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Features

Postmortem:
DreamForge's Sanitarium
Sanitarium
is an original adventure game filled with madness, delusion, and personal
anguish. The same can be said for the development cycle. Sanitarium
was developed by DreamForge Intertainment Inc., set in the heart of Greensburg,
Pennsylvania. DreamForge employs about 45 people working on three to four
projects at a time. We had previously developed an adventure game entitled
Chronomaster, and our staff has a strong background in the development
of computer RPGs. Sanitarium was a landmark game for us, primarily
because the project originated in-house, and we had so much of ourselves
invested in it.
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Sanitarium
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DreamForge Intertainment Inc.
Greensburg, Penn.
(724) 853-0200
http://www.dreamforge.com
Team Size: 37 men and women who no longer feel any pain
Release date: March 1998
Time in Development: 16 months
Critical tools: 3D Studio MAX, Adobe After Effects, Adobe
Photoshop, Adobe Premiere, Cool Edit Pro, DeBabelizer Pro, FileMaker
Pro, Inprise's Delphi, Inprise's Paradox, Microsoft Project, Microsoft
Word, Smacker video codec, Sound Forge, Strata MediaPaint, Visual
C++, Visual SourceSafe.
Target platforms: Windows 95
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The Designers' Tale
Sanitarium was born of a simple desire to create something special,
something different. About two years ago, a few of us at DreamForge were
feeling burnt out. We were tired of bandwagon games, eager for a fresh concept
that we could dig into with enthusiasm. Most important, we wanted to make
a fun game with substance and soul.
So, over some lukewarm cheeseburgers, Chris Straka (Director of Creative
Development) asked Chad Freeman (Lead Programmer), Jason Johnson (3D Art
Coordinator), Mike Nicholson (Lead Art and Design), Eric Rice (Art Director),
and Tracy Smith (Post-Production Art Coordinator) what games they liked
and why. Ideas were offered, counter-ideas brought forth, cheeseburgers
grew cold and at times were nibbled upon. We discussed other forms of entertainment
that would pertain to the game we wanted to make. Movies such as Jacob's
Ladder, Seven, and 12 Monkeys were mentioned repeatedly,
television shows such as The Outer Limits and the original Twilight
Zone episodes were discussed. At a certain point in the discussion,
it became clear that we wanted to make an adventure game.
However, predictably, each of us had his own ideas of what the game should
be about. Once the sound of human heads cracking together reached a deafening
pitch, Chris Straka suggested that we make a game incorporating all of the
ideas. He drew a crude wheel on a piece of paper, with a central hub and
spokes radiating outward. The spokes would eventually become the diverse
worlds within the game. The hub, that all-important plot framework that
linked those worlds, had yet to be decided upon. Soon we realized that those
separate ideas could be played out as psychotic episodes seen through the
eyes of a mentally disturbed character. From that point on, the project
was code-named Asylum. This would have been the game title, but we later
discovered that the name was in use elsewhere. Hence the game was called
Sanitarium.
Once the design process started in earnest, we had Sanitarium on
the brain twenty-four hours a day. Each of us put a lot of fist-clenching,
heart-soaring, spleen-churning effort into the project. It was a rewarding
process for us, because most members of the team were new to the design
experience. Sometimes at the end of the day, loose ends remained - questions
regarding some story element or problems with the configuration of a certain
puzzle. Many a wide-eyed game designer went to bed with visions of gargoyles
and deformed children dancing around his head. When morning came, new angles
and twists would reveal themselves like spirited flashers in the dawning
sun.
