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Features

Postmortem: Insomniac Games' Ratchet & Clank
What Went
Wrong
1.
Poor disc-burning process. Making the switch from CD-ROMs on
the PSX to DVDs on the PS2 sounded like it would be easy. After
all, we survived the challenge of recording PSX discs with quirky
burners and nonintuitive burning software. What we didn't account
for was the incredible amount of time that building and burning
the DVDs would take.
We had to first transfer the code and data to the PC on which we
would generate the files necessary to create a playable disc. Next
we'd have to transfer the files to the burner PC. Then the burner
software would have to create a disc image, and finally we could
burn the disc. By the end of the project we were working with 4GB
of data. Combining those steps with slow connections and a burner
that we had to use at only double speed to prevent errors, the entire
process took more than four hours to generate one disc. And there
were many, many places along the way where something could go wrong,
forcing us to start over again.
There
were countless instances where a level would be out of memory or
someone would change the memory card format, breaking everything.
But we wouldn't know about it until the final disc had popped out
of the tray and had been booted up on a test station. Two mistakes
like this would cost an entire day.
So
why didn't we change the process? Based on our PSX-burning experience,
where the system was extremely finicky, when we had things working
on the PS2 we didn't want to touch it and risk breaking everything.
This was especially true near the end of the project.
As
a result, a few of us didn't go home for days at a time near the
end of the project. I remember promising our testers that if our
first gold burns worked, I would do circuits of the office singing
Britney Spears songs as loud as I could. Fortunately for everyone
in the office, they didn't.
The
result of our disc-burning pain is that we've now completely overhauled
our system. We believe we've halved the overall disc production
time for our current project.
2.
Late start on cinematics. Ratchet & Clank has a much
more lengthy and involved story than any of our previous projects.
Oliver Wade, our animation director, compiled the scenes and found
that we've got more than 60 minutes of movies. Even though most
of them are about 30 seconds long, that's a lot of animation time.
The problem was that we only gave our team of seven animators five
months to animate them. That doesn't sound too bad until you consider
that the animators creating the movies were also responsible for
the in-game animations. Therefore they effectively had two-and-a-half
months. If you don't include weekends, that's about 10 seconds per
animator per day. And that's a lot.
Fortunately,
the animators had finished most of the in-game animations by the
time the movies were in full swing. But it was still a real challenge.
Furthermore, animating the scenes was just the first step. We had
to add programmatic and 2D effects and convert many of the animations
into MPEGs before alpha, which stretched many people to the limit.
We
got such a late start because we had to finalize the story, write
the scripts, audition the actors, record the dialogue, and put the
final sound files together before starting the animation. It helped
somewhat that we took an iterative approach -- starting animations
as soon as the first scenes were recorded -- but in general the
tardy start created a lot of stress.
3.
Immense level designs. Even though we tempered our ambitions
for the macro design, sometimes we cut loose and created some absolutely
huge level designs. We had a habit of wanting to make each level
better than the last, and a few times this tendency resulted in
layouts that made the artists want to kill the designers.
Early on, we didn't have a good understanding of what "too big"
meant. The first level designs we created were reasonable, but then
we decided that we really needed to show off the power of the Ratchet
technology. We also had some ambitious gameplay ideas involving
a fight on a moving train and a hoverboard race. This resulted in
the Metropolis and Blackwater City levels, two of the biggest in
the game. When the artists saw the layouts they said, "Are you nuts?
There's no way we can build this in six weeks!" So the designers
went back to the designs and tried to edit them, but the levels
still ended up being massive.
To
the artists' and gameplay programmers' credit they made these and
other huge levels work, and they did it on time. And to the designers'
credit, they continued to find better and better ways to put more
gameplay into smaller areas without sacrificing creativity. In the
end, our level design ambitions pushed the limits of time and resources
we had allotted.
Out
of this stress came a more team-oriented approach to level design,
where we now involve a large number of people -- artists, programmers,
sound engineers, and others -- earlier in the design process. Whether
or not levels in our future games will be smaller remains to be
seen. But with more people involved at the beginning stages, we
can find solutions sooner to balancing the need for gameplay space
in levels with the time we have available to build them.
4.
Maya issues. Maya is a superb tool for building polygonal environments
and characters, and it's also great for animation and for prototyping
particle effects, rendering, and many other things. However, early
in the project we had decided to use Maya as our construction, texturing,
lighting, and gameplay placement tool. We had abandoned our in-house
tool, Karma, which we had used previously to do gameplay placement,
texturing, and lighting. What we didn't realize was that with the
size of our levels, we would push Maya past the breaking point.
