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arrow Reflecting On Uncharted 2: How They Did It [5]
 
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Features
  Game Developer's Top Deck 2008
by Gamasutra
13 comments
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December 11, 2008 Article Start Previous Page 2 of 8 Next
 

9 of Spades: Clint Hocking, Ubisoft Montreal

One of the best [possibly apocryphal] industry stories of recent years surrounds FarCry 2, when it was discovered that this perpetual living world, led in its construction by creative director Clint Hocking, could burn to the ground. The story goes that a tester set a fire in the game's forest, and then went for lunch.

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When he came back, he learned that the fire had spread through the whole world, killing the final "boss" in under two hours. Though the game has since been tweaked, that's what a living world is all about -- and Hocking, previously instrumental to the Splinter Cell series, is leading that particular charge.

8 of Spades: Mark Jacobs, Mythic Entertainment

Jacobs has presided over an already-impressive 750,000 subscriber haul for his studio's newest MMO title, Warhammer Online, not distracted by the Dark Age of Camelot creators' acquisition by Electronic Arts. Not only that, he's opinionated and passionate in public -- unusual for an executive in today's PR-removed market.

Following the removal of 400 people farming for gold on Warhammer's servers, he posted on his blog: "I hate goldfarmers with every fiber of my being." Whether right or wrong (and probably right), this kind of public passion is often lacking in today's game biz.

7 of Spades: Dylan Cuthbert, Q Games

Relatively obscure in the West until the launch of the PixelJunk games on the PS3's PlayStation Network, Cuthbert's Kyoto-based studio has close relationships with both Sony and Nintendo, working on elements of the PS3 operating system and on StarFox DS.

But by spearheading his Japanese studio to work on a largely Western medium (downloadable console games) and make it work, most recently with the transcendent PixelJunk Eden, Cuthbert deserves a place on this list.

6 of Spades: Ken Levine, 2K Boston

After BioShock debuted in late 2007, the reverberations of its unconventional original IP success impacted the industry more than you might guess. The game has one of the more sophisticated narrative structures of any released so far, in its integration of visual, oral, and textual storytelling into the actual gameplay.

With 2K Marin working on the sequel, and the movie version fast-tracked, plus creator Levine now working on a mysterious new project, his influence has not diminished.

5 of Spades: Mark Beaumont, Capcom

Of all the Japanese-headquartered publishers operating in the West, Capcom perhaps has the most invigorating autonomy from its bosses back East. Beaumont is taking great advantage of this, thanks to a major digital download initiative spawning titles like Age of Booty, and is funding Western-developed titles such as Bionic Commando and Dark Void.

Most impressively, a robust blog, community, and fanbase are letting Capcom's classic Japanese franchises breathe and flourish, even as the West grows stronger.

4 of Spades: Alex Ward, Criterion Games

Burnout Paradise is blazing new trails for an extended life of downloadable content, thanks to the "Year of Burnout" promotion. Sure, there's been plenty of DLC before, but so comprehensive, well-planned, and advertised in advance?

Not so much, and thanks to Ward and his team, many players have been convinced to buy and hold onto his title, awaiting the extra vehicles, motorbike additions, new levels, modes, and more. Its status as one of the first formerly full-price titles to blaze into extended sales on PlayStation Network further cements Burnout Paradise's -- and Ward's -- status as a trailblazer.

3 of Spades: Jonathan Blow, Number-None

Jon Blow, the creator of breakthrough XBLA title Braid, is a wonderfully unvarnished game creator -- one who is willing to voice his opinion, no matter what the reaction may be. But it turns out he's got the chops to back it up.

His latest title, Braid, tackles emotions and relationships in a very circuitous but interesting way -- appropriate for a rather complicated fellow like Blow. The lesson here? When you are beholden to no one, and make your games yourself, you can speak your mind without repercussions, and truly advance them as entertainment.

2 of Spades: Sarah Chudley, Bizarre Creations

Not only one of the UK's top developers, Bizarre Creations' acquisition by Activision has cemented its place as an important game creator at multiple levels, headed by Chudley and colleagues.

From the landmark downloadable Geometry Wars series, through the Project Gotham Racing franchise and whatever new racing titles the company may develop under Activision's wing, even partial miss-steps such as The Club haven't dampened the cutting edge at Bizarre Creations. Long may it continue.

 
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Comments

Arjen Meijer
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great article, maybe one day ill steal a card in there ;)
but that's year away! but one day!

Tom Krausse
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I have to question the statement that "No third party has understood Nintendo's hardware and target demographic as well as the Paris-headquartered Ubisoft" While it's tough to deny that Ubisoft does good with part of Nintendo's customers, I can't figure out why they choose to ignore the traditional core gamers that support the Wii/DS. Given that they have traditional core titles on other platforms, it makes me wonder why they don't care about the Wii gamer, and I know that it is costing them support, even among gamers that own multiple consoles.

