the CCP clip for EVE Online, which I used on a webcast last year). Say hi to Derek Wise from Global NetOptix :-)

game video loop

And of course, it couldn’t have been possible without the incredibly hard work of our very own Tricia Barr.

IBMer Tricia Barr

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Mike Acton from the Austin Game Conference

Blogged under Cell, games, Industry News, Events by Mike Acton on Saturday 9 September 2006 at 2:20 am

My First Austin Game Conference

This was my first time at AGC and I have to say that it was a bit smaller than I expected. The conference only needed a small corner of the (rather large) convention center for the expo area and the meeting rooms. As a matter of fact, it was literally a longer walk from the nearest entrance of the convention center to the action than it was from my hotel to the entrance!

However, contrary to what one might expect from such a small conference, it was surprisingly professional. The expo area was well organized and the meeting rooms were kept neat and all the equiptment seemed to work. So all in all it was a pretty smooth experience.

I had not originally planned to attend, however. Noel Llopis, another Sr. Architect at High Moon Studios had planned what would surely have been a great presentation on Agile Game Development but Noel was called away on more pressing business (But if you are interested in more information, you might want to check out agilegamedevelopment.com). So, I was asked to substitute at the last minute. Although I am a proponent of many Agile methods and Scrum in particular, I wouldn’t be able to do the topic justice on such short notice. So after some discussion we decided that I would present something which I can speak on endlessly with very little notice - my current passion: Programming the Cell processor.

At Vivendi’s High Moon Booth

Along with the local Austin professional developers, it turns out that there are quite a few students and recent graduates that attend the conference. And since we are actively recruiting top talent at all levels, it was a great opportunity to talk to people and promote our studio - we were able to spend some quality time with quite a few applicants and really get into the details of why the culture at High Moon is unique.
Vivendi's High Moon booth at AGC 06

Quite a few of those students were prepared with resumes and demo reels and it was really great to feel the enthusiasm for the industry and our studio in particular. I did spend some time helping the students with their resumes, actually. Apparently there is a common format that 90% of them are using which made it difficult to tell them apart. I suggested each person forget about using off-the-shelf formats and write something that is a little more unique - or at least slightly different. Here are a few other problems I saw on resumes and my suggestions for fixing them:

  • Being too wordy. Especially at a convention where there’s a very limited time to read a resume. Say things simply. Don’t use 100 words when you can use 10.
  • Make it clear what you do. Are you a programmer? An artist? It seems obvious, but put that at the top. If you haven’t narrowed down what you can offer to a studio at least to a basic skill, your probably not going to get anywhere.
  • Microsoft Word is not a skill. I suppose that there are jobs for which it is not assumed that applicants can use basic office applications, but this is not one of them. This is especially true for programmers - it just makes your resume look silly. Photoshop and Maya are probably relavant though.
  • Put the links to your stuff on the web. A few programmers mentioned that they had demos or sample code on the web but there were no links to that information in their resumes. If you have something special, make sure it’s easy to find when your resume is evaluated again later.
  • Don’t overstate your strengths. I don’t expect kids fresh out of school to know everything, honestly - it’s not a problem. But if you are going to say that 3D math is your main strength at least be able to answer a couple of basic math questions. Or if you’ve listed x86 assembly as a strength be prepared to talk shop - I love programming in assembly and if you can’t then even carry a basic conversation about it, it’s a little disappointing. If you’ve just dabbled in something or have only worked with higher level APIs - that’s OK, just be honest about it.

Tapping the Cell

As it turns out, the right people were not informed that I was substituting for Noel. When I arrived, I was not on the list and didn’t have a badge. The staff did a great job of handling the situation quickly though and within minutes I was on my way with a custom hand-written name tag. But none of the schedules or door signs were changed. Rob Vawter from SCEA was gracious enough to mention my presentation during his, and our guys at High Moon really went above and beyond and helped me out by printing a session description and handing them out at the booth - that was really nice.

Overall, I think the presentation went well. I tried to respond to quite a few of the comments I received from my interview with PSINext. Specifically how high-level strategies for Cell programming are applicable to cross-platform titles and the impact of my suggestions on engine design. If you’re interested in the details of what I presented you can get: Tapping the Cell (Slides)

There were a couple of interesting questions that I can manage to remember:

“The basic philosophies between Agile development and the type of data-first design [I’m] espousing seem to share some similarities - is that a coincidence?”

