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 Game Developer’s Conference 2002 By Chris 'Gwynhala' Burke 

Event: Game Developer’s Conference
Date: March 19-23, 2002
Location: San Jose, CA


Every year, Game Developer Magazine sponsors the Game Developers Conference (GDC), a week-long event that brings together game industry artists, programmers, producers, and toolsmiths from around the world to share ideas, build relationships, and show off the latest in game technology.

This year’s GDC was held March 19-23 at the San Jose Convention Center in beautiful San Jose, California. I went to the conference in search of some cost-effective game development tools - here's what I found!




In addition to writing reviews for Mindless Games & Entertainment, I develop shareware tools for the mod community, work on game mods, and write games professionally. I’m just coming off programming Version 5 of The Heretic Fortress, and there’s no telling what I’ll need for my next project. I headed down to the Game Developers Conference in San Jose to check out the new tools and game engines being shown there.

The GDC offers a lot more than just a show floor with over 120 exhibitors. It’s a week of tutorials and round-table discussions on nearly every imaginable aspect of game development, from art and sound to engines to patents to interviewing for a job. Add in the nightly parties hosted by gaming companies, the packed recruiting booths, a special exhibit of student-developed games, and the chance for informal meetings with producers and hiring managers from various game companies, and you have an event well worth the rather steep $200 - $1500 ($50 for students, free for press) price of admission to anyone serious about breaking into the gaming business.


 The Year of 3D Scanning?

At least six booths featured software and equipment to create high-resolution 3D models and skin textures from photographs. It's cool technology, but come on, six booths? How big do people think the market is for this stuff?

All of these systems are basically the same: you sit in a booth, or stand in front of a hand-held unit, and are photographed by three to six cameras positioned at precise angles. Since the photos are all taken from slightly different angles, much like the stereoscopic images captured by our eyes, software can guess the 3D shape of on-camera objects (or people) by comparing the photos. The software calculates the shape of the surface of your face or body, and then divides the surface into triangles and outputs a 3D mesh in some common format like WaveFront .OBJ or .VRML.

I found the booth of UK-based 3Q most interesting. Their Qlonerator system optically captures 3D meshes with medical accuracy at up to 500 frames per second. At the top of this article you'll find an example of how their Q-Clone Generator booth captured my face using three cameras. Q-Clone Generator automatically wrote the 3D mesh of my face to a CD-ROM, along with a program to automatically create player models of "me" for Quake III Arena, Unreal Tournament, and Half-Life. Check out the screenshot of the custom"Gwynhala model" Unreal Tournament player model it created.

Paul Otto, CTO of 3Q, also showed me a playback of some full-body 3D capture from the high-end Qlonerator Q1000 system. The system isn't yet capable of skeletal motion capture, but it does appear to scan frames in 3D at high speed with remarkable accuracy. Remember, this is done completely optically - no sensors on the moving person at all.

I mentioned I was looking for cost-effective game development tools. Buying a 3Q system for your own private use is likely to be quite expensive, but a 3D design house with this equipment (such as San Francisco based M5 Industries) might be able to substantially lower 3D model creation costs in the same way that motion capture has lowered animation costs, generating cheap and abundant 3D content for game designers. Only time will tell - meanwhile, I'll be playing UT with my new Gwynhala model!


 The Under $100 Game Engine

If you're a small developer making a 3D game, you probably need a 3D Engine. The 3D Engine figures out how to draw everything in the game many times per second, from whatever angle the player is at, using whatever lighting and graphic resolution are available. To run well a 3D Engine requires great efficiency and perfect implementation of complex mathematics, and these are areas of software design often best left to experts.

Mod developers use whatever engine came with the original game; if you're making a mod for Unreal Tournament, you use the Unreal engine from Epic; if you're making a mod for Quake III Arena, you use the Quake engine from Id; if you're making a mod for Aliens vs Predator 2 you use the Lithtech engine, and so on. All players of a mod already have the original game, so you don't have to "license" the engine in order to distribute your mod.

If you're making a game from scratch the rules change: you need to use a freeware / shareware 3D Engine, or pay money to the developer of a commercial 3D Engine for permission to use it, in your game. The license charge for a mainstream 3D Engine can be around $100,000 per game, far out of reach of most small developers.

Australian start-up Auran offers an alternative in their $99 Auran Jet game engine. The $99 pricetag gets you the full engine and support for non-commercial use including prototype development and testing. Once you have a publisher for your game you must upgrade to a no-royalty commercial license for a one time charge of $30,000, less than a third the cost of other 3D Engines.

