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Postmortem: Saber Interactive's TimeShift
[Saber Interactive's PC/console shooter TimeShift was released late last year after a "strange and convoluted" - but fascinating - development cycle, and in this exclusive Gamasutra postmortem, the creators detail what went right and wrong in its creation.]
Few games have gone through
a development cycle as strange and convoluted as TimeShift's.
After four years of development, three extensions, two publishers, three
re-recordings of voice acting, three iterations of the story, two sets
of discrete FMVs and multiple iterations of Saber's technology base,
the game finally made it to the shelves for Holiday 2007.
The game started off as a small
proof-of-concept demo in 2003, which we completed a few months after
we released our first title, Will Rock. Atari picked it up a
year later with plans to publish the game on the PC and Xbox.
The title
showed a lot of promise early on -- and visually, it was ahead of the
curve -- so Atari made the decision to move over from the Xbox to the
Xbox 360. Two years into development, Sierra acquired TimeShift
from Atari. Atari was having some cash flow issues and needed to sell
off some of their projects.
The original plan after the
extension was to give the product another six months to enable Sierra
to improve on some of the production elements of the game. Dennis Quaid,
Michael Ironside and Nick Chinlund were hired to add their voice talents
to the game and extra effort was spent in improving visual quality and
gameplay elements. Literally on the eve of GMC, Sierra made the rather
unorthodox decision to give TimeShift another year of development.
While extensions are common,
they are less so when a game is essentially ready to ship. This
was not only a vote of confidence in the title, but also one in Saber's
ability to turn the game into a AAA franchise.
The thought behind the
extension was that TimeShift was built on a very solid concept,
but one that could use additional refinement. It was also decided to
add another SKU to the game -- the PS3. This meant that Saber had about
10 months to make vast improvements to the game on all levels -- visuals,
gameplay and polish -- and also to write a PS3 engine and port the game
to that console. While this was a tall task, we ultimately proved up
to the challenge.
In the course of a year all
FMVs, voiceover acting, story, the beginning third and ending levels
of the game, characters, animations, vehicles and weapons were completely
thrown away and redone.
Finally, in the fall of 2007,
the new and improved TimeShift was released to the public.
While the competition has been stiff, the game has really resonated
with the gaming public and user feedback has been exceptionally good.
What
Went Right:
1. Dealing With the Scope of the
Project. Back in 2003, Saber had a small team of 25 talented people.
It was enough to put together a working prototype which demonstrated
our innovative time-control mechanics, but to handle a AAA project coming
out on three SKUs, we needed to expand.
By the time we shipped the game,
we expanded our studio to over 90 people, all working on the title.
Undergoing such a major expansion was not easy. Talented people are
hard to find anywhere, but even more so in Russia, where there are very
few teams working on larger titles, and therefore there are very few
people with the requisite experience to handle big projects.
Fortunately, our core team was comprised
of the most talented game developers in Russia -- people with 10+ years
of experience in the industry, including console work. This
was the core team that worked together on our first game, Will Rock
-- a game that was put out in less than a year from start to finish.
As we kept hiring, most of the core team members were promoted to manager
or senior positions, and headed up newly created departments within
the company.
What was once simply the "art
team", with a flat structure run by Dmitry Kholodov, transformed
into a multi-discipline department that includes Concepting, Texturing,
Lighting, Art Outsourcing, Asset Modeling, Level Modeling, UI Design
and Special Effects -- all led by their own managers. Establishing these
departments allowed us to build "centers of growth", streamlining
production and communication pipelines.
When a new person was added
to the team there was always a manager available who kept track of the
tasks in a particular discipline and who was able to train a new hire.
While we knew it would be hard to find
the right people, some other issues related to this rapid expansion
were rather unexpected. Finding space for all of these new people was
one of them. Because the project was ongoing, we decided to stay in
the same office building rather than move to a larger office and disrupt
development.
Eventually we ran out of space. For a while, we couldn't
hire more people because our office was at full capacity. Fortunately,
we were able to work with our landlord to relocate other tenants and
take additional space on our floor.
As part of our move into next-gen territory
we needed to improve our production pipelines and supporting infrastructure.
During normal development, we used to make one build a month that was
sent to our publisher.
That was enough to demonstrate the progress we
were making. By the end of the project we were pushing 15 builds a day,
every day (this includes two or three regional builds on each of three
SKUs, for the full and demo versions of the game).
We had to establish a special Build
Department which worked closely with our QA team to ensure that builds
were made and tested daily so that the problems were immediately communicated
back to the team.
We built a number of server racks with "hardware
farms" to help us churn all this data on a daily basis, compiling
code for all three SKUs, re-exporting art assets and assembling builds,
compiling the shader database, and doing the uploads of the final assets
back to the publisher. The process was working around the clock, and
sometimes we were already working and testing the new builds while the
ones from the day before were still uploading.
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