We knew that we were on to something good. Though the core story was an
afterthought in those original design meetings, we were determined to create
a main plot line that held the game together and evoked strong emotions
in the player. Working from disparate design notes, Mike Nicholson, the
art and design lead, assumed the monumental task of scripting the game dialogue
and creating the dialogue trees. As if he'd been suddenly transplanted into
a Roger Corman movie, Mike quickly found himself neck deep in awkward lines
and weak characters. After several days of confusion, he realized that the
problem resided in the game worlds themselves. They had no true history,
thus making it impossible to create detailed, realistic dialogues for the
worlds' inhabitants. He went back to the design document and wrote background
stories for each of the worlds, fleshing out the underlying themes and character
motives, and smoothing over any inconsistencies. Mike also pushed the Sarah/Max
connection and drafted the infamous "death scene." When he read his proposal
to the design team, three of them nearly cried. With a concrete story in
place, the characters all had rich backgrounds from which to draw and the
same reference points to which they could refer. Scripting from that point
on became relatively easy.
After Mike put together a rough draft of the script, DreamForge hired Chris
Pasetto as the project's writer. His primary responsibility was to refine
all character and cinematic scripts. As the development process went on,
the scripts became more complex (as we noticed things we'd missed) then
simple (as we tried to streamline the dialogues). Eventually, the script
files looked like a slaughterhouse - tatters of butchered text casually
strewn about like soggy meat by-products.
To maintain
a consistent flow of game play and story, Chris had to balance the amount
of dialogue that occurred during any one non-player character interaction
with how NPCs were distributed throughout the levels. During beta testing,
testers complained that many of the dialogue interactions were too long
and that the keyword-based interaction trees were sometimes too complex.
In addition, characters could end up talking about subjects that seemed
strangely out of order, jumping between disparate topics like a bad news
segment. Since a lot of us here tend to work that way anyway, we didn't
find it too confusing.
Travis Williams, our executive producer, insisted that we trim some of
the encounters and link many keywords together to prevent confusion. A
lot of the original dialogue was purely atmospheric and time-consuming
for the player to wade through in search of real answers. The final version
had an improved narrative flow and better pacing through a balance of
dialogue and action.
We were constantly concerned that the emotional content of the game would
be lost in the medium. Our goal was to give the player the creeps. We
took the time to think out what we wanted the player to feel on each level,
what message and mood we wanted to get across. Our efforts in creating
a cohesive atmosphere included not just a good storyline, but an immersive
audio experience as well.
Sanitarium was DreamForge's first product to utilize stereo sound.
The point-sourced sound system made for very natural-sounding effects
within each level. But technology alone couldn't make the sound great
without the right people to take advantage of it. Steve Bennet, our music
and sound effects composer for the project, did some awesome work with
the soundtrack. Working from lists generated by the design team, Steve
searched a huge sound CD library for the necessary effects. Then he processed
the sounds using Cool Edit Pro and Sound Forge, sometimes working over
a sound effect multiple times to match the atmosphere of the level. The
moody music he added, entirely original compositions created on a Kurzweil
keyboard, brought a definite style to the levels that enhanced the creepy
atmosphere.
Nonetheless, the voice acting should have been better. It's difficult
to compete with other developers who have access to name actors and meet
everyone's expectations. This isn't an excuse, but a simple matter of
economics. Would we have liked to have, say, James Earl Jones for the
voice of Morgan? Of course. But with 80 NPCs and a limited budget for
voice acting, big-name actors were an impossibility.
The final hurdle in the design process came from our publisher. Late in
the project, during beta testing, ASC Games approached us with a significant
design change. Dave Klein, the president of ASC Games, was wholeheartedly
behind the project and loved our game. But... "Could you make it easier
to play?" He explained that ASC Games wanted Sanitarium to have
mass-market appeal and to be accessible to everyone, not just adventure
game players.
Our faces turned Barney-purple with indignation. We felt that such a move
would both compromise the game's sophistication and seriously jeopardize
our completion of the project. We were a few weeks away from the final
ship date and being asked to undergo a major revision of our basic approach
to the game design. Also, we were stubborn.
Travis Williams came out to discuss what could be done and what couldn't
be done in a reasonable amount of time. Our original approach to game
play could be summed up as, "You're an adventure gamer. Figure it out."