The Auran Jet engine has a rich feature set including compression, encryption, TCP/IP, serial, and IPX networking, Direct X 8 and OpenGL rendering, skeletal animation, progressive mesh level-of detail, modeling plug-ins for 3DS Max and Maya, dynamic lighting, particle effects, volumetric shadows, MP3 playback, and 2D and 3D sound.

Jet is the same engine Auran uses in their own games: Excalibur, Trainz, and JRally 2101. Source code for JRally 2101 is included with the engine, to kick-start new projects. The demos in the Auran booth looked good, but I wasn't able to assess at GDC how the Jet engine stacks up visually against its more expensive mainstream competition. Here's a promotional screenshot from their Jet-based Excalibur title under development; more are available here. A detailed comparison of many commercial and non-commercial 3D Engines is available here.


 Wireless Games - The Next Mindless Thing

Industry analyst Andy Seybold hosted a provocative all-day seminar on wireless games at this year's GDC, with about 200 game developers paying an extra $300 each for the privilege of attending. The audience was mostly small, independent developers and press members, but a few mainstream game companies sent representatives as well.

Wireless games are games that run on your cell phone. They're either built into the phone by a manufacturer like Motorola, Nokia, Sony, Qualcomm, or Samsung, or downloaded to the phone on request. They're written using miniature web pages (WAP or iMode) or a scaled-down version of Java (J2ME).

Most cell phones offer a very limited game environment. Here's a quick rundown of their capabilities:
  • Processing Power: About the same as an old Atari 2600 game console.
  • Screen Size: 320x240 in 16 bit color is about the best you'll find today, with many phones limited to smaller screens and 4-level grayscale.
  • Memory: between 128K and 2MB of RAM, about the same amount of solid-state disk.
  • Internet Connection Speed: No wires needed, but about the same as a 9600bps dial-up.
  • User Interface: Numeric keypad; some models offer a 4-way (up, down, right, left) navigation button and touch screen.
  • 3D Acceleration: Non-existent; several companies are developing accelerator chips for phones, but these must be built in at the time of manufacture.
  • Hardware and Software Upgrades: Some phones support software upgrades, but for hardware upgrades you buy a new phone.
With such a limited environment, and so many other, more capable platform choices like Sega, Nintendo, XBox, PlayStation, PC, Linux and Macintosh, why would anyone develop games for cell phones? Here are six reasons:
  • There are more than 120,000,000 cell phones in use - more cell phones than PCs; it's a huge target market.
  • People carry cell phones with them everywhere, even places where there are no PCs or gaming consoles; there's demand for entertainment on the phone.
  • Wireless games are a new frontier in game development; there's still opportunity to take market share and establish a strong brand name for your development company, before the large studios move in.
  • Development costs for wireless games are very low - between 1/10 and 1/100 the cost of developing a mainstream PC or console title.
  • Cell phone companies believe that as much as 50% of their future revenue will come from entertainment delivered to cell phones, placing wireless games prominently on the radar screen of the $300B telecommunications industry; there's big money at stake.
  • The game developer can get paid in multiple ways: download of the original game, download of game upgrades and cheat codes, or subscription fees for playing the game on-line, for example.
The current generation of wireless games includes multi-player trivia games like Who Wants To Be A Millionaire? and You Don't Know Jack, as well as fight games like Gladiator and solo games like Tiger Woods Golf. Since the cell phone platform is so much like early game consoles, there are also a lot of retro games: for example, Pong.

If you're thinking of developing a game on a small budget, maybe you should consider making it a wireless game! And if you have a cell phone, watch out - the wireless games are coming to a screen very near you!


 Afterword: Who's Hiring?

Many visitors to the Game Developers Conference were looking for jobs at game companies. The show floor was divided into an exhibit area and a recruiting area, with plenty of traffic in each. Here's a partial list of the companies at GDC that were accepting resumes for programmers, artists, level designers, producers, and other game industry positions.

Blizzard Entertainment www.blizzard.com
Digital Artist Management, Inc. www.digitalartistmanagement.com
Digital Eclipse Software, Inc. www.digitaleclipse.com
Electronic Arts www.ea.com
Ion Storm www.ionstorm.com
Konami www.konami.com
LucasArts www.lucasarts.com
Midway Games West www.midway.com
Monolith Productions www.lith.com
Namco Hometek, Inc. www.namco.com
Prime Candidate www.primecandidateinc.com
Rebel Arts www.rebelarts.com
Red Storm Entertainment www.redstorm.com
THQ www.thq.com
Turbine Entertainment www.turbinegames.com


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