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Grant Collier, CEO of developer Infinity Ward, knows about expansion. When Infinity Ward ramped up to build Call of Duty 2,
the Activision-published Xbox 360 launch title, the team working on it
rapidly mushroomed from 25 to 75 people. At the Montreal International
Game Summit, held November 2 and 3 in Montreal, Collier spoke to a full
house on the topic of business expansion and developing a next-gen
title.
In
fact, so many attendees turned up to hear Collier’s talk that the
location was moved from a cramped conference room to the main
auditorium of the Mont Royal Centre. Collier took an informal poll to
discover that between 90 and 95 percent of the audience were game
developers.
Infinity Ward's Tour Of Duty
Collier’s
talk, though billed as a postmortem, mostly discussed changes that
affected Infinity Ward as a company after its staffing up period, and
some of the inventive ways the team researched their subject matter in
order to make Call of Duty 2.
Call of Duty 2
is a World War II Xbox 360 FPS title, also being released for the PC,
and continuing the popular Activision-published series. “We like to do
epic nature, cinematic types of first-person shooters,” said Collier,
“where we put the player in the shoes of the soldiers fighting on the
front or multiple fronts.” The game, he said, considers many
perspectives, such as that of the English, Russians, and Americans
during the Great
War. “World War II was a global conflict. Everyone in the world—their lives were touched by it in some fashion.”
He
elaborated on the scope and nature of the war, saying it was the last
conflicts in which large-scale armies fought other large scale armies.
It was the first time a large air force was assembled. It was full of
huge naval conflicts. And it was the first war that used machines guns
used on a large scale. Weapons included grenades, tanks, and smoke
(used to blur an enemy’s vision).
“There
are so many stories to be told” about this war, said Collier. And the
breadth of casualties was devastating. “More people died in World War
II than we have gamers today.” “We did volumes and volumes of research,” said Collier. A handful of
team members went on location for the first time to North Africa to see
the cities and get a feel for their climates. Collier described the
continual dust that kicks up in north Africa, dust that pervades
everything. A trip was made to France as well to study the actual
layout of some towns and cities, rather than map them for the game
according to imagination and Hollywood, said Collier.
Re-Enactors And Advisors
“Next,
we had reenactors who came in. These guys are sticklers for the
details. They really care about details,” said Collier, referencing
specifics such as the medals found on military jackets, buttons, rifle
engraving—all manner of details relative to the time and place. “We had
about four reenactors that we contracted to come in. We photographed
them,” he said, adding that each of the actors was modeled and used in
the final game.
Collier
said the group also hired two military advisors, a former tank
commander who served in north Africa during World War II, and a
Lieutant Colonel Army infintry soldier. Tanks are used heavily in the
game, and the strength of the German’s machinery is matched with
historical accuracy to the weaker Allies’ tanks, who made up for the
inferior machines by strength in numbers and speed.
Everyone
on the team researched the subject matter, said Collier. Those who
didn’t visit Europe and Africa were freely invited to meet with the
reenactors when they came to Inifinity Ward’s office. Other team
members combed libraries and rented DVDs done by the History Channel in
order to learn more about the war.
The Price Of Beauty
Since the team size nearly tripled in anticipation of Call of Duty 2,
so did the budget, and Collier gave out a rare concrete cost figure for
a next-gen game - the title was made in two years in a $14.5 million
budget, and the game shipped on time.
Some
major changes made to the sequel game were the addition of “portable
concealment” (or smoke weapons), enhanced weather effects, a new health
system (the player can only die in a limited number of specific ways),
and a “battle chatter system.”
“Once
the first shot is fired in warfare, people aren’t just staying quiet.
Once there’s no surprise, people are just yelling all over. They’re
constantly shouting out backwards and forwards,” and men in combat
often grow hoarse or lose their voices on the front. The
battle
chatter system is group of more than 20,000 lines of dialogue that are
used to this effect. “The battle chatter system actually takes up more
space than Call of Duty 1 in its entirety”, said Collier.
Dealing With Staffing Up
In
discussing the changes at the employment level, Collier seemed slightly
wistful of the days when, with only 25 people working on one project,
one common goal, the team could “turn on a dime” and had a “family
atmosphere.” “Everyone wanted to be successful,” he said of the
corporate culture of yesteryears. “That
whole small company culture is all precious and dear, and we tried to
hold onto that culture as long as we could,” but it was “impossible
after 50, 60 people” were in the team, he said.
To
lessen the blow of change, Infinity Ward focused on increasing
communication as employment increased. Mandatory Monday meetings
quickly became the forum for everyone to check in and learn what others
were working on. The meetings, he said, would give people “a pipeline
into management.”
Layers
of management were created. Roles for both associated producers and
full producers were granted. Key employees from previous projects were
promoted to leads in order to keep them involved in their areas of
expertise (for example, architecting the
systems) but empower them
to portion out tasks as well. The next step is to hire an events person
to organize spirit-building events, like barbecues, movie outings, and
write a company newsletter. Collier hopes that more fun and more events
will help the small-team culture prevail even in the larger structure. “As
people know, building up a company very quickly is a very dangerous
thing to do. You can be successful at a certain level, but then it
quickly becomes hell in a handbasket.”
Active
recruiting, managed by a dedicated, on-staff recruiter, is another
component to expanding wisely, said Collier. “We have two to three
interviews on a normal week. On a slammed week, we could have six to
eight interviews,” he said.
Conclusion
In
wrapping up, Collier spoke at length on the topic of mandated overtime,
saying that Infinity Ward never once issued mandatory overtime on a
weekend, which is not to say that people didn’t work then, only that
they were not forced to. “We
hit all of our dates. We were the first Xbox 360 title to go into
manufacturing and we’re out early for Christmas,” he said, “and never a
single mandatory working hour on the weekends.”
Other
work practices that Collier shared included front-loading difficult
tasks. He cited multithreading as an example of work that should be
front-loaded.“Knock it out in the beginning or don’t do it. If you do
it at the end, it’s not going to happen and your’e going to miss your
dates.”
The Infinity Ward team, while working on Call of Duty 2,
also spent about eight percent of its whopping budget on audio. Collier
says a number of team members flew out to Arizona, where test fields
and firing fields are abundant. They fired numerous weapons in order to
both observe the movements and impacts of the arms and their artillery,
as well as to record the weapons’ sounds.
Finally,
Collier finished by discussing the game’s budget in terms of “what went
wrong,” Collier admitted that the team had encountered some issues with
the reliability of Microsoft's early Xbox 360 development kit. Of the
50 Xbox 360 dev kits supplied to Infinity Ward early in the project,
only about 20 of them are still useable, and he explained that more
than half of the kits just died.
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