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2. The audio trek.
As mentioned before, initially we had to deal with
the size limitation on XBLA titles. Fitting in ten full songs at high quality
even with Xbox-specific music encoding was a tall order for our overall memory
budget.
To deal
with this issue, we decided to create our audio engine based on a MIDI player
concept. Since a lot of the hip-hop music is constructed out of loops, we could
store the individual loops on disk and create the song at runtime using a
metafile that described the playback time for each loop. We could then fit one
song in under 2MB of disk space.
The
problem with this solution was that it became a creative road block for our
audio artist
(a local band member we had contracted to create music for us). Consequently,
this reduced the rate of production of songs creating a further roadblock for
gameplay development.
Luckily,
halfway through our production cycle Microsoft removed the limitation on size.
We were then able to use licensed music, get it preprocessed and into the game
in a decent amount of time.
This allowed us to find the collection of songs
that provided the best gameplay experience and at the same time we increased
our base count from 10 songs to 20.
3. No art without artists.
Very early on in
the development of GGBS, we decided that we wanted a very unique
hand-drawn, classical animation look for all our character animations and we
wanted that to be very much the visual hook for the game.
Unfortunately, we completely had no notion of how much
work such a technique would entail and how difficult a task it really is.
Initially, Craigslist was a great resource for us to find the artistic talent
we wanted. We started off with two artists with no animation experience and
asked them to work on the character design and the overall art vision of the
game.
One of these artists introduced us to our audio artist,
but otherwise we were getting nowhere with regards to getting an animated
character to work in our game. At the same time we were desperate to get a demo
out to Microsoft so we know one way or the other whether this game would be
accepted for XBLA.
As luck
would have it, we had found our lead animator who did all the character design
and helped us recruit a second animator. Together they designed and animated
our first character. Their drawings quite literally amounted to hundreds and
hundreds of pages.
However,
we learned quickly after the first character that the tracing and digitizing of
the hand drawn images was a major bottleneck for the animators.
We then looked
to outsource this task and found an art company in the Philippines that
agreed to perform the tracing and digitizing work at a very decent price. We
would scan the hand drawn frames and send it to them over the internet, and a
few days later get back Flash files containing all those frames.
It still
took over a year to complete all the character animations, but without the
talented classical animators on our team and the out-sourcing initiative we
would never have made it to the end.
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