Even though we set people up with dual 1.2GHz Dells with superfast
graphics cards and a gigabyte of RAM, Maya would still chug and
frequently crash whenever our levels got up to around 40MB. And
forget making all 500K polygons in a level visible. Fortunately,
Al Hastings and T.J. Bdelon worked valiantly to create a suite of
plug-ins and tools that worked with the Maya API. This solution
didn't always prevent the crashes that plagued the artists or the
occasionally corrupted level, but it kept us running and allowed
us to create finished levels every six weeks.
While Maya has always been and probably will still be our first
choice for art creation, we're moving back to our original approach
of using proprietary tools for things like gameplay setup, lighting,
and texturing.
5.
Localization woes. From the beginning we planned to include
the NTSC and PAL versions of the game on one disc. This plan created
two problems for us. First, we had to send all of our assets to
Europe for localization in French, Italian, German, and Spanish
as early as possible. In most cases this meant pre-alpha, which
really put the squeeze on the animators who were working on the
movies. Second, we knew that we would end up fixing both functionality
and localization bugs at the same time. We anticipated that this
would create even more chaos duri ng the last few weeks before we
went gold. And we were right.
Surprisingly,
the biggest nightmare for us was the text localization. We had made
the decision to allow subtitles for all of the movie scenes; plus
we had a lot of text for the help system and a ton for the menus.
We used spreadsheet databases to ensure some organization for all
of the text (as opposed to entering localized text in the actual
code, which we did on the Spyro series), and this allowed
us make updates and changes quickly. But the system was also prone
to user error when cutting and pasting changes into the database.
Because
we were still fixing TRC (technical requirement checklist) bugs
-- things like memory card messages -- we were making text changes
up to a couple of weeks before gold. We had also added some text
late in the process to support some of our postgame features.
We
made mistakes, and the localization folks in Europe made mistakes
when putting fixes into the database. In addition, it took forever
to transfer our discs to Europe once they were burned (eight hours
to FTP if nothing crashed, 24 hours for a courier). These facts
combined meant that we were still desperately trying to resolve
some TRC issues hours before the gold disc was due. Fortunately,
the game shipped on-time in all territories, but I think it prematurely
aged our producer in Europe, as well as a few of us here.
The Will
to Kill
With
this project, we had to fail to succeed. Had it not been for the
pain we went through on I5, Ratchet & Clank might have never
emerged. In the six months of preproduction on I5 we learned how
to make games on the PS2, and we were able to hit the ground running
when we switched to Ratchet & Clank.
Most
importantly, we were very fortunate to have an extremely supportive
publisher in Sony. SCEA's Shuhei Yoshida and Connie Booth helped
us make the agonizing decision to shoot I5 in the head. But they
made sure we understood that if we wanted to continue down that
dark path of developing I5 for release, they would still support
us. Furthermore, Sony never once threatened to cancel the I5 project
or sever our relationship. Instead, they helped us to develop what
Mark Cerny calls "the will to kill" ? meaning we grew the balls
to voluntarily throw out everything we had worked so hard on for
six months and start over.
The
development process that Ratchet & Clank represents as a
finished game is the ultimate example of how developer-publisher
relationships can and should work. Sometimes good teams make games
that aren't good. When a developer has the support of a great publisher
and can cut off a nonperforming project in preproduction without
fearing reprisals, everyone can save millions in production costs
and apply the lessons learned to the next project. Doing so may
cost money in the short term, but ultimately it may give birth to
a blockbuster, strengthen the development team, and solidify the
relationship between the developer and publisher.
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Ratchet & Clank
Developer:
Insomniac Games
Publisher: Sony Computer Entertainment America
Number of Full-time developers: 40
Number of Contractors: 1
Length of Development: 18 months
Release Date: November 5, 2002
Platform: Playstation 2
Development Hardware: PS2 Dev Tools, PCs avg. dual
800MHz-1.2 GHz with 1 GB RAM
Development Software Used: Insomniac's own tools suite,
Maya, Photoshop, ProDG, MS Visual Studio, CodeWright, Deep
Paint, ProTools, Sound Forge, Premiere, Illustrator
Notable Technologies: Much of the engine technology
was developed in-house, but some very important renderers
were developed by Naughty Dog: sound licensed from Sony.
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