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PCShooter:
Is it difficult as developers
to
keep up with growing and improving
technology?
Name:
Ken Veale
Company:
RayLogic
President/
Game Designer/ Dark Ore (NEW FPS GAME COMING
2001)
<Ken
V>
I
think when graphics programmers don't have
new technology to implement, they get all
shaky and irritable. If your a big company
with someone assigned to graphics
programming, its no problem. If your a small
company with just a few people doing it all,
it is very hard. Using a modular design when
writing a game engine helps.
Name:
Ken Levine
Company:
Irrational Games
Co-Founder/
Executive producer/ Freedom Force
<Ken
L> No,
in fact I think it's gotten easier. For
instance, the ready availability of 
licensable technology has certainly made our
lives easier. The great FPS [games] of the
last year were ALL built on existing
technology and I don't think that's going to
change soon.
Name: Kenn
Hoekstra
Company:
Raven
Software
Project
Administrator/
Star Trek Voyager: Elite Force
<Kenn
H>
It
is challenging, yes.
For each new game you have a new set
of tools that you
need to learn, but fortunately, most
software and technology builds on existing
tech. In
this sense, there is a natural progression
to what you're learning
and using now
and each experience prepares you for the new
challenges
ahead. Things
are many times more complex now than they
were early
on in game development, however, so it's
becoming more difficult to learn
if you come into game development cold. For
example...if you started building game
levels in the Doom and Duke era and
then moved on to Quake and Quake II, it's
much easier to learn how to design
levels for Quake III and/or Unreal.
Similarly, programmers have a much
easier time picking up new languages if they
have used Basic and Pascal and
then worked their way up to C and C++.
It's never easy to sit someone
down
with no experience and say
"here...build this" or
"here...code this." In
the future, I expect to see game and
software development prep programs in
more colleges and
technical
schools.
It's a growing field and it's getting
to be more complicated than ever to get
started these days if you haven't
been involved all along. Bob:
What is your degree in? Doug: I
have a Bachelor of Science in Game Design
with a minor in Computer Art.
Name: Herb
Flower
Company:
Rewolf
Software
President,
Lead Designer/ Gunman Chronicles
<Herb
F>
Absolutely. It seems that in this year's X-mas season, many of the games
people have been looking forward to the most have been delayed till
next year. Just a  sign of
things to come as complexity and costs increase
for developers. Games dont have Hollywood budgets yet--well, necessity
may change that soon.
Name:
Warren Spector
Company:
Ion
Storm
Game
Designer/ Deus Ex
<Warren
S>
Heck, yeah!
Keeping ahead of the curve is incredibly hard, especially
when you decide to license
technology. It's all about tradeoffs, though --you build your own
technology and maybe you're a little closer to the bleeding
edge but, on the flip side, your designers and artists spend a lot of
time waiting for technology to reach the point where it's useful and
redoing stuff as the
technology changes. Being a half a step behind the technology
curve can be a good place, from a development process standpoint!
Name:
Jon Gwyn
Company:
Shiny
Entertainment
Character Modeler/
Sacrifice
<Jon
G>
Developing
for the PC nowadays is a real chore.
More and more teams are having
to not only deal with publishers, but also hardware manufacturers. It
seems like you have to spend half your time either courting the hardware
people or trying to convince
them that their products need work. And
once that is done, the
next version comes out and the nightmare starts all over again. When
projects have the potential of taking 2 or 3 years to developed, the
uncertainty of just what the
specs are going to be from beginning to release is
impossible to guestimate. When sacrifice started in late 97, the idea that
the minimum spec would be a P2 300 was insane. No
one in the office had much
more than a 266 at that time, and that was pushing it.
Compatibility is
a real growing problem, and its forcing a lot of developers to think
twice about doing any more PC
titles.
Name:
Tim
Williams
Company:
Planet Moon
Senior
Producer /
Giants: Citizen Kabuto
<Tim
W>
Yes, it is. But we
knew this job was dangerous when we took it. :-)
Name:
Chacko Sonny
Company:
Savage Entertainment
CFO/3D
Artist / Battlesuit
MK1
<Chacko
S>
Actually, keeping
up with the technology isn't that hard. The hardware developers are
great about keeping us up to date on their next-gen plans, and they have
an incentive to make sure that we're developing on the very latest...while
the stuff they do is amazing, unless they have great content to run on it,
it's just a bunch of really
warm silicon. So, they're always coming around
to demo the latest features and give us sample code on how to implement
the new stuff. The harder thing, actually, is to determine which new
features are the right ones to implement. Is the speed hit associated with
multi-texturing worth implementing? Which cards will let us do multiple
passes for free? Is bump-mapping really going to make a difference on
these objects? Where would stencil buffered shadows be most effective?
Basically, we wrestle with the question of which combination of features
will strike the right balance between performance and appearance, all
within the constraints of our budget and schedule?
Name:
No One Lives Forever
Team
Company:
Monolith Productions
No One Live
Forever
<NOLF
Team>
Developing for a
continually evolving platform has always been a tremendous challenge for
PC developers, especially when new technology must cope with literally
hundreds of hardware configurations throughout the world. Each game
team has to strike a fine balance between the time it takes to create
great content and the time it takes to create great technology. The two
tend to be mutually exclusive, and many games have erred too strongly to
one side or another. With No One Lives Forever, the team used the
LithTech 2.5 engine as its base technology, but we also spent a great deal
of time adding new features on top of this base in order to support the
unique game design required by NOLF. This included spending significant
time on engineering features such as AI, for example, which we feel was
definitely worth the extra time and effort. The bottom line is that while
supporting new technology is important, it cannot guarantee an enjoyable
game.
Name:
Michael
Chang Gummelt
Company:
Raven
Software
Programmer/
Writer/ Star Trek Voyager: Elite Force
<Mike
G>
In
a way, yeah. Mainly
because you start out with a certain technology and know
you can aim higher because the technology will (hopefully) be
there to run
it when you're
done. So during
development, you might find that the performance
of the game is bad at first and that limits you.
Or you
may find
that the technology available when the game is done is either
much higher
than you expected (making your game seem outdated) or much
lower (making
your game not run). But,
since game publishing dates never change, we
have a pretty good idea what will be available once the game
hits the shelves.
;)
Name:
Keith Fuller
Company:
Raven Software
Programmer/
Soldier Of Fortune Gold Edition
<Keith
F> Keeping up with technology isn't always a goal for developers -- it depends
on the type of game you're producing. Since Raven focuses on action-packed
shooters, however, it is very important to us to use the latest and greatest
technology insofar as it's viable. By "viable" I mean we have to ask
ourselves, "Will enough people be able to make use of this tech and will we
be able to incorporate it easily enough to make it worthwhile?" I think the
short answer to your question, though, is "yes". It's pretty tricky to add
new, nifty graphical features and such during development, especially when
they weren't planned for originally.
Name:
Dan
Kramer
Company:
Raven Software
Assistant
Lead Programmer/
Soldier Of Fortune Gold Edition
<DK> Developing
for the PC requires that you test on a variety of hardware
configurations. That in itself can be daunting. Add to that the
arrival of
new technology during development and the need to continue to
support
technology that is several years old all at the same time, and
yes, you
often find yourself facing very difficult problems. I would go
so far as to
say that only someone who has ever developed a game for the PC
can truly
understand this special kind of pain ;).
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