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Features

Postmortem: The Collective's
Indiana Jones and the Emperor's Tomb
What Went Right
1. A solid license and an enthusiastic team. My previous
work on a licensed title was a PC game based on a movie that was
still in development. That was truly untested ground; we didn't
know how the public would react to the movie, and that would largely
affect the success of our game. In fact, since the game was in development
while the movie was being shot, we had very little idea what we
were attempting to make.
The Emperor's Tomb was a completely different situation.
Indiana Jones is one of the most beloved characters in movie history.
Almost every member of our generation has seen the movies and has
fond memories of them. This gave us a tremendous reserve of goodwill
and enthusiasm from which to work. It also set high expectations
for us to meet.
Just about everyone on the team really wanted to be working on
this title. We were all tremendously excited because we saw it as
a great challenge. As we developed the prototype and began shopping
around the company for team members, people started to go Indy crazy.
Pictures of Harrison Ford in Indy costume began appearing on various
cubicle walls. Numerous level designers and artists came to us to
express their desire to be a part of the team, and one of the level
designers even bought an entire Indiana Jones outfit including the
trademark jacket, whip, and fedora.
We tried to put this enthusiasm to good use. To come up with ideas,
the team watched the movies numerous times and then brainstormed
about which of the set pieces and concepts would be fun in a game.
We wanted to create a very brawling-intensive game, but in a different
way than Buffy. Buffy's focus was on kung-fu-style
fighting. But of course Dr. Jones doesn't fight like that. He swings
haymakers, throws chairs, and in a pinch he just shoots people.
In the movies he also uses a lot of environmental objects, which
was a challenge to accommodate.
We decided to make everything that wasn't bolted down a usable
weapon. So Indy had to be able to smash chairs, tables, and boxes.
He also had to be aware of his environment at all times: when near
a wall, he should ram his opponent's head into it, and when fighting
near a ledge, enemies should be able to topple over them and fall.
Obviously the ability to clamber around and explore the environment
was crucial, as was the integration of perilous and lethal traps.
The story behind The Emperor's Tomb came entirely from our
Lead Designer, but all the members of the team contributed set pieces
or other additions. The most challenging level - the Von Beck tank
chase - was the result of a late-night inspiration from our Lead
Artist. My desire to work with dynamic physics and some of the constraints
we had to impose upon the whip led to the heavy integration of ropes,
chains, and vines as navigational objects. What I consider to be
the funniest gag in the game - a bit with a Nazi rehearsing his
tough-guy lines - was contributed by one of the level designers
loaned to us by LucasArts. The development team had a cabal-like
atmosphere, which helped keep the excitement level high.
2. Leading from the trenches. In addition to our daily duties,
we team leads tried to work together to ensure that our team was
motivated, had clear goals, and felt fully involved with the design
and development of the game. We tried to keep a dialogue going between
all people involved in the project. In the beginning this was less
of a concern, but as developers began to join us from the Buffy
project and new hires were brought in it was critical for us to
make everyone feel part of the team.
Specifically, we encouraged our team members to come up with their
own designs for parts of levels and for new technology systems.
We also tried to make sure that nobody worked on too many things
they found boring or uninteresting. Most importantly, we did our
best to listen to grievances and to address burnout by not insisting
upon crazy hours for long stretches of time. We had an open-door
policy and always welcomed our team members to come and talk with
us about anything.
When much of your team is coming from a project that has been in
crunch mode for over a year, it can be difficult to motivate them.
We tried to combat this problem by not asking anything of our teams
that we wouldn't do ourselves. We also organized get-togethers and
team events such as meeting to look over new additions to the game,
re-watching the movies as a team, or just getting together for the
standard cheesy faux-jousting at the local Medieval Times.
3. Existing tools and technology. One of the biggest benefits
of joining The Collective while it was developing Buffy was
the fact that there was substantial existing technology to work
with. We had the working Buffy engine as a base and spent
most of our time customizing and extending it to suit The Emperor's
Tomb. Having the existing technology to work with was immeasurably
better than trying to write everything from scratch.
