GAME JOBS
Contents
Fountain of Scribbles: 5th Cell's Jeremiah Slaczka Speaks
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 7, 2013
 
Sledgehammer Games / Activision
Level Designer (Temporary)
 
High Moon / Activision
Senior Environment Artist
 
LeapFrog
Associate Producer
 
EA - Austin
Producer
 
Zindagi Games
Senior/Lead Online Multiplayer
 
Off Base Productions
Senior Front End Software Engineer
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
June 7, 2013
 
Tenets of Videodreams, Part 3: Musicality
 
Post Mortem: Minecraft Oakland
 
Free to Play: A Call for Games Lacking Challenge [1]
 
Cracking the Touchscreen Code [3]
 
10 Business Law and Tax Law Steps to Improve the Chance of Crowdfunding Success
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
 
Blogging Guidelines
Sponsor
Features
  Fountain of Scribbles: 5th Cell's Jeremiah Slaczka Speaks
by Brandon Sheffield [Design, Interview]
6 comments Share on Twitter Share on Facebook RSS
 
 
October 9, 2009 Article Start Previous Page 3 of 5 Next
 

Logistically, did you have to go literally word-by-word...

JS: To find the words? Yes.



I guess you had to put them into groups? When I wrote "gouda", I just got a Swiss cheese wedge. Did you do something like, "Okay, all these words are under cheese."

JS: Yeah, definitely. There are definitely synonyms. It just depends how important it is. Is gouda a big thing? What you're going to get back in terms of the art, it's still going to be cheese. Gouda is the same thing. Maybe like Limburger is slightly different. It makes people run away because they're afraid of it because it's stinky.

Other than that, if it's really basic, like a box and a crate, it's the same thing. People aren't going to go, "Where's my box? Where's my crate?" That doesn't make sense. When things really make sense, we have android, robot, and cyborg. We thought those were different enough so we made them different. We made sure that they're all completely different, acted different, look different. It really just depends.

Obviously, we have a limited development schedule, so you can only fit so much in. We just try to make sure that everything... We have like brown bear, polar bear, and black bear. They're different bears. They look different, and they act different.

How many different behaviors do you have?

JS: It depends. Here's another thing that's going to sound PR-y and like fake but it's true -- we had a QA plan that was set up during the middle of development, and we were wondering how we were going to QA this. We found we can't. It's not possible. No human can ever interact with everything. It's not possible. We just kind of hope that it all works and that it doesn't crash and that it doesn't break.

We just make the system and make sure it works. Then we check every object and say, "Oh, does it work?" We have no idea. If you freeze your airplane, take it back in time on a time machine, put an old man on it, come back, and set it on fire, what's going to happen? I don't know. You can't test that. How do you test that? It's impossible.

Do you have to do that stuff all on a case-by-case basis, or is there stuff where with brown bear or black bear, or brown cat and black cat, we're just going to do palette swaps on these or something like that?

JS: Every object has been tweaked. There's a system that takes the hierarchy of everything and says, "Okay, where does this go? Where does that go?" And then we tweak them. It fills out the basic. This is AI, so we know that an AI is going to walk around. And then you can insert what is it afraid of, what it likes, how many hit points it has, can it swim, will it fly, it will drown, does it like fire, does it hate fire, is it going to die in fire? All these things you can tweak, and then you can get really, really nitty-gritty with everything.

So, those are all tweaked by hand.

JS: Yes, yes.

A lot of projects are programmer-led or artist-led. There's a lot of art in this game, but it seems in a way that this game requires almost as many designers as artists to tweak that stuff.

JS: Yeah. I think our company is very designer-led. If you look at our games, all through our games, Drawn to Life, Lock's Quest, Drawn to Life 2 even, and Scribblenauts -- Drawn to Life 2 not as much -- but they're all very, very different. They're all on the same platform, that's about it. That's the only thing that's the same between them. Everything else is different.

Lock's Quest is isometric, completely revamped everything. It's normal to program things like, "Oh, we're going to make an FPS engine, and then we're going to make a boring FPS with a boring story and random enemies." Who cares about that stuff? We're just like, "What's cool? What can we do? What's the next great idea? Let's do it. I don't know how we're going to do it. We'll figure it out as we go."

That's Marius's job. He's really on board, and so are all the programmers. They're really on board with following the design and saying, "Look, we're doing something completely different. We're not taking a racing engine and then making another racing game, and then taking that and making the sequel to that racing game." All our games are completely different from each other. There are not many companies that do that, to be honest. That's kind of an indie spirit. A lot of independent developers will just be like, "I want to make this. This is cool. I want to make that. That's cool."

 
Article Start Previous Page 3 of 5 Next
 
Top Stories

image
Gearbox's Randy Pitchford on games and gun violence
image
How Kinect's brute force strategy could make Xbox One a success
image
Microsoft's official stance on used games for Xbox One
image
Keeping the simulation dream alive
Comments

Josh Milewski
profile image
I like the spirit of 5TH Cell's games and their attitude about their own work.

Stephen Northcott
profile image
Interesting read. I think people should watch Zero Punctuation's review as well as read this.

Stephen Northcott
profile image
Croshaw is indeed "tiresome, repetitive, smug", as you say.

But he's also pretty accurate at picking out a game's problems most of the time, and he doesn't base his views on the advertising inches the publisher has bought from him. It also doesn't take genius to spot obvious flaws, it has to be said. :)



My point was that Scribblenauts is flawed. Great idea. Badly implemented. I don't get any feeling that the guys behind Scribblenauts in any way get that the game has these glaring flaws, which is easy to miss / overlook when you sell bucket loads of a product. So I personally think Croshaw's comments are a fair rebuttal to what is also quite a "tiresome, repetitive, smug" interview above. :)

Joe Tringali
profile image
>I don't get any feeling that the guys behind Scribblenauts in any way get that the game has these glaring flaws



Trust me, we follow all reviews and understand the game wasn't perfect. As Jeremiah said in the interview, one of our biggest gripes is lack of development time to move our stuff from a 80s metacritic average into the 90's. That 10 points is all polish.

Alec Shobin
profile image
Great to see someone from the studio on these boards! Thanks for sharing your input. It's interesting that you point to the Metacritic review score as the definitive rating of your games... But I guess that's the best tool we have for determining the public's affinity towards a product.

Stephen Northcott
profile image
@Joe : Appreciate the reply. And good to know that you're tracking these things. :) I do love your concept.



@Jeffrey : Oh, I actually agree with you. I hate the rinse - repeat - churn out format of the big publishers. And applaud anyone who tries something new, regardless of it's commercial success or not. And yes I guess it seems harsh that when someone does something original and then misses the mark a bit that we all jump on them. But I think developers would rather have honest feedback than fawning admiration. Well, I know I certainly would rather it that way.



My criticism was of the implementation, not the concept (which is awesome).

I certainly did not advise people not to buy it. I think anyone reading here is very likely to make their own mind up regardless of any comment made here. So comments I make are based on the premise that we're all professionals and as such don't need to embellish our words with twinkly bits to mind people's egos.



My only hope is that the concept gets refined and implemented better in a revision or new release, and my comments were because I feel the game is being sold on the concept whereas the implementation disappoints somewhat. I say these things because I care about the Art, not the publisher - to be perfectly frank.



If you take a look at the implementation that people behind PixelJunk put into their ideas I would say that is a good yard arm to measure your attempt to hit the concept / implementation sweet spot. :)


none
 
Comment:
 




UBM Tech