Sean Parton
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Fantastic article. Quite a nice read. The joker's section is also rather entertaining, while still insightful.

@Tom: You just said it though, "no third party has understood Nintendo's [...] target demographic". Nintendo's target demographic is casual gamers, not core gamers.

Ubisoft makes ridiculously good games for the Wii, but nothing can please everyone (and in this case, a fairly large chunk of the "core" Nintendo gamer).

Carlos lópez
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Nice article, but you left over some of the most prominent people on the game Developer world

Shigeru Miyamoto - Please, he is the lead designer on Nintendo. If it wasn't for him we wouldn't have so fun memories running trough world splattering turtles and looking for princesess on wrong castles!!!!

Hironobu Sakagushi - He is the sole savior of SquareEnix. He is the creator of Final Fantasy. Most recent Las Oddysey

Jhon Romero - Ever heard of Doom. He is the mind behind the game. Shame that he only shinned once, but still, shinned pretty hard!!!!

Corwyn Kalenda
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Great list-- a few people I didn't even realize had done some of what they have. Very happy to see some personal favorites on the list, like Brad Wardell and Gabe Newell... I was also really happy to see some of the standout indie projects hit the list, since in a lot of ways the guys that gave us Braid and World of Goo and Audiosurf are keeping the dream alive for a lot of people with their successes.

I *did* find it a little surprising that the Trailblazers portion of the deck didn't include Cryptic Studios in some fashion-- when you look back over the last year(plus a little) for them, it's been a fascinating jump into new ground. Announcing Marvel, then selling their single(and very successful) title, then losing Marvel, announcing Champions, attempting to self-publish, announcing STO... it's a lot of unknown to forge that most companies would avoid. The largest impact to be had has, I think, gotten the least notice in the general shuffle, though it's what makes me most surprised to not see them-- the engine and development tools pipeline and their goal to bring the development time on a AAA MMO down from the notorious and costly timeframe we've come to expect down to a mere 1.5-2 years. I realize the jury's still out on whether it's something they'll be able to do, since the upcoming titles are just that-- upcoming, but even the *suggestion* that an MMO could be built on that kind of timeframe is a lot of food for thought.

@Carlos:

True, but I would argue that all of those people lacked anything really worthy of the list in 2008-- most of what you're citing is based on past conquest more than what they've spent their time doing in the last year. As I understand it, this list is intended to be a snapshot of the last year's events.

Bart Stewart
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I was expecting this to be the usual personality contest, but this list instead focused on actual contributions -- great job!

One omission that's perhaps understandable this year, but which I expect will be rectified in a year or two (assuming this list becomes an annual feature as I hope it will), is that of David Whatley at Simutronics for the HeroEngine. With licensees from BioWare to Bethesda sister-company Zenimax Online, and all of them saying very positive things about it, the HeroEngine could potentially do for MMORPGs what the Unreal Engine did for shooters. Once games start shipping, I won't be surprised to see Whatley's name somewhere on a future edition of this list.

On a mostly (though not entirely) unrelated note, I'm still waiting for someone to submit to Gamasutra a feature article -- or better yet, an entire book -- on the astonishing story of Looking Glass and what its "graduates," from Warren Spector and Harvey Smith (Deus Ex) to Ken Levine (BioShock) to Greg LoPiccolo, Dan Schmidt and Eric Brosius (Guitar Hero) to Emil Pagliarulo (Fallout 3), have accomplished and continue to achieve in the computer game industry. (And that doesn't even include folks like Allen Varney, Marc LeBlanc and others whose impact on game design is still strong.)

I'm obviously a bit of a fan where the Looking Glass style of game is concerned. But I think there's an objectively interesting industry story deserving to be told here, and Gamasutra would be a great place to start doing so.

sombrero kid
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the user is the second party you cannot get a second party developer, it's like a second person shooter (the concept of the camera being from the view point of the person being shot) i'd love to do that

Taure Anthony
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2008 was great.....here's to more dominance in 2009

but hopefully these key people don't become superstars......the game industry doesn't need to become a "Hollywood"

Mark Harris
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The meaningful exposure of exceptional talent in game development will help mainstream acceptance. Faces humanize the industry, and the art, and give gaming a voice among non-gamers. The real benefit is increasing the exposure of gaming, attracting new talent and new investors. A more prominent dialogue about the game industry could help broaden understanding in non-gaming society; which would do everything from increasing permeation of gaming culture into society at-large to decreasing pressure from politicians to censor games.

Tim Carter
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Good job.

Christopher McLaren
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Taure Anthony I think we need to have the "superstar" to create the recognition that the industry needs. How many people ask who is in a film rather than what it is about before choosing to watch it. If the industry needs to have figure heads to improve it's marketing then that is the way it needs to go.

Every single person on this list has achieved great work and are all skilled at what they do. Passing this knowledge or skills through the industry is what now needs to be looked at.

Taure Anthony
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@Christopher McLaren

Agreed....thanks

Jen Williams
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Very interesting article


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