I think the answer to that is both yes and no. Yes it is a coincidence in that any similarities are not there by design. But no, I think the similarities are there because both methodologies are based on the basic premise of knowing what the most important elements are and being prepared to adapt and change them to get practical benefits. I think knowing what’s both real and practical is more important than policy and procedure in programming and the Agile methods are similar in regard to development in general.

“How would you teach these approaches to an established programming team?”

This is a tough question that I still don’t have a great answer to. At the moment, I think the most realistic method is to work with one programmer at a time and demonstrate the real benefits that can be gained from changing their approach and perspective on programming. In general, programmers find it harder to argue with immediate results but can argue about “design philosophies” until they run out of breath.

And the obligatory…

No game development conference would be complete without:Obligatory Booth Babes

Was it worth it?

Yes. At the very least, as was pointed out to me, it is an opportunity to know better those who we may work with but never get the chance to spend time to really get to know eachother. And the Austin Game Conference has been one of the best experiences I’ve had with regard to being able to spend time connecting not just with old friends and colleagues from other studios, but from my own too. It really was the environment and the people that made this a worthwhile trip.

The race to 1,000,000,000,000,000

Blogged under Cell, Industry News by Catherine Helzerman on Friday 8 September 2006 at 12:12 pm

IBM and the U.S. government have announced a deal to build the first supercomputer using the Cell processor, the chip behind Sony’s PlayStation video game.

Its unusual “hybrid design” will combine the Cell Broadband Engine chip with AMD’s Opteron microprocessors to achieve a sustained speed of up to one quadrillion calculations per second.

Contributed by Sandra Dressel
The supercomputer, code-named Roadrunner, is being built in collaboration with the Department of Energy’s Los Alamos National Laboratory in New Mexico, and will handle a wide range of scientific and commercial applications.

Planned for completion in 2008, the supercomputer is expected to perform at a peak level of 1.6 petaflops, or 1.6 quadrillion calculations per second. Petaflop computing is the next grand challenge in high performance computing, spurring a worldwide race among companies and research organizations to reach the milestone.

The fastest supercomputer today is the IBM Blue Gene/L supercomputer housed at the Lawrence Livermore National Laboratory which is capable of more than 280 teraflops, or 280 trillion calculations per second. Besides Blue Gene, other well-known petaflop projects include systems at the Oak Ridge National Laboratory (Cray) and at Japan’s Institute of Physical and Chemical Research, called RIKEN.

Hybrid supercomputing

Roadrunner represents a new design in supercomputers that calls for using a mix of traditional commercial chips with accelerator chips to speed performance while keeping reduced power consumption and floor space in mind.  Hybrid designs are seen as a critical development to building faster systems. Traditional methods to increase chip performance by shrinking features to add more capabilities are hitting a physical barrier.

In this design, 16,000 AMD Opteron processors running on IBM’s System x3755 will handle routine computer processes, such as file input/output and communication activity.  Meanwhile, 16,000 Cell chips running on IBM’s slender blade design will handle the more complex graphical and mathematical intensive problems.  The system will run the open source Linux operating system.

The trick is in the application software.  Scientists at IBM, Los Alamos and AMD will work collaboratively to figure out how to best split the application code and map it to the right processors to optimize the performance of the application.  Typically, an application runs on only one type of processor, so there is no need to divide the code based on its function.

Once scientists learn how to optimize the application, this innovation could be transferred to a wide range of servers to create hybrid supercomputers, large or small.

Who needs increased performance?

Hybrid designs focus on programming tools and frameworks to help distribute the data so that applications scale better. As a result these designs could be of value across many commercial segments including financial engineering, seismic computing, digital and rich media, and information based medicine to name a few.

Additionally, petaflop computing itself could revolutionize some areas where additional computational capabilities are needed.  Those areas include drug designs, modeling of environmental pollution and long term climate changes, and real time nuclear magnetic resonance imaging during surgery.

XBox 360 UI team looks for feedback

Blogged under Consoles, Industry News, XBox by Craig Dore on Friday 8 September 2006 at 11:54 am

The intricacies of UI design can represent a significant challenge to even the most attentive of developers. Yet, good UI design is even worse. It can be likened to a “black art of guesswork”, trying to penetrate the mind of the average user.

The XBox 360 Dashboard is no exception, being the centerpiece of interactivity within Microsoft’s Xbox 360 platform. With gameplayers being among the most critical and least forgiving audience in the world, designing interaction within the UI manifests a mind-boggling challenge.

Enter Paolo Malabuyo, User Experience Lead for Microsoft’s Entertainment & Devices Division. Obviously, his responsibilities are vast, but he’s gone one step further to ensure that his UI meets the high demands of its users.

