Professional Documents
Culture Documents
Tim Moss
Sony Computer Entertainment America,
Santa Monica Studio.
Presentation Objectives
Post Mortem
Team Structure
High level Summary of methods
Brief History
Studio started in 1999
Fun Games that Sell
First project Kinetica
An average game that sold averagely
(But had nice technology)
Objectives
Establish a new Franchise for Sony
A 3rd Person Action Platformer
taking the best elements of ICO,
Devil May Cry etc.
Cinematic Camera
Epic Story
Casual Hardcore
Design Objectives
Lots of special cases
It should feel REALLY BIG.
Feature creep dont exactly
know what I want but I will know
it when I see it.
Game should keep moving, no
obvious repeats.
Programming
Objectives
60 Frames Per Sec
Technically outstanding on release.
Build game / engine methodically, to
avoid wasting time and reduce bugs.
Avoid special cases
Prevent the programming department
from becoming a bottleneck
Spend the last month of the project on the
beach while the game is being completed.
Bridging the
Communication Gap
Left brain / Right brain
Designers want special cases
Programmers hate special cases
Tools were the answer
Studio Layout
Open plan facts
Facilitates conversation
No-where to hide so productivity
seems better. Cant surf Ebay all
day.
You feel like youre in a team.
Headphones are vital.
Difficult to avoid seagull
management.
Team Structure
Code team (7)
Design team (10)
Art team (22)
Sound (3)
Production (4)
Code Team
7 Senior Programmers
Broad responsibilities
Usually a single point of contact for
a given system
Design Team
Game Director
4 Level Designers / Scripters
3 Combat Designers
2 Sound Implementers
1 Camera Designer
Art Team
Art Environments (6)
Art Animation (5)
Art Characters (4)
Art Concept (3)
Art Technical Artists (4)
Technical Artists
A group of 4 for GoW.
Helped the Programmers structure
the tools.
Helped design interfaces for the
Maya users.
Troubleshooters
Helped us avoid over-engineering.
Asset Creation based in
Maya
Art Environments, Characters,
Particles
Collision Separate geometry from Art.
Camera Placement
Entity System (Scripting)
Sound / Music Triggers
Visibility Triggers
Loading Zone Triggers
Waypoint layouts
Asset Control
Alienbrain . Used simply as a file
structure system. Not at all
customised. Thats probably why
its ok for us.
The programmers didnt use it for
code.
Maya File structure
World
1.5 Run Perm 4*1 Meg 16 Meg for Levels, split into 2
Meg Time Data Enemies
Exe Data
Level A
Block
Level B
Level A
Load
Level A
Level Loading Scheme
2 Levels loaded simultaneously. Either
Current Level and Last level, or Current
and Next.
Design places Load Triggers. These kick
off a level load.
Also place Load Blocks.
Simple rule allow 1 sec of travel time for
every 1 meg of level that needs to load.
4 enemy slots also changed out at Level
Load time.
Flash
All Front End and HUD elements
done using Flash. Heavily
optimized for the engine.
Compiler is freely available on
website.
Allows prototyping and design
without programmer.
Optimising for Speed
Frame rate is displayed front and
center to everyone, 60fps regarded
as the 100% CPU and GS.
Lead Programmer hassles them
endlessly about 60fps.
The Frame Rate lies to everyone
Scheduling
Overall Task List for the whole
project, broken down by
programmer.
Updated regularly
Only added time estimates for
what was being done next.
Bang for the Buck approach.
Did it work?
Executable for God of War was 1.5
meg. No code loading was done.
General code made the game
small, more cache efficient. Ran
faster.
Engine / Tools are being used again
on GOW2. Also moving on to our
PS3 titles.
Testing / Debugging
500 Bugs in database 2 weeks
from Gold Master. 25 were
Programmer bugs.
Led to a more bug free game no
single group was overwhelmed.
Summary
Programmers dont drive game
development like the old days
Expect more from Art and Design.
They can cope with it.
Programmers are able to provide a
logical left brain structure to the
project that the creative right
brain types arent even aware of.