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THE BRIEF
Wanda Meloni
E3 Part II: The Tools and the Tech that Make it
Interesting
This second part of my E3
coverage takes a deeper look at some of the technology working behind the
scenes that make these games so remarkable. There is so much attention given to
covering the games at E3 and giving detailed features of the new games on the
horizon. But what about the tools and technology used to create these cutting
edge games? Where are we at with the development?
Round up the Game Engines
With all fantastic new games
at the show, I thought I would do a roundup of top engines used in some of these
titles. I picked a handful of games that stood out or where nominated in “Best
of” categories to see what game engines were being used.
Here is a list of some of the
games highlighted at the show:
|
Game
|
Developer
|
Publisher
|
Game
Engine
|
|
INTERNAL
ENGINES
|
|
Modern Warfare 2
|
Infinity Ward
|
Activision
|
MW Engine
|
|
Alan Wake
|
Remedy Entertainment
|
Microsoft
|
Alan Wake Game Engine
|
|
Assassin’s Creed 2
|
Ubisoft Montreal
|
Ubisoft Ent.
|
Anvil (internal)
|
|
Final Fantasy XIII
|
Square Enix
|
Square Enix
|
Crystal Tools (internal- was called White Engine)
|
|
Dragon Age
|
Bioware
|
Electronic Arts
|
Eclipse (internal)
|
|
Halo 3: ODST
|
Bungie Studios
|
Microsoft Game Studio
|
Halo 3 (internal)
|
|
Super Mario Galaxy 2
|
Nintendo
|
Nintendo
|
Internal
|
|
The Last Guardian
|
Team ICO
|
Sony Japan
|
Internal
|
|
Avatar
|
Ubisoft
|
Ubisoft Ent.
|
Internal
|
|
Uncharted 2: Among Thieves
|
Naughty Dog
|
SCEA
|
Naughty Dog Game Engine 2.0 (internal)
|
|
Metal Gear Solid 4
|
Kojima Productions
|
Konami
|
New (internal)
|
|
God of War III
|
SCEA
|
SCEA
|
New Engine (internal)
|
|
Fight Night Round 4
|
EA Canada
|
EA
|
New Physics-based Engine (internal)
|
|
The Conduit
|
High Voltage
|
Sega
|
Quantum 3 Engine (internal)
|
|
Left for Dead 2
|
Valve
|
TBD
|
Source Engine (internal)
|
|
THIRD
PARTY ENGINES
|
|
Batman: Arkham Asylum
|
Rocksteady Studios
|
Eidos
|
Unreal 3
|
|
Bioshock 2
|
2K Marin
|
2K Games
|
Unreal 3
|
|
Mass Effect 2
|
Bioware
|
Electronic Arts
|
Unreal 3
|
|
Shadow Complex
|
Chair Entertainment Group (Epic owned)
|
Microsoft
|
Unreal 3
|
|
Splinter Cell: Conviction
|
Ubisoft Montreal
|
Ubisoft Ent.
|
Unreal 3
|
|
The Last Remnant
|
Square Enix
|
Square Enix
|
Unreal 3
|
|
Natal Paint Party
|
Spawnpoint Studios –
Microsoft Game Studio
|
Microsoft
|
Unreal 3
|
|
Natal Ricochet
|
Spawnpoint Studios –Microsoft Game Studio
|
Microsoft
|
Unreal 3
|
|
Star Wars: Old Republic
|
Bioware
|
Electronic Arts
|
HeroEngine
|
|
Source: M2 Research
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What is apparent is that
internal game engines are still predominantly used in the most highly anticipated
games. Of the 23 games covered here 15 used internal engines, while 8 used
third party solutions = 35%. Of course this is a very small sampling, but these
games do provide a good representation of the top games listed in many Best of
Show rakings for E3 this year.
So what does that mean? That
some of the most graphically complex games are still dominated by internal
engines. But I think a look outside this top echelon would show the adoption
rate of third-party middleware is increasing. For example, Epic believes there
were over 20 games on the show floor using Unreal Engine 3, and does not
include games that were shown behind closed-doors.
