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Features

London
Wasn't Built in a Day
Content
Acquisition for Levels in The Getaway
Abstract
This
presentation focuses on the two interwoven aspects of The Getaway
that have forced us to review our content production methods.
Both are direct result of our ambition to build one of the worlds
most famous and complex cities while establishing Team Soho as
the producers of truly next generation story based, action titles.
Inevitably, these concerns will become major issues for all teams
as they struggle to meet increased consumer appetites and expectations
for larger and more sophisticated games.
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Raising
the standard.
We are particularly proud of the way that The Getaway
looks and the level of detail and realism that we are achieving.
To get to this stage, we have had to repeatedly explore new
techniques to raise the quality of our exterior streets, cars,
interior locations and characters. In this discussion, rather
than look at the specific techniques themselves, I will focus
on the changes we have made to our production processes and
tools to help reinforce and control the rapid rate of change.
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Managing
the sheer scale of the project and the complexity of the content.
In order to re-produce such a huge play area to these high,
self imposed standards, we have had to completely overhaul our
tools from the original Playstation 1 set. At the same time,
the specification for all new tools insisted that they could
be re-used for other, as yet undecided games. The second part
of this presentation looks at what we set out to create, the
problems we encountered along the way and what the team have
ended up working with in order to get the game out in time.
Introduction
& a Little Bit of History
I'm
not going to apologize for this - if you are expecting some technical
bloke from Sony to give you the inside track on optimizing your
code for the Playstation 2, then you're in the wrong place. If
you think that I'm going reveal novel modeling and texturing techniques
that make our game look fantastic then you're in the wrong place
too because we don't have any. What you see on screen comes from
simple hard work and a direct refusal to accept the reality of
our situation and be beaten by the scale of the game we've set
out to make.
Simply
put, this presentation is about managing the creation of a mass
content game. In the case of The Getaway that content is
the city of London, its locations and inhabitants, but the same
principles apply to any title with a huge amount of graphical
resources and large number of art and design staff. I will be
discussing how we have gone about updating our production processes
to cope with the demands of The Getaway while scaling up
a European studio to produce blockbusters.
However,
before we go any further, you may be wondering
What Exactly
is "The Getaway?"
For
those of you who don't already know, here's the answer
The
Getaway is a crime-em-up. Set in contemporary London's criminal
underworld, the story revolves around inter-gang rivalry and warfare
and the efforts of the Metropolitan Police to contain the violence
while fighting internal corruption.
From
the player's point of view, they take the role of an east-end
gangster, propelled by the events unfolding around him through
a third-person action adventure and driving game.
Gangsters,
cars, and guns, what more could one ask for
The
action is split roughly as follows:
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60%
urban driving through London's traffic filled streets
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40%
on-foot shootouts set in London's sleaziest locations.
The
Getaway is the most ambitious title ever undertaken by Team
Soho. It has the largest development team of all our internal
studios (currently standing at 50) and the highest production
values. The action is played out against a re-creation of the
city of London, with professionally scouted interior locations
and a cast of 30 professional actors.
The
Getaway is under construction by people who live and work
in London, it's our city and we hope that it shows. To be honest
that's about as far as we take pride in the job-as far as I know,
none of us are actual criminals and some us can't even drive.
Admittedly we only have one genuine born and bred Londoner but
who's counting anyway
From Playstation
1 to Playstation 2
The
Getaway started life as an intention to build on the work
done on the studio's driving games Porsche Challenge and Rapid
Racer. To produce a Playstation 1 title that would expand the
racing genre. Many different ideas were explored before a crime-based
theme was settled upon and a prototype developed. Proof of concept
for this game came at an awkward time for the studio-just as the
first Playstation 2 development kits were about to ship. After
considering the progress of the Playstation 2, the interest generated
by games such as Reflections's Driver and the enthusiasm of the
team to continue with this genre, it was decided to seize the
opportunities presented by the new platform and make The Getaway
Team Soho's flagship Playstation 2 project.
To justify this re-direction, some radical changes were made to
the game design -
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Externally
- the player can now get out of the car at any time and
progress on foot if they wish. They can hijack any vehicle
found on the streets to aid them and finding and stealing
the correct car for the job has become a key game mechanism.
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Internally
- the most substantial change to the design, the player
now not only drives between key locations but also participates
in action when they arrive. Eighteen interior levels are
being constructed - several designed to be re-visited during
the course of the story.