One of the ways this helped was having an engine and editor which
both worked on our development platform. While I was working on
porting the engine to the Xbox the team was able to start development
with the PC version. This allowed us to easily prototype and test
behaviors, environments, and character designs. We were even able
to borrow some basic elements from Buffy, such as their weights
and measures setups and basic character control, to get our prototype
on-line.
But the best benefit of having an existing tech base was the ability
to start with a moderately stable tool chain. Even though we had
a number of problems with the tools, the fact that we had a relatively
solid foundation on which to build gave us a boost. From the first
day we were able to create and use assets, which helped tremendously
in planning the development path for the game.
In addition to the existing software with which we were provided,
we also owe a great debt to the core technology group, and the Buffy
team, for their willingness to pitch in and help when it was most
needed. Regardless of how full their schedules were they always
did their best to act as a source of information and to help us
get major features into the engine. For this they have my gratitude.
4. Pre-plan, plan, and re-plan. This was the first title
I worked on that had a prototype phase. The Collective decided on
this experimental approach to the project based on their experiences
while developing Buffy. The idea was to figure out what the
major risks would be during full-scale development, and to get the
basic look and feel of the game hammered out.
This was an immensely valuable part of the development process.
It did not completely prevent us from making mistakes, and even
after six months of implementing gameplay we had a lot of questions
without answers. But we also had the framework upon which the entire
game would be built and a working demo to show our publisher. This
demo would be later polished and refined and became the first full
level of our game. The experience also gave us an idea of how we
would work together as a team.
All of this information was used to build the schedules for our
project. These schedules were the glue that held the project together
and the light in the darkness that kept everything moving forward.
Even during the roughest moments of development we always had an
idea what was being worked on, what was in the game, and what was
coming up next. A lot of this can be attributed to our producer,
who did a great job of keeping the schedules organized and up-to-date.
He also helped the individual leads quite a bit by taking some of
the schedule-minding off of our shoulders, leaving us to fill in
production gaps.
5. A willingness to scale back game features. When we project
leads began to realize that the game could not possibly hit its
ship date with the schedule and design in hand, we knew we had to
re-evaluate our design and look for features to cut.
We knew our team's limits when we began our full-production phase.
We had all spent six months crunching on a prototype as a small
team, and the few people coming on board from Buffy were
also coming directly from a long crunch period. Asking people to
work more hours just wasn't the solution, nor was yelling and screaming
when people missed schedules.
It came down to simple math. We counted up the man-hours we needed
and the resources we had to dedicate, and it didn't match up. So
we had to scale back the design. We ended up cutting a large chunk
of the original design plan, and to the credit of the design team,
these cuts did not significantly affect the game.
The aggressive documentation and scheduling greatly helped us to
make the decision of what to cut and what to keep. By having all
of our game spelled out and scheduled, deciding what to cut became
a much more simple process. We simply looked at our list of C and
low B features and structured a new game without them.
This isn't meant to imply that making the cuts was easy. Some of
the features we were truly sorry to see go; some of them were cut
and then re-added in a more simple form. For example, the game was
originally designed with a number of chase scenes, each of which
took place in a completely different dynamic environment. One happened
in a rickshaw; one happened in a car; one was a foot chase across
boats which were supposed to bob up and down in the water. We cut
these scenes since we had no vehicle technology and a very limited
spline system. Later we re-added a trimmed-down version of the system
to add to make the gameplay more diverse.
These cuts initially put us at loggerheads with the owners of the
company, who were extremely reticent to allow us to cut features.
In their defense, I can understand that they had to report our decisions
directly to the publisher and deal with the flak. Having promised
LucasArts so many features, it was undoubtedly a difficult prospect
to offer a smaller game for the same amount of money. But ultimately
we were able to convince the publisher that this was better in the
long run. Better to have a tight, focused game that ships than a
sprawling experience that is in development forever. The sad fact
is many people who played The Emperor's Tomb never finished
it. Even with the cuts, it is still a very long game.
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