One of the hit games at the
show was Shadow Complex, developed by
Chair Entertainment, an Epic subsidiary. What makes this game interesting is it
is a side-scrolling game that combines 2D and 3D. Exclusively available on Xbox
Live Arcade, Shadow Complex as a downloadable game, it also has an embedded
system for tracking statics. Microsoft hopes games like Shadow Complex will
augment more high-quality games through its fully-downloadable model.
Bioware’s MMO Star Wars: The Old Republic was rated
one of the top PC games at the show. It uses the real-time MMO game engine from
Simutronics - HeroEngine. HeroEngine is
finally starting to make waves as the first games are now hitting the market. Simutronics
is no newcomer, the company itself has been plugging along for 20 years.
Emergent also made an announcement at the
show that THQ signed a master licensing agreement to use the Gamebryo
technology. The agreement enables both THQ’s internal and external developers
to leverage rapid prototyping and iteration into their game development
pipeline.
Trinigy is a German company that was at the
show, and is the company behind the Vision Engine. Already well-established in Europe, the company has over 100 licensees including
Ubisoft, Take 2, Firefly, Neowiz, Atari, Dreacatcher and Spellbound. Trinigy
recently opened US offices in Austin
and has been ramping up its position in the US market.
"The Vision Engine has
been used in worldwide across every genre. We recently opened our sales and
support operations in North America, and so
far the response has been overwhelming," said Felix Roeken, general
manager of Trinigy. “The entire Vision Engine has been deliberately designed to
mitigate risk, break down technical barriers and empower game developers to
effortlessly push the limits of their imaginations."
While not a game engine
company, xaitment was
at E3. Another German technology company, xaitment is also breaking into the US market. xaitment
provides AI solutions to the games industry. Founded in 2004, a small German
town on the border of France,
whose university has the German
Research Center
for Artificial Intelligence (DFKI). Earlier this year at GDC xaitment announced
Chris Taylor’ Gas Powered Games was going to be using its tools for several
upcoming games. xaitment is also partnered with Emergent and Trinigy to
integrate into their engines.
"While artificial intelligence has been around in the game space for some time, it has mainly focused on pathfinding and navigation," said Markus Schneider, executive vice president of sales for xaitment. "We have expanded on that functionality by offering higher level AI in affordable, modular packages - an approach that has been met with wide interest across the games market.
All of these modules can be implemented separately depending on a studios' needs, and all of them come with graphic user interfaces to help developers quickly create, test and re-use complex artificial intelligence scenarios."
More on the Cloud Computing Folks
Even though OnLive made the official announcement months
ago they were not attending E3, they were actually there with a very subtle
presence. Trying to fend off cynics, the company set up a residential location
close to the convention center where they were providing demos. The company
specified that the server being used was located over 300 miles away and the
streaming connection was supposedly 4 to 6 Mbps. Of course the reasoning for
this was that fact that after GDC many people were skeptical of the company’s
capabilities.
Also in attendance was David
Perry, who was giving closed-door demos of Gaikai.com
to potential investors and publishers. As the company’s co-founder, Perry
commented to me, “Our demos went well at E3 and three major publishers said
they would be interested in investing in our company during our live demos. We
have many patents filed and our tech is in a very advanced state.”
In
an interview with the BBC, Perry explained that Gaikai will host and manage the
games that get streamed to the consumer using Flash. “If a hardcore gamer is
playing WoW at home and wants to keep playing when they leave the house, they
can. Then there is the social audience who wouldn’t want a PS3, but plays Flash
games. For those people, they could play on games EVE Online and share them
with their friends on things like Twitter
and Facebook. Perry continues, “We are codec agnostic as different compression
codecs are better at different things. One might be great for fast gameplay,
one might be needed for pixel perfect streaming applications like PhotoShop.”
