Contents
Making Your Game Tools Fast And Efficient
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sony Online Entertainment
Brand Manager
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Crystal Dynamics
Sr. Level Designer
 
Gargantuan Studios
Lead World Designer
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [6]
 
arrow iPhone Piracy: The Inside Story [48]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 22, 2009
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
 
Designing Games Is About Matching Personalities [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  Making Your Game Tools Fast And Efficient
by Noor Khawaja
5 comments
Share RSS
 
 
September 25, 2008 Article Start Previous Page 4 of 4
 

Live Update

Live update is more than just icing on the cake because it speeds up the final step in the iteration process. It helps asset integration and lets the user perform final tweaks to the assets in the game application at run time. After integration, the final tweaks can be an interactive and iterative process itself and having live update speeds that up.

One solution for Live Update is using the local network. If data is reasonable size, then it is sent directly to the game application memory.

Advertisement

Data mapped directly to the content asset attributes will reflect the update automatically. However, an update trigger can allow the game application to perform any conversions or resource updates to safely update the attributes.

If data is large, then it may be stored on disk and the live update trigger will inform the game application to load the modified data from disk. This is relatively slower, but it will do the job faster than having the user manually trigger an update on the game side.

Fig 5 shows how identical data structure is sent to the game application for update.


Fig. 5

An update performed on the tool side should update the target application. This will require a live connection. Or if the connection is fast then a connection can be opened when data is transferred and then closed. This way there won't be an order to launching the tool and target application.

Conclusion

Tools are one of the most important components for production efficiency. Good tools allow faster iterations, which helps achieve better quality in game design and content. A tool's user interface plays a big part in friendly and efficient usability.

Ultimately, real time visual feedback gets the fastest turnaround time in game content production and provides leaps in freedom to create quality assets.

Implementation of such tools requires a methodological approach that may take longer than usual. However, its architecture and user interface design principles will be invaluable to the production teams for current and future projects.

---

Title photo by fdecomite, used under Creative Commons license.

 
Article Start Previous Page 4 of 4
 
Comments

robert toone
profile image
A nice straight forward article. I completely agree with. Sometimes however it is hard to convince teammates or development partners that this is really important and worth the resources it will take to get right.
thanks, this can only help our development cause.

ken sato
profile image
With multi-SKU development, a good set of tools can not only make iteration shorter but also simpler, allowing teams easier cross platform work by having your platform hooks ifdef'd on console specifics. That way objects created with various design packages can be viewed, assessed, and optimized per platform without having too many tools to become familiar with. Kudos.

King Lee
profile image
Good article!
I have written some editors...the main problem is about how to update data easily and make user easy to control.
I hope we can see more articles about this aspect。

Diego Castaņo
profile image
Absolutely. Tools not only need to be artist friendly, as the author says, but also pipeline efficient.
As games become more complex, with millions of assets, it becomes very important to be able to batch process these assets with minimal user interaction.
I'm a tools developer and I've been developing an open source 3D production solution (SDK, exporters, importers, scriptable interfaces, applications and plugins) that allows tools developers to create tools with this flexibility. This project is called SceneEngine.
http://www.sceneengine.org

Luke Rymarz
profile image
I currently work on tools outside the game industry, but it's nice to see an article focusing on the UI side for once. It's astounding how often the UI of a piece of software gets overlooked. Good UI design provides ease of use, but also --and this is something that isn't emphasized enough-- gives the implementer a very good head start on the software architecture.

But I'm curious; what do most people use for UI prototypes these days? I've had good times with C#, and I think Flex (and Adobe Air) is great if it fits into your workflow (i.e. flash anything). Anyone else have a favorite, or is there already a standard Max-like kit that everyone uses?



none
 
Comment:
 


Submit Comment