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Introduction
When I was asked for a postmortem on Myst IV: Revelation,
I was faced with a dilemma (not a first for that project), the fact was
that with three years in the making, there weren't very many people who
had been on Myst IV from conception to finish, and some key
players had come, gone and left us with new challenges and many
questions. We had changed the creative director, the producer, and the
artistic director. Also, opinions on what went well or wrong on the
project differed greatly. Therefore I decided to give key players
representing different aspects of the game a chance to express
themselves on the making of Myst IV: Revelation.
What Went Right
Small multidisciplinary team. Less than a year before the end of the project, things were not going well on the Myst IV: Revelation
team: no single zone was in a finished state, communication was
difficult between team members and puzzles were taking too long to
prototype. We looked at the quantity of work remaining and started
brainstorming on how to close this project before the end of September.
Instead of having a huge production team divided by specialty, we
choose to divide into smaller teams (swat teams) dedicated to specific
zones. Each team would have at least one member of each specialty. They
were also located together in order to help communication between them.
Rapidly, finished and very polished zones started getting out and
motivation improved. The number of bugs at the end of the production
was very low due to the effort of each swat team to completely finish
and debug a zone before switching to another. - Nicolas Beaudette, Lead Programmer
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Concept art of a fearsome predator loosely modelled after a hyena.
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Sound studio.
As usual with Ubisoft, the sound got the same attention as the other
aspects of the game itself. One of the main goals of the audio pipeline
was to give the musician the ability to compose and implement the
musical score directly into the game engine from the studio. In order
to achieve this, we created a standalone tool outside the game engine
because we didn't want to send close to 10 Gig every time something
changed in the game. That way the composer was able to modify the
musical sequence until the end of the project. We used a dynamic music
sequencer similar to the one previously used for Myst III: Exile.
It is a way to playback an audio segment in parallel instead of a
linear track of a couple of minutes. We stream up to eight different
layers simultaneously to recreate a song with more musical variations
in it. In a game like Myst with lots of exploration this kind
of music playback engine is really a good way to go because the player
will not notice any real musical redundancy in their game experience.
In general it was a great success but if we work again with a musician
dependant on a proprietary tool is telecommuting from outside of the
office we will be more aware that it is not easy to support a tool and
keep his game version up-to-date 1000 miles away.
- Mathieu Jeanson, Lead Sound Engineer
Experienced team members. Since Myst IV: Revelation
was the first prerendered game produced at Ubisoft, we had to recruit
experienced resources from outside the studio. Despite their lack of
experience in video games, they brought us a lot of experience in area
like video editing, compositing, live action, prerendered graphics,
animation, 3D and tools programming. - Nicolas Beaudette, Lead Programmer
Game quality.
When the zones started being completed, we realized that we could not
have dreamt of a better quality for the game: Prerendered backgrounds
where astounding, back-story elements and puzzles were fully integrated
into the game and the live action high definition video was well mixed
with the background. We were also very pleased by the quality of the
music produced by Jack Wall . Special effects in both 3D real time and
prerendered were working fine and we reached our goal of creating
living worlds. Frame rate was high even on slower video cards and
memory usage was low. - Nicolas Beaudette, Lead Programmer
Prototyping the puzzle.
Because this sort of game was new for all of us we first thought it was
possible to start the high resolution model from the beginning of the
project. After the prototype we saw that it was too risky and not
flexible enough to deal with high resolution material, so we decided to
make mock ups of the puzzle in 3D in order to spot technical, design
and logical issues before starting everything in production. - Gilles Monteil, Animation Director
Real-time special effects. As a specialist in real-time special effects, I joined the Myst IV
team a year and a half into production and was located right in the
heart of the programming department; this was a key to the success of
my work. Shortly after joining the team I started to realize that a lot
of the tools, which I needed to get the job done, were either
nonexistent or not implemented yet. Also, the engine didn't have a
fully interactive interface. However, a lot of the tools were developed
soon after I started, and were built with my needs in mind. For a long
while, the Real-Time-Special-effects-art-department was mainly, well,
me. Soon however, other artists joined me. With the pressure down, and
armed with all the tools we needed, from particle emitters to pixel
modifiers we were free to be creative. It was the best environment I
have yet to work under. - Ned Mansour, Real-Time-Special-Effects Artist
Hybrid version. The first Myst
was a Mac game and the fan base community was really dedicated to both
the PC and Mac version. For this reason we decided to keep the same
hybrid format that was used in Myst III. The OSX port was
planned early in the project, and therefore the engineers developed the
win32 engine with cross-platform in mind, which helped a lot for
Macintosh version. Overall, the OSX port of Myst IV: Revelation
went very well and took about six months to achieve. Once we made
in-house tools to optimize the work-flow, the port went very quickly,
and after only one month we were able to present an E3 demo. The
hardest part was to have a good frame rate and make the effects work
fine on the minimum requirement configuration. Through all of this,
Apple gave us a tremendous amount of support. We used CodeWarrior as a
compiler because we already used this compiler for other projects, but
in retrospect, maybe we should have used the Xcode tools provided by
Apple so as to be able to fully use their performance-oriented tools. - Eric Thiffeault, Mac Programmer
Creation of the "panelists" team. The
tools for animation came late, so we very quickly saw that animators
wouldn't be able to produce all the data and integrate every video of
the game. We decided to hire "panelists" who were in charge of making
the videos of the animations and following their integration with the
AI programmers. Good call because at the end of the project there were
more panelists than animators.
- Gilles Monteil, Animation Director
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Mathieu Jeanson (sound designer) and Alexandre Letendre (sound integrator) of the Myst team hard at work.
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A.L.I.V.E. Technology. Since the beginning of the project, our main goal was to remove the static feeling of previous Myst
games. We focused a lot of research efforts in order to reach our goal
of "worlds that come to life." To achieve this level of quality, we put
all of our effort into prototyping five nodes (a node is one spot of
360 degree view in a world). This small prototyping allowed us to
upgrade the quality of the tools, the engine and the pipeline. - Nicolas Beaudette, Lead Programmer
QA. The most important thing during the entire test process for Myst IV: Revelation
was that we had a very high level of communication with the team.
Because we had to know exactly when each step of the integration for
every little feature was done and implemented in the game in order to
test them simultaneously at the right time. On every version we went
though the complete tests - walkthrough tests, configurations tests,
gameplay tests, script events tests - based on the storyline desired by
the game designer. The test process was not easy and it was the first
time that we put a game on dual-layered DVD format. Finally, the game
was released at the time that we had originally planned and at the
quality level that we wanted to achieve.
- Yanick Beaudet, Quality Control Lead
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