Stereoscopic Gaming – First Games Coming Soon
The idea of 3D games in stereo is still on
the outer fringes of the market. With films just starting to make an impact
with consumers it will be some time for the mindset of the consumer to move
that experience into their living room. But the boom of 3D in films has
exploded in just the last two years, more than doubling each year. In 2010 it is estimated that there will be
more than 35 3D films hitting the market.
In an announcement just made, Peter Jackson
said he will only be doing 3D movies in the future and already has several
movies in post production His comments reflect the growing movement by top-tier
directors and producers to support the 3D option including Jeff Katzenberg and
James Cameron.
So how is that translating in games? Well, this
year there were at least four 3D games at the show:
|
Game
|
Developer
|
Publisher
|
Release Date
|
Platform
|
|
G-Force
|
Eurocom
Entertainment
|
Disney
|
7/17/09
|
PS3,
Xbox 360
|
|
Invincible
Tiger: The Legend of Han Tao
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Blitz
Arcade
|
Namco
Bandai
|
TBA
– late 2009
|
Xbox
Live Arcade, PSN
|
|
Avatar
|
Ubisoft
|
Ubisoft
Ent.
|
12/09
|
PS3,
Xbox 360
|
|
Toy
Story Mania
|
Papaya
Studios
|
Disney
|
Q3/09
|
Wi
|
Of course, the one getting
the most attention was James Cameron’s Avatar. Development on Cameron’s Avatar
started over 2 ½ years ago. And while the game was developed in parallel with
the movie, it does not follow the same storyline. The game supports technology
from a Montreal-based company called Sensio. Sensio has over 10 years invested in its 3D
technology, and was picked as the standard for next-generation DVD players.
Luxology, the maker of modo, the modeling
and animation package just released version 401 of the product which supports
stereoscopy. Brad Peebler,
Luxology’s CEO, "We have just introduced stereoscopic rendering in
modo. There is actually quite a bit to implementing stereo - for example
our implementation provides a stereoscopic convergence distance channel
(objects at this distance from the camera will appear in the same position in
both left and right images). We could have just used the focus distance
for this, but this separate channel allows for stereoscopic rack focus
shots."
Pia Maffei, Executive Producer at Alioscopy, a manufacturer of 3D
monitors, notes, “Hollywood
is definitely fueling the market for 3D content. It is great there is more
support for the content. It is a long-term cycle though, and the development
pipeline needs to be reworked to better support the technical and creative
aspects of developing in 3D.”
“Nobody
talks about the development price of creating a 3D game from the ground up,
because honestly, nobody knows”. Maffei continues, “But we are coming to a
point where new skill sets are needed for 3D designers. CG toolsets are
different than 3D toolsets, so a CG artist working on a 2D screen may not be as
good when working on a 3D screen. There is a whole issue with perspective with
3D. If something pops out how will it make the rest of the screen look, and
more importantly, will the consumer be able to make the distinction visually.”
Final Thought - The Importance of
Critical Mass
As
I’ve been saying, I believe the Gaming Renaissance Movement is in full force. There
is a critical mass emerging on multiple levels. We are finally at the
culmination, where the key elements are aligned for mass adoption. We now have:
- A wide range of
developers and platforms.
- Accessible development
tools that support the creative process rather than the programming process.
- Distribution
channels that are opening up with broadband and mobile.
- Most
importantly - Mass adoption by a wide
range of consumers and consumer preferences.
It
has taken much to get to this point. Most of the early companies that helped pioneer
aspects of the technology no longer exist. For example, ten years ago Jon and I did a
survey of games engines and found there were over 100 different engines. There
were some great technology companies like
3dfx, ArtX, Criterion, and MathEngine - just a few that helped lay the
foundation for where we are today.
What
E3 2009 has shown us is there is still so much more on the horizon. These
growth opportunities will extend the framework of creativity, technology and
consumer interaction.
-WM
For
Part I of our E3 coverage please go to:
E3 Part I – The Big
Three Take Their Positions
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