This new way of thinking forced us to ask hard questions, such as, "Where
in the game is this information conveyed to the player?" In many cases,
it simply wasn't. This led to a lot of easy fixes - having the main character
utter a strategically placed bit of dialogue or even altering existing
dialogue to help the player make puzzle connections. When this couldn't
be done without a metric ton of contrivance, we adjusted the puzzles to
be more user-friendly.
Admittedly, the changes made Sanitarium focus more on entertainment
than frustration. Players aren't perpetually stuck on difficult puzzles,
so they participate in the story at a consistent pace and are able to
enjoy it. Even the hardcore adventure game players that we initially targeted
were satisfied by the balance of puzzle difficulty and richness of story.
The
Artists' Tale
For all
the designers' concentration on Sanitarium's story, many of the
game elements were conceived in artistic terms. We knew that the visual
atmosphere of the game would be extremely important to the game play.
The art conveyed the emotions that the player would feel, as well as the
player character's state of mind. Because it's all about emotions and
states of mind, Sanitarium is a very art-intensive game. Thus,
early in the process, the design team spent a lot of time determining
the correct look for each part of the game.
One of the first things that we did was to gather reference material.
We went on field trips to cemeteries, took pictures of St. Vincent's Cathedral,
and raided local libraries. Eric Rice even captured a picture of a haunted
gravestone on one of our cemetery photo shoots.
Back in the office, the heavy-duty work was getting underway. From concept
sketches to full 3D models to touched-up game art, we strove to maintain
that disturbing, realistic visual style as much as possible.
One of the first hurdles was an accurate isometric camera view. Finding
a way to render six by four screen widths of landscape from twenty-four
viewpoints and seam the shots together without any perspective warping
was daunting. Tracy Smith worked out the bugs on this one. The final solution
was to pull the cameras back to what would be the equivalent of viewing
a city block with the Hubble telescope.
The biggest bottleneck that occurred during Sanitarium's development
came during the post-production of the art. We call the post-production
department "5D," not because they exist on some H.P. Lovecraft penta-dimensional
plane, but because they work on a combination of 3D and 2D art. Once materials
such as screens, characters, and animations poured smoothly out of 3D
like good scotch, they had to go through the 5D twelve-step program before
they would be ready for programming.
For the
game art, Jason Johnson coordinated DreamForge's art staff as they used
3D Studio MAX to make the designers' vision a reality. The artists retouched
the 3D background in Photoshop, then generated a temporary palette. Still
barriers were clipped in true color, then squeezed into the temporary
palette; coordinates were determined. 3D animations underwent alterations,
retouches, and special effects as necessary. The artists then composited
the animations into the retouched background. A final palette was generated
and applied to all artwork for any given level. It was tough to create
a palette that could support the massive environments and all the NPCs.
The enormous number of colors used in the game was a nightmare for our
post-production team. Using DeBabelizer Pro, these guys had to reduce
entire levels of true-color renders to less than 230 colors. At that point,
the original artists would walk over and ask, "Hey, what did you do to
my level?" or management would say, "Is it gonna look like that when it's
done?"
The steps continued. Still barriers in the temporary palette were reformatted
into the new palette. Animations were then clipped and coordinates determined.
Free-walking NPCs were retouched and clipped. Cursors, icons, and inventory
were retouched and clipped. The player characters were put into a 24-color
palette, retouched, and clipped. This was mind-numbing work at times.
Even as brains turned to protein-rich pudding and limbs lost all feeling,
the game art was taking shape.
All of this took anywhere from 50 to 350 man-hours per level. It was a
demanding set of tasks requiring not only technical skill but the experience
of having worked on games before and knowing how to deliver game art to
a programming team in a perfectly usable form. Problems arose mainly due
to inexperience.
The final look and quality of the levels and animations in Sanitarium
is a testament to some very determined artists who stayed late, worked
weekends, and apologized when they were too sick to crawl to their desks.
