Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Contents
Afro Samurai's David Robinson: New Studio, New Problems, New Chances
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
February 10, 2012
 
Analyst questions validity of unusual January NPD results [3]
 
DICE 2012: Blizzard's Pearce on World Of Warcraft's launch hangover
 
DICE 2012: Insomniac's Price on Quality Of Life, ditching the 'Loser' badge [2]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2012
 
Sony Computer Entertainment America LLC
Audio Tools Engineer
 
Sony Computer Entertainment America LLC
World Wide Studios Technical Product Manager
 
Sony Computer Entertainment America LLC
Senior Software Application Engineer
 
Sony Computer Entertainment America LLC
Senior Gamer Insights Specialist
 
High 5 Games
Technical Artist
 
Airtight Games
Art Director
spacer
Latest Features
spacer View All spacer
 
February 10, 2012
 
arrow Principles of an Indie Game Bottom Feeder [18]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
 
arrow Jerked Around by the Magic Circle - Clearing the Air Ten Years Later [39]
 
arrow Building the World of Reckoning [4]
 
arrow SPONSORED FEATURE: TwitchTV - How to Build Community Around Your Game in 2012 [13]
 
arrow Happy Action, Happy Developer: Tim Schafer on Reimagining Double Fine [9]
 
arrow Building an iOS Hit: Phase 1 [11]
 
arrow Postmortem: Appy Entertainment's SpellCraft School of Magic [5]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 10, 2012
 
Audio Passes: Success Through Layering
 
What the current RPG can learn from Diablo 1
 
Double Fine's Kickstarter Windfall: Will Patronage Supplant Traditional Game Publishing? [5]
 
The Principles of Game Monetization
 
Did DoubleFine Just break the publishing model for good? [11]
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
Features
  Afro Samurai's David Robinson: New Studio, New Problems, New Chances
by Brandon Sheffield [Game Design, Interview, Console, North America]
3 comments Share on Twitter Share on Facebook RSS
 
 
October 6, 2008 Article Start Page 1 of 5 Next
 

Being the senior producer of Afro Samurai at Namco Bandai isn't quite as predictable as its sounds. On the face of it, it's a huge company and it's a licensed game -- a situation that is always difficult, but in which there is a certain amount of built-in predictability.

But as David Robinson explains, his team was founded with a start-up mentality within this company, long after the last vestiges of its PlayStation 2 era development teams had dried up and been forgotten.


And though Afro Samurai was the most successful anime property of 2007 in the U.S., when the project first began, nobody knew its fate -- and nobody was convinced of its impending popularity.

Now, several years after the process first began, Robinson speaks about how bringing together a team of veterans from developers like Crystal Dynamics and founding the studio under strong management, and with a strong game property, has allowed the idea of the Afro Samurai game to flourish even when it didn't have all of the support it could have used.

How long have you been with Namco Bandai, since it restarted U.S. development?

DR: Yes, about four years. The game has been through a few iterations, but this iteration is about two and a half years old.

What's the team size?

DR: It's about 55 people.

Are you using your own technology, or are you licensing?

DR: Yeah, that was one of the things that I decided early on -- was that we would try not to use any proprietary technology. That's one of the reasons why the company would give us money to develop. So it's all proprietary; it's all [our own].

Excellent. And are you doing any outsourcing at all, with this?

DR: Yes. Heavily. Heavily. Easily 70% of all art, background art, is done out of house, by a great company called Igloo, in Malaysia.

Malaysia.

DR: And they did an amazing job of -- we had a huge, like year-long vetting process for outsourcers, and they really kicked butt with their communication strategy. Because art is kind of easy now; people can do great art, but it's the communications strategy that leads you to not have to re-do the art.

And especially on a platform game, that's all you're doing, is pushing verts all day long. If you don't own it, it becomes a huge problem.

So how have you been managing them?

DR: We created a really, really cool process by which the Igloo management flew out, and we did everything to a very strict, three layer process, of preproduction drawings, concepts, and then we went to a what's called "block world" -- everybody knows what a block world is -- and then we'd sit down and discuss what we're doing with some of the problems with communicating some of these issues, especially to non-English speakers.

Largely, Igloo's management is English, so that literally gave us a huge leg up, because at least the guy on the ground there understood American intonation, which can be a huge problem when you say, "You know, I really need this tomorrow," and people think, "Ah, we have two weeks."

At the time we started working with him, we didn't have any memory map for the game engine, and we were actually building the game at the same time the engine was being created, which was a whole host of drama, because you're not supposed to do that. Because we didn't have a lot of money, and this was a high-risk project, we just had to go for it.

And they sat down with us, and based on our PS2 and Xbox experience, we just tried to use old school pilot thinking, and what do we think a world would cost? And just trying to make as many open avenues as possible for if we screwed up.

And what that involved is trying to play the character in as many block worlds as possible -- but that wasn't always possible. Making sure that as soon as we got a block world, we dumped all kinds of other art in it, even if it wasn't appropriate, to see what it was going to do, and when it was slow.

So were you able to prototype with your own tech, or did you use another solution?

DR: No, we didn't have to use a single piece of outside technology.

Excellent. So was Igloo the first company that you went to for outsourcing, or did you have to do due diligence?

DR: Oh man, we married a lot of losers before we found the prince. It wasn't that the companies were bad, it's just that a lot of people [think] that they can do game development, but it's a hard business. It's hard to get customer service.

 
Article Start Page 1 of 5 Next
 
Comments

Kain Shin
profile image
I love reading stories about Dream Team situations! It sounds like the core was made up of a bunch of tightly knit badasses who all bought into the vision and wanted to do something amazing with that opportunity. It sounds like a whole lot of evolution had taken place from the days of CrystalD for much of those veterans.

david robinson
profile image
Correction:
In this artcle I said that the my team didnt use any additional 3rd party middleware, thats simply incorrect. Forgotten was that fact that in the two years we were just 15 guys we turned to David Miles (a trusted oldschool Crystal Dynamics alum & friend) to help us solve our AI path-planning problems. We have since aquired a longterm use licence from his company Babelflux. It's path-planning technology has saved our beacon 12-times from sunday since. Thx again Prof Miles!!

Bryan Gillingham
profile image
Question: Your team was 55 people strong, but you outsourced 70% of your artwork. How many artists did you actually have on staff?


none
 
Comment:
 




UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.