Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Latest News
spacer View All spacer
 
February 10, 2012
 
DICE 2012: Activision's Hirshberg believes creative people should lead companies
 
GDC 2012 reveals Super Mario 3D Land, Resident Evil Revelations postmortems
 
What drives the developers of Unity?
spacer
Latest Features
spacer View All spacer
 
February 10, 2012
 
arrow Virtual Goods - An Excerpt from Social Game Design: Monetization Methods and Mechanics [1]
 
arrow Principles of an Indie Game Bottom Feeder [21]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 10, 2012
 
The Parable of Feudal Japan [1]
 
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? [10]
 
The Principles of Game Monetization
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2012
 
Retro Studios
RETRO CONTRACT - Environmental Artist
 
Retro Studios
RETRO - CONTRACT AI Engineer
 
Adhesive Games
UI Technical Artist
 
Adhesive Games
Technical Artist
 
Adhesive Games
Senior Network Engineer
 
Adhesive Games
Senior Engine Programmer
spacer
Latest Press Releases
spacer View All     RSS spacer
 
February 10, 2012
 
Eufloria HD App for iPad
Arrives on the App Store
 
PARAMOUNT PICTURES AND
NAMCO BANDAI TEAM UP
FOR...
 
EA AND 38 STUDIOS SHIP
ONE OF THE MOST HIGHLY...
 
Indie Royale's
Valentine's Bundle is
live
 
SUPPORT YOUR FAVORITE
NARUTO NINJA TEAM IN
NARUTO...
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
News

  The Color And The Shape: Bizarre Creations On GeoWars' Sensible Aesthetic Exclusive
by Tom Kim [PC, Console/PC, Exclusive]
Post A Comment
Share on Twitter
Share on Facebook RSS
 
 
November 11, 2008
 
The Color And The Shape: Bizarre Creations On  GeoWars ' Sensible Aesthetic

At a glance, the central vision behind Bizarre Creations' dual-stick shooter Geometry Wars seems like an oxymoron: the team calls it a "next-generation arcade classic."

Given its distinctive look and old-school feel, though, it's not so hard to wrap one's head around.

Lead designer Stephen "Cakey" Cakebread and games manager Craig Howard discussed the particulars of executing on Geometry Wars series' creation and evolution during the recent GameCity event in Nottingham, England.

Geometry Wars has a distinctive look, with color-saturated neon and bursts of glowing stardust. But Cakebread isn't an artist -- in fact, the game started out as a test application, and these factors drove the decision to use simple geometric shapes.

Cakebread literally mapped thenm out on graph paper, hand-coded all the original shapes into the tool, and used simple particle effects for graphical flourishes.

By the time Microsoft decided to update the game for its Xbox Live Arcade debut, there wasn't sufficient development time to change the graphics significantly. This extended to the audio, which used simple MIDI sound effects.

The first game was developed to be played in 4:3 aspect ratio in 480p, as HD wasn't yet in wide use. However, the original design decisions ended up driving the series' retro feel.

Retro Evolved had to support 16:9 and resolutions up to 720p. To avoid squashing and stretching the play field, the game's final release included minimal scrolling.

The frantic onscreen action made it impractical to use star fields for the game's backgrounds -- thus the grid was born, and happily, it was built as a second layer. Significant game objects got a distinctive shadow, while the rest was left flat. The effect is subtle, but allows the player's subconscious to focus on game elements rather than backgrounds and effects.

Retro Evolved 2 presented a new challenge: It had to differentiate itself while still retaining the Geometry Wars feel. For this iteration, the designers first tried to implement a true 3D version of the game, but they felt this lost the original franchise's charm and play.

Instead, the duo explains that they chose 3D sprites, and were able to add a multicolor grid that dynamically coordinated with the colors of the enemies projected onto it. They were also able to render a post-processing pass to the entire game while having it run at 60 frames per second. More significantly, the team overhauled the user interface completely, which went a long way toward making the release feel like a whole new game.

Concurrently, the game's audio underwent several significant changes. The original test application had no music, and the visuals drove basic sound effects based off of synthesizer-style sounds.

Even in the original release of the game in Project Gotham Racing 2, a lot of attention was paid to the sounds. Individual enemies had unique spawning sounds, and experienced players were able to use these as cues that enhanced their play.

Retro Evolved's sound effects underwent a more modern pass. The range was expanded considerably, and official theme music was added for the first time. Technically, the team was also able to post-process the sound effects and music while still leaving ample processor time for solid frame rates.

The Galaxies iteration, created by third-party studio DoubleSix, included a much wider range of musical tracks. The developers invited musicians to watch the game and then block the play actions musically. There were some technical constraints for the DS version, so they used samples of the music composed for the Wii version and included a smaller range of songs.

Finally, the two explained that Retro Evolved 2 added interactive music to the mix, and additional audio effects like time stretching, layered mixes, and tracks that were mixed on the fly. The goal was to intrinsically link the play experience to the sounds.

Overall, the series has evolved to such an extent in its own right that many even forget that the original Geometry Wars was simply an Easter Egg packed into Project Gotham Racing 2.
 
   
 
Comments


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.