The
Programmers' Tale
At first,
we planned to convert an existing adventure game engine. Initial prototyping
showed that this was about as likely as an Oscar nomination for Jackie
Chan. So, we set out to create a new engine, re-using existing source
code wherever possible. By using source code from earlier finished products,
we avoided absolutely all bug-hunting hassles. Ha ha. That's a bald-faced
lie. But using proven code did give us less to worry about - we knew it
had worked at some point.
The basic engine was completed early in the project cycle, leaving us
plenty of time during the rest of the project to sprawl in great big chaise
lounges and sip tequila from fishbowls. Actually, that's not true either.
Once the basic engine was complete, most of our time was spent on level
building. A level scripting system based only on actions, flags, and flow
control simplified the work. The rest of our time (those hours normally
reserved for basic human functions such as sleep) was devoted to interaction
scripting and special case programming, including blow-up puzzles and
action areas. We had originally planned to create a blow-up puzzle editor,
but time did not allow it. Reaching into the wiry guts of the beast, we
hand-coded each blow-up puzzle instead.
Deciding
on a codec for cut scenes was like clipping a lion's toenails. The first
codec we looked at, True Motion, provided better visual quality but lacked
support and ease of implementation. The second codec, Smacker, had just
the opposite traits. We couldn't wait around for somebody to achieve the
balance of properties that we needed because: first, we didn't have time;
and second, we didn't know if anyone would get it right any time soon.
The final decision came late in the development process: support and ease
of implementation won out over visual quality.
For Sanitarium's bug testing, we entirely divorced ourselves from
tracking bug reports on paper. Both our in-house testers and the test
team at ASC Games used FileMaker Pro 4.0 to generate, sort, and track
the status of all bugs. Because we were both using the same software,
we were able to trade databases with ease, do proper triage, compare priorities,
and eliminate duplication. Sanitarium was DreamForge's most thoroughly
tested product to date.
But even with this extensive testing regimen, the game still shipped with
the infamous "lockout bug" on Level 2. If the player wandered around the
town long enough and fulfilled certain conditions, it became impossible
to enter any of the buildings. This was a big disappointment. In the countless
man-hours of testing between ASC Games and DreamForge, no one encountered
this bug. Herein lies a valuable lesson, grasshopper. There is simply
no test group more likely to find a crash bug than those tens of thousands
of initial buyers.
The
Sweet
Sanitarium
represented a significant success for DreamForge in several areas. Many
of these have to do with our personal sense of accomplishment in making
this game, but others are things we learned along the way.
1. BRING
IT ON HOME. As a game that was designed in-house, an enormous amount
of energy and personal pride went into Sanitarium. Remember that
this project began as a few guys hanging out after work saying, "Wouldn't
it be cool if we made the game that we would enjoy playing?" Even after
months of work, we weren't sure if the game would ever reach the shelves.
As the team's hard labor began to bear fruit, the whole company's energy
and enthusiasm grew, sustaining us through the crunch periods. That sense
of personal ownership in a product cannot be underestimated. It defined
the experience of Sanitarium for us as developers.
Not only that, but our staff offered us an inexpensive focus group. Fairly
early on in the project, the ideas we designers had been bouncing off
one another seemed like stale old superballs. We needed more outside opinions
to give the project perspective. We invited small clusters of DreamForge
employees to join us in the design room. Like a nightmare ride at Disney
World, we took these groups through the game puzzle by puzzle, plot twist
by plot twist. Questions and comments gave us valuable information - what
looked interesting and what seemed confusing.
As a result of those walkthroughs, it became painfully clear that Level
6 of our design just wasn't cutting it. It was as though Al Gore had walked
into the room. People's eyes glazed over at that point in the walkthrough;
yawns were abundant. We looked at each other and said, "This is not good."
So we asked people, What would be clever, interesting, and creepy? Bugs
seemed to be the answer. Based on staff input, the resulting Level 6 of
Sanitarium is much stronger and enjoyable than our original design.