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A
whole new story -
The leading player is now a retired bank robber, Mark Hammond,
manipulated by his old rival, Charlie Jolson, into igniting
confrontation between London's criminal gangs. Jolson's aim
is to weaken his rivals so that he they can step in and clean
up once the dust settles. More by chance than design, Hammond
hitches up with the disgraced cop, Frank Carter, who is after
Jolson for his own, less than pure, reasons. On completing the
game as Hammond, the game can be re-played, this time as the
bent cop Carter. Only then is the true picture revealed and
all loose ends tied up. The story is now the focus of the game,
the action being driven by the two interwoven narrative strands
rather than a mission based structure.
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Just
one massive play area: the city of London -
In the Playstation 1 version, London was one of five driving
locations. For the Playstation 2 version, it has become the
focus of all attention with rival gangs fighting it out for
the control of their home territory. We have set out to build
London as we know it, not just the standard tourist locations.
Consequently, the play area has become a vastly expanded London
map; ten times the size of the original Playstation 1 version.
London is an incredibly complicated city and I think you get
a real feel for the place you get when you play the game, the
good and the bad, the new and the old, the beautiful and the
ugly and the expensive and the sleazy. We are particularly proud
of the lesser known areas included in the map, like the run
down areas south of the river where a lot of the dodgy deals
go down. I really don't think there is another game out there
which really captures a place in quite the same way as The
Getaway: from Buckingham Palace to Council Flats in Lambeth
(what you call "projects" in the US, I believe), from
Hyde Park to derelict waste land off Old Street, the whole city
is represented.
So just
how much work is there in recreating London?
Getting
across the size of the exterior play area isn't easy unless you
know London well. I'm going to assume that most of the audience
have never been to London, let alone explored it in the detail
The Getaway team has. In an attempt to get the scale of
the task across, I'll describe the volume of work in several different
ways.
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A map of the area covered in The Getaway.
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Graphically
- the above map shows all of the roads included in the game,
each square is a development grid cell and measures 250m x 250m.
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By
Distance - over 110Km (70 miles) of drivable roads have
been accurately recreated from Ordinance Survey map data.
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By
Area - the free roaming map is spread over 50 square kilometers
(20 square miles) or 5000 hectares (12350 acres) of central
London.
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By
Time - breaking all speed limits and running every red light
it takes over 15minutes to travel between the furthest points
east and west.
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By
Resource - the cityscape alone will take 10 full time artists
over 2 years to build, 50% more than the total number of artists
on the whole Playstation 1 version.
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By
Geography - from the far edge of Hyde Park in the west to
Shoreditch & Bethnal Green in the east. From the Angel in
the north to Lambeth Bridge in the South.
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For
the locals - and finally, for any Londoners out there, the
map covers an area close to what you get when you buy a "Zone
1" travel card.
I
hope that one of the above mindless statistics will convince you
of the ambitious scale of The Getaway.
The
Team
Perhaps
the best way to understand the growth of the project is to look
at the way the team makeup has changed:
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PROGRAMMING
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ART
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DESIGN
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| Prototype |
William
Burdon - lead
Stuart Ashley - graphics
Javier Carrion - dynamics
Mark Collins - tools
|
Ravinder
Ruprai - lead
Ben Brudenell - cars
Remi Benoist - artist (exterior) |
Stuart
Harvey - mapper |
| Playstation
1 |
(same) |
Rob
Jones - (artist interiors)
Alan Dann - TD
Steve Blair - artist (characters) |
Chun
Wah Kong - lead |
| Playstation
2 |
Joe
Kilner - animation
Naz Hirani - cut-scenes
Nick Ind - AI
Daniel Navarro - systems
Alek Kenton - cameras
Alex Allmont - traffic
Rob Swan - graphics |
Sam
Coates - lead (production)
Gavin Moore - lead (animation)
Lloyd Burr - animator
Steph Hoddy - animator
Tamsin Aston - animator
Tara Saunders - animator
Sayo Arae - animator
Keith Ribbons - artist (characters)
Francis O'Brien - artist (characters)
David Smith - artist (exterior)
Ben Durrant - artist (exterior)
Wai Yuen - artist (exterior)
Susie Green - artist (exterior)
Phil Jackson - artist (exterior)
Ben Harvey - artist (exterior)
Dalia Al-Husseini - artist (exterior)
Chee Kin Chan - artist (interior)
Dave Ramsbottom- artist (interior)
Ian Wood - artist (interior) |
Simon
Wood - production designer
Bradley Davey - mapper
Max Harvey - mapper
Shem Chung - mapper
Alex Carlyle - mapper
Katie Ellwood - scriptwriter
Rhian Miller - costume |
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