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Features
  Game Developer's Top Deck 2008
by Gamasutra
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December 11, 2008 Article Start Previous Page 8 of 8
 

6 of Diamonds: Sid Meier, Firaxis

Sid Meier is part of a generation of designers who came of age in world without video games and whose primary inspirations come from the complexity of board and wargames in the style of SPI or Avalon Hill. And that's no bad thing, coming as it does from a time when games were specifically made for smart people. But Meier has an unerring instinct for fun, and his work is marked by a lovely intersection of whimsy and rigor.

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Thus, with the creation of Civilization Revolution, Meier brought that experience to the widest possible audience by designing a game that played to the accessibility of consoles without diluting the central intellectual challenge-easily earning him a place on the Deck this year.

5 of Diamonds: Tetsuya Nomura, Square Enix

Tetsuya Nomura's character designs -- rendered in the spindly style of manga, but imbued with the jumping rhythms of street culture -- have increasingly become the visual signature of Square Enix. As skilled as he is at creating art that is cross-cultural in its appeal, it is Nomura's efforts behind the scenes at Square Enix that puts him in the Game Developer Top Deck.

His work on the Kingdom Hearts franchise, the ongoing Compilation of Final Fantasy VII project, and the upcoming Fabula Nova Crystallis Final Fantasy XIII project, all of which feature interconnected titles across a wide variety of platforms, is an instructive lesson in brand management. It's a fresh approach that upends the standard industry practice of providing linear sequels and instead gives fans multiple points of entry to their favorite game worlds.

4 of Diamonds: Michael Booth, Valve South

Perhaps many are predisposed to liking Valve's Left 4 Dead just on the basis of its zombie apocalypse setting. But more discerning players will appreciate what's going on under the hood. The game's scalable AI technology promises to generate a dynamic experience that adjusts to player performance on the fly.

Taking on many of the tasks that would traditionally be hard-scripted by designers, Left 4 Dead's AI stage manages the player experience from moment to moment, providing lulls and crescendos to the action that are unique to each instance of the game. As the creator of Left 4 Dead's "AI Director," Booth can justly be proud of something both sophisticated and truly next-gen in terms of visceral, co-operative experience.

3 of Diamonds: Dylan Fitterer, Invisible Handlebar

Audiosurf is a game with a simple concept and an elegant execution. Combine a music visualizer with a puzzle game, mix in a deep scoring system and the player's personal music library, and the result is a game with infinite replayability.

Almost the perfect software toy, Audiosurf provides a deep synaesthetic rush as its visual action synchronizes to your favorite music with an uncanny precision, and emailed high-scores and smart online synchronization make it even more tempting. That Audiosurf is largely the result of Dylan Fitterer's singular efforts makes its triumph all the more sweet-another indie success story.

2 of Diamonds: James North-Hearn, Sumo Digital

North-Hearn is now running much of Foundation9's development, but we particularly wanted to highlight and recognize the beautifully curatorial spirit of the UK's Sumo Digital, his original development home. Taking products from Sega (Superstars Tennis) through Konami (New International Track & Field), the level of smartly executed fan-service in the games seems to outdo even what the original companies might have intended.

Often, remakes or updates are less, well, caring-and it's beautiful to see a European company taking great care of Japanese franchises from some of the all-time greats, in a relatively under the radar manner, too.

Jokers

As with any deck of cards, we need a couple of jokers in the pack. We've picked a couple of creators whom we adore, and are significant creative forces in their own right.

But they're both folks who make us grin in different ways, and play the fool -- largely intentionally -- while advancing the biz at the same time. This isn't entirely the booby prize!

Denis Dyack, Silicon Knights

Denis seems to have gotten a bit of a reputation as class clown of late, thanks to his forthright views on subjects as wide as the one console future, marketing games, and, of course, Unreal Engine. But what gets him on this list is his unfortunate trolling of the famously firey game forum NeoGAF.

Dyack stated his opinion that the forum is hurting both society and the game industry, and challenged forum members who had yet to play his then-upcoming Too Human to voice their hatred, to stand and be counted. Then when the game came out, there would be egg on their face.

The game's middling critical reception, combined with an angered mass of forum flamers, didn't help to prove him right. What's unfortunate is that some of his more outlandish statements have masked the largely excellent points he has on a variety of subjects, from journalism to the nature of flow.

Peter Molyneux, Lionhead

In general, there's the world-changing game Peter Molyneux talks up prior to a release, and the eventual game you get. While the result is always satisfying, there's generally a rather amusing disconnect there.

The designers at Molyneux's studio have set out a host of ambitious goals for Fable II (even as Molyneux himself is more careful to manage our expectations this time) -- and the entire experience hinges on getting the AI right.

From what we've seen, the underlying logic that drives contextual choices in Fable II's dynamic does indeed open up some new modes of expression in game design. But can any Molyneux-developed game ever match up to the expectations laid out for it by its creator, prior to its release?

Perhaps a happy medium behind the hype and reality is what makes it work, but with Peter already starting to hint at revealing another project, even before this one is out, the delightfully charismatic Molyneux circus continues.

 
Article Start Previous Page 8 of 8
 
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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