2. HOME MOVIES. From the very beginning of the development cycle,
we wanted to give Sanitarium a dark, cinematic feel. In most games,
the cut scenes are treated like a necessary evil or worse - a pageant
of plug-ins du jour meant to dazzle viewers and draw their attention
away from the game play. We were determined to establish a style for the
cinematic cut scenes, to make them an integral part of the game. We especially
wanted the flashback cut scenes to deliver an emotional impact to the
viewer, because they dealt directly with Max's life, love, and suffering.
To support that idea, we shot the scenes to mimic the letterbox look of
movies. Our cinematic coordinator, Marty Stoltz, drew upon his filmmaking
background to guide us in precise cinematic screen direction. Joe Skivolocke
also lent his post-production expertise to the effects for all memory
cinematics. A lot of work went into ensuring correct camera usage and
post-production of cinematic scenes - especially for the flashback sequences,
which were meant really to touch the player emotionally.
All cinematics
came into the world as storyboards - carefully laid out in Adobe Premiere
and passed on to the artists. The 3D staff worked from storyboards to
create raw .AVIs. Our post-production team worked with these .AVIs, touching
up the rough edges and applying special effects using Adobe Photoshop,
Adobe After Effects, and Strata MediaPaint. Some of the raw .AVI material
had to be thrown out in the end (because it didn't work, because something
looked wrong, because one of the lighting crew members was eating a sandwich
in the background). Still, our shooting ratio was about 3:1 (for every
second of cinematic material that we used, 3 more seconds were tossed
out) - that's pretty good when you consider that the average movie has
a 20:1 shooting ratio. The polished cut scenes that went into the game
were the best DreamForge had ever produced, anchored thematically by a
unique and consistent vision.
3. MODULAR FURNITURE. We had all worked on other games and were
familiar with the potential threat of cutting levels, puzzles, and whatever
else seemed expendable when the crunch was on and no amount of Mountain
Dew could keep us going. From the beginning of the design, we prepared
for such eventualities by structuring the game in a modular fashion. We
constructed the game in portions that would add to game play and advance
the story, but wouldn't detract from the game overall if they were taken
out. In the end, we were able to keep the amputations to a minimum. A
big combat zone and some blow-up puzzles took a trip through the plumbing,
but otherwise the cuts were fairly minor. Modular design at the start
of the project ensured that the final game would remain true to its initial
vision.
4. HEY, NICE ASSETS. As an experiment, lead programmer Chad Freeman
implemented an asset management system utilizing a Paradox database, which
centralized all of the game assets in one place. Tools developed in Delphi
and Visual C++ accessed the assets from this database. This solution provided
several benefits. For one thing, we could easily analyze the asset data
and take appropriate actions when total asset size broke the budget for
a level. We could also view filenames and descriptions of individual assets.
The database system let us group assets by levels or by other criteria.
A single game level had hundreds of art and sound files. Searching for
a particular asset by the filename alone would have been the equivalent
of finding the fat guy wearing the Star Trek shirt at a sci-fi convention.
Naturally, the ability to sort through assets quickly saved time and energy.
Because this process was experimental, we weren't able to fully exploit
the database system. For example, the programmers were the only ones who
utilized the system during the level-creation process. However, Chad Freeman
would eventually expand the system so that artists and sound technicians
could add assets to the database and level creators could access them
directly from there, eliminating redundant file storage. In addition,
the system could also store level information, allowing these same types
of reporting, sorting, and other benefits to be extended to the levels
themselves. Overall, the development of Sanitarium never made full
use of these database management tools. As game content grows larger and
larger (DVD and beyond), using database tools for data storage will help
developers more and more.
We also utilized Visual SourceSafe for the first time during Sanitarium's
development. Historically, programmers have been beset with the extremely
time-consuming and tedious job of hand-merging code. Never again. Like
a divine beam of light shining into our otherwise dank and shadowy cubicles,
SourceSafe made code merging far easier and more reliable. SourceSafe
also has other benefits, including the ability to keep a precise revision
history of your code, so that you can painlessly retreat from the inevitable
"bad move" programming-wise.
