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By
Frank Rooke
[Author's
Bio]
Gamasutra
September
10, 2003
This article originally
appeared in the October 2003 issue of Game Developer
magazine.
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Features

Postmortem: Monolith's TRON 2.0
What
Went Wrong
1.
Short on initial resources. TRON 2.0 got off to a pretty
good start. A lot of enthusiasm, ideas, and excitement flowed through
the office. However, the majority of the team was still busy wrapping
up other projects, and only a core team of about four or five actually
began preproduction work on TRON 2.0. This is a pretty common
scenario for most developers. The pacing of production usually has
a small team jump-starting the next project by writing documentation,
doing concept art, prototyping, and so on. Unfortunately, we failed
to recognize a few issues that caused ripples later on in the production.
These are lessons that we definitely plan to implement into future
projects.
The
most obvious was the lack of ramp-up time - not just in skills needed
to use the new tools, but also in the mentality and spirit of the
project. Past Monolith projects have been founded in more easily
understood worlds. TRON 2.0 was different. It actually took
some time and effort just to wrap our brains around what was TRON
2.0's reality. When production officially started and the entire
team was in place, there were quite a few months where output was
minimal.
Also,
the team's understanding of the game design was affected. Scads
of design documents were written up in an effort to explain the
concept of the game to the team. This worked to some degree, but
was not ideal. Simply telling the team what to do not only failed
to tap into the wealth of talent they had to offer, but also created
a division in their perception of investment. Being involved during
the inception of an idea, or actually being the one who spearheads
the idea itself, fully invests a person into that idea. It's key
to have the entire team feel personally attached to the project
and not just see it as a series of tasks to be completed.
We
did have team meetings throughout the preproduction period, and
it's not as if the design was written in a vacuum, but communication
could have been better. The ownership of the design should have
been more team oriented from the beginning rather than something
they had to grow to accept over time.
2.
Levels unplayable until later in project. It wasn't until very
late in the schedule that the team was able to experience a full,
playable level. Fortunately, the gameplay came together nicely and
in some cases exceeded our expectations, but it would have been
a disastrous situation had it not. Why it took so long for the game
to hit its stride may again be attributed to our underutilized preproduction
period.
As
I mentioned in the previous section, it took the team a considerable
amount of time to "find" TRON - to collectively
drive toward a unified vision. We had the necessary talent, and
there was no shortage of ideas or inspiration, but the caliber of
game we wanted to make was elusive at the beginning. In addition,
TRON 2.0 pre-production did not include a fleshed-out prototype.
Light cycle racing, disc combat, and the functionality of the subroutine
system all loomed as unknowns for too long. To benefit fully from
a good idea is to learn how to exploit it. Having key components
of our game remain unknown generated trepidation when it came to
linking time and resources. When the game finally did come together
and we could see firsthand what worked well, we had very little
time to build and expand confidently on those successful game mechanics.
3.
Linking projects. Under "What Went Right," I mentioned
that TRON 2.0 benefited greatly from the fact that we used
the Jupiter system, which was developed and tested during the production
of NOLF 2. This was true, but there were a few hurdles that
also had negative impact on production.
Although
the Jupiter systems were extremely flexible, and even more so now,
at the time they were tailored for a more realistic game like NOLF
2. To alter or add functionality for the TRON 2.0 project
meant lots of tweaking. In addition, the team preferred to limit
changes to game code, rather than rewriting core engine components
unless absolutely necessary.
4.
Loose review process. During our internal postproject evaluation,
one topic that consistently cropped up was the inadequacy of our
internal review process. Multiple elements drive the production
of any project: an individual's task schedule, the milestone schedule
with the publisher, the E3 demo and press schedule, and finally
the team's internal progress evaluation. In a lot of ways the team's
own evaluations can be the most critical, and it is here that TRON
2.0 suffered some bumpy times.
In
the beginning, we had in place a rather loose review system. It
served the purpose of keeping the team on schedule to meet the necessary
publisher milestones. What it failed to do was verify the project's
overall quality and playability in a timely fashion. It was a strange
sensation knowing that we were progressing according to the schedule
but worrying deep down that we may not be hitting the mark. We eventually
started to evaluate closely the work done by each team member at
regular intervals, creating priority lists of subtasks that we felt
were necessary to complete before the scheduled task could be crossed
off. Toward the final third of the project, we had in place a very
comprehensive review process that included weekly and sometimes
daily reviews, a cross feedback system from all disciplines on the
team, and an aggressive commitment not to falter, regardless of
everyone's tight schedules.
Establishing
a strong internal review system was so beneficial during the final
stretch of TRON 2.0 that it is now one of our primary management
goals for our next project.
5.
Commercial 3D software woes. Level design reached a crossroads
during the production of TRON 2.0 when we began using a commercial
3D package to construct our levels. The increased power and flexibility
allowed us to model and texture the unique environments found in
the game. However, abandoning our game editor during this phase
of construction presented gameplay-related issues later in the project.
In
the past, constructing the world in our proprietary game editor
allowed us to bounce back and forth easily between building and
testing. When working strictly in a commercial package, the testing
of work required the designer to jump through a few hoops to test
work. While not overly complicated, it did require time, and therefore
testing was done less frequently. Consequently, levels had problems
regarding scale, flow, polygon counts, and delayed functionality
- all things that could have been easily checked and verified in
the game editor.
A
great deal of time was lost reworking levels to make them playable.
Fortunately, now that our designers are more in tune with the workflow
between commercial tools and our game editor, this issue is mostly
a thing of the past.
End
of Line
One
of the more remarkable things about TRON 2.0 is how an eclectic
group of individuals came together and weathered many storms to
prevail, not with just a finished product, but one of which we can
be proud. The dedication and talent the team displayed excites uslooking
ahead to our next project.
As
far as the game itself in concerned, TRON 2.0 was truly the
opportunity of a lifetime. I was personally unprepared for the amount
of enthusiasm TRON 2.0 garnered from fans and from the press,
both in North America and in Europe. We knew all along it was going
to be a huge responsibility bringing the TRON franchise into
the 21st century. Now that all the hard work is behind us, it's
a thrill to know that what we've accomplished can potentially be
the seeds from which future projects can grow. And as a huge fan
of TRON, I can't wait to see the next tale told inside the
world of computers.
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TRON 2.0
Publisher:
Buena Vista Interactive
Number of full-time developers: 21
Number of part-time developers: 4 - 5 pulled in as needed
plus the use of Monolith's internal sound, music, and motion
capture facilities and personnel.
Contractors: Cinematic music scoring, motion capture
actors, voice actors
Length of development: 2 years
Release Date: August 26, 2003
Target Platform: PC
Development Hardware: Pentium 1.0 - 2.0 GHz machines with
256 - 512MB RAM, GeForce 1 - 4 video cards
Development Software: Lithtech DEdit/ModelEdit, Microsoft
Visual Studio (C++), Photoshop, Maya, Editplus 2
Notable Technologies: Lithtech Jupiter Development
System
Project Size: 2,400 files, 853,300 lines of code
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