He’s asked the gamers themselves.

Interested users or developers are invited to visit his blog, Wildchicken’s MSN Livespace, and make their suggestions to the Xbox 360 UX team. The conversation should prove to be particularly spirited!

If you are a user experience professional yourself, you may also find the breadth and colour of the discussion instructive. Those unfamiliar with Dashboard may find it beneficial, particularly UI designers interested in improving their own designs. Or to take a page from Paolo’s playbook, don’t be afraid to ask your users. Even if they’re gamers!

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Microprocessors shipping for Nintendo’s Wii game console

Blogged under Industry News, Wii by Catherine Helzerman on Friday 8 September 2006 at 11:45 am

IBM has started shipping the microprocessor for the eagerly anticipated Nintendo Wii game console. The shipment marks another milestone illustrating IBM’s lead in consumer electronics, a market requiring high performance, low energy chips.

This new chip is being produced at IBM’s state-of-the-art 300mm semiconductor development and manufacturing facility in East Fishkill, N.Y.

Under terms of an agreement with Nintendo, IBM is producing millions of fully tested, Power Architecture-based chips with silicon-on-insulator (SOI) technology at 90 nanometers, or 90 billionths of a meter. The technology is providing Nintendo a generous improvement in processing power while achieving a 20-percent reduction in energy consumption.

“The IBM team has worked long and hard to design, develop and deliver this customized Power microprocessor for the worldwide launch of Nintendo’s new system,” said Ron Martino, director, PPC standard products, IBM Technology Collaboration Solutions. “When millions of gamers take the controls of Wii this holiday season, the IBM logo will once again be front and center on this innovative new product.”

A history of working together

Earlier this year, IBM and Nintendo quietly signed a multi-year, microchip production agreement to support the Wii video game console, but the relationship goes back much further. In May of 1999 IBM and Nintendo launched a comprehensive technology agreement to support Nintendo’s home video game console, at that time code-named “Dolphin”.

IBM also designed and manufactured the central microprocessor, known as “Gekko,” for what became the Nintendo GameCube system. According to Wikipedia, Nintendo has sold more than 21 million GameCubes worldwide.

IBM leads across the industry

IBM has fast become the leader in designing and producing microprocessors for the new generation of interactive games and devices. As a result, IBM has a firm grasp on the so-called “Triple Crown” of gaming, designing and producing chips for all three major game platforms — Nintendo Wii, Microsoft Xbox 360 and Sony Playstation 3.

East Fishkill and New York’s Hudson Valley have emerged as a center of innovation for a new generation of Power microprocessors that are changing the way the world works and plays.

Article contributed by Rick Bause

Online game conference announced

Blogged under online gaming, Industry News, Events by Craig Dore on Tuesday 5 September 2006 at 4:05 am

Online Game Developers Conference

Online gaming represents a significant and growing presence in the field of global media and entertainment. As another sure indicator of this, the online game industry is getting its very own conference.

Via GameDaily :

Today, Evergreen Events announced the first Online Game Development Conference (OGDC). The conference is designed “to be the foremost source of high-quality technical and creative information for the interactive game development community.” OGDC will take place May 10-11, 2007 at the Fairmont Olympic in downtown Seattle.

If you sign up for their conference update maillist, you’ll have a chance to win free passes. The OGDC is also proudly sponsored by IBM.

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Sony PSP to become virtual PS3 terminal?

Blogged under Consoles, Industry News by Craig Dore on Monday 4 September 2006 at 8:42 am

Sony PSP and Sony PS3 (C) Sony Corporation

This is my first post to GameTomorrow, and I’d like to thank Catherine for the opportunity to contribute. I’m Craig Dore, a security engineer and part-time game developer. I also maintain covertcreations.com, a web journal dedicated to a thoughtful discourse on game design, industry and new media.

Via IGN :

Izumi Kawanishi of Sony Corp. made a startling revelation concerning the level of interaction between the Sony PSP and the upcoming PS3 console. In an interesting interview with Nikkei BP, he states that the PSP could become a enriched conduit for PS3 content, including games.

“It’s possible to have distribution of video imagery from the PS3 to PSP,” said Kawanishi. “In other words, images that are rendered on the PS3 will be sent to the PSP via wireless LAN. If the PS3 is something like a home server that’s placed in the center of your home, the PSP is an information terminal that you carry with you.”

An interesting development, to be sure, considering the challenges that the PSP has undergone in garnering wider gamer interest. If the technology is implemented well, this capability could promise a diverse range of interesting game and media choices for both platforms.

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