We chose SourceSafe specifically because it allowed multiple check-outs;
the structure of our C files prior to adopting SourceSafe was such that
it was common for more than one person to be working on a single file
at the same time. SourceSafe also allows a project to be branched off;
letting one person work on a demo while another continues development
of the game. The projects can later be re-merged, so that fixes in the
demo can be integrated into the main source.
5. PROJECT MANAGEMENT FOR THE INSANE. Using Microsoft Project and
his own devious tracking tables prepared in Microsoft Word, project manager
Scot Noel would recalculate our progress every week to two weeks. This
method accounted for the progress of every single game element, from blow-up
puzzles to art fixes to code implementations. GANTT charts demonstrated
the flow of work between departments and individuals. These enabled us
to respond promptly to the most critical problems by showing how the late
delivery of a particular asset might throw off the final ship date by
days or weeks.
Critical paths were plotted using PERT charts in Microsoft Project. Upon
seeing these Daedalean webs of near-infinite complexity, many of us felt
that Scot had gone, finally and irrevocably, insane. But once we penetrated
the mysteries of the PERT chart, we saw the value of tracking the sensitive
interdependencies of tasks through critical paths. As different departments,
or even particular individuals, caught up with one another or moved ahead
of expected schedules, the critical path would change. Armed with this
knowledge, Scot could walk up to any given programmer and say, "The critical
path for this game is going right through you at the moment."
Such monitoring helped direct the pressure and motivate the right people,
letting others go home and get a good night's sleep. As are all systems,
the PERT charts were imperfect. Some people always seemed to be on the
critical path, most notably Chad Freeman, the game's lead programmer.
All of us here at DreamForge hope that Chad will be able to leave the
hospital soon. We already have a respirator set up alongside his desk.
6. PUBLISHER BUY-IN. Our publisher, ASC
Games, believed in what we were trying to accomplish and provided
valuable input throughout development. They behaved as if they were buying
into our vision rather than just purchasing it. For the most part, they
took a hands-off approach, and only required changes that they were convinced
would significantly improve the quality and salability of the game. Travis
Williams, Sanitarium's executive producer, put a lot of heart into
the project - not to mention all the cool prerelease games and toys he
sent us. We were so grateful, we put his head in the game.
We were very pleased with ASC Games' strong commitment to marketing Sanitarium.
The box is a work of art in itself, and the rule book has received praise
for its strength and simplicity. The magazine ads are impressive and true
to the spirit of our game. One simple act for which the team is eternally
grateful: ASC Games' marketing department didn't give away the game plot
on the box or in the manual. It's always a relief when you don't see the
central mystery of your game printed in big red letters across the back
of the game box.
The Sour
While Sanitarium
represents a phenomenal success for us here at DreamForge (both professionally
and personally), there were some unfortunate stumbling blocks along the
way. We keep telling ourselves: that which did not kill us has made us
stronger. Never mind the scar tissue.
1. ANIMATIONS. Due to the size of the game, each character had
a limited number of animation frames. In many cases, this caused the movement
to look stiff and unnatural. Looking back on it, we would have preferred
smoother animations with more angles - especially for the main character,
Max. If we had taken this into account earlier in the project, we might
have had an opportunity to fix it. By the time we realized that eight
angles looked a little stiff, it was too late. The limited angles also
caused problems for players trying to navigate Max through the levels.
He'd often get stuck on corners, then either walk in place like some demented
mime or frustrate the player with a litany of, "Can't go that way."
Getting consistent lighting between the characters' standard animations
(status quo, walk, use, and so on) and the specific animations requiring
interaction with the environment (such as kicking in the school door)
was another nightmare. Different artists did these animations months apart,
and this was a constant battle from beginning to end. A huge amount of
time was spent fixing things as opposed to advancing the project.
2. COMBAT ZONES. The action sequences needed more attention. They
were important for guiding the pace of the story, but didn't have the
feel that we were after in the end product. The original idea behind these
areas was based on one of DreamForge's earlier titles, Veil Of Darkness.
It had wonderful combat areas that helped break up the pacing between
the puzzles. However, in Sanitarium, multiple factors forced us
to water down the combat zones or in some cases cut them altogether. We
had originally planned a large combat zone for the Hive level of the game.
We'd hoped to make "Grimwall vs. the Hive" one of the most fun and integral
combat areas, but it was cut from the game for various reasons.
3. STURM UND DRANG. When you have a company of forty to fifty people,
it's impossible to do anything without rubbing someone the wrong way.
Sanitarium was put together by a design team that in part came
together naturally and in part was hand-picked by Chris Straka, our head
of creative development. Individual employees (usually Chris) designed
our previous titles. But we decided that team design would be the way
to go. While team design has the potential to fracture the unified vision
of a game, the various team members ultimately complement each other's
interests and goals, lending more depth to the game. This is a nice way
of saying, "The team argued a lot, but came up with better solutions as
a group."
Difficulties didn't end there. Once Sanitarium became a full-time
project, many staff members complained, "Why didn't I get a chance to
be on the design team?" Quite a bit of friction was generated because
people felt as though they'd been snubbed. Unfortunately, a design team
reaches critical mass once it has more than six members. Design teams
work in much the same way as clown cars. Too many people cramming themselves
into the design would have certainly brought an already volatile process
to a grinding halt. At the same time, Sanitarium's personnel power
structure created inequalities between staff members that were never meant
to happen.
DreamForge learned much about design teams from Sanitarium, and
we're having great success with the design team setup in our current projects.
We've taken steps to recognize people's desire and initiative, and have
parceled out responsibilities to those individuals willing to take up
leadership positions. Now, rather than saying, "Why wasn't I included?"
everyone moans, "Why did I get into this?" It's great fun.
4. LOAD TIMES. While long level loading times were an accepted
design limitation from the beginning of the project, a system that could
better manage memory and allow for streaming of more data from the CD
could have benefited the game. The tight schedule left such a system impossible
to pursue. A more sophisticated memory-management scheme could have allowed
for shorter initial loading times, larger levels, and so on.
5. NEW KIDS IN THE CUBE. Sanitarium is a huge game. A lot
of people worked on it, meaning additional efforts had to be taken to
coordinate and organize everyone's labor. Familiarizing people with the
vision of the game from an artistic and design point of view was a real
challenge. Sometimes, keeping everyone on the same page seemed to be a
chore, especially as new people came onto the project.
A lot of time was spent getting people to understand the status of the
project and the direction in which it was headed. A new artist would ask,
"Why am I making this one-eyed guy?" and we'd say, "Didn't anyone tell
you?" We made the mistake of projecting time schedules as if new hires,
following a brief training period, would be as competent as our most experienced
people. Some of those experienced people were performing administrative
and training tasks, and thus weren't producing much art. Art delivered
by our new people often had problems when it went to the programmers.
This meant doing things twice, sometimes three times. Projections and
flow charts slid downhill, taking into account the flow of asset delivery,
identification of problems, correction of problems, and re-implementation
of assets. Since art delays were slowing down programming, we tried to
use temporary art. This didn't work out because creating useful temporary
art for the programmers proved to be nearly as time-consuming as the real
thing. And just to throw a little cherry on top of the three-layered cake
of delays, we lost two artists during production.
Even though Sanitarium had a longer production time than any previous
DreamForge project, there were still some things that we would have liked
to tweak or add to make it better. As it was, we went through a lot of
crunch periods in order to get things done on time. The sheer amount of
artwork required for the game nearly overwhelmed us. Unfortunately, due
to the nature of the game, delays in artwork had a snowball effect because
the level implementers needed the actual artwork in order to set up their
levels.
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