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
 
What drives the developers of Unity?
 
Analyst questions validity of unusual January NPD results [13]
 
Skyrim wins big at 15th Annual Interactive Achievement Awards
spacer
Latest Features
spacer View All spacer
 
February 10, 2012
 
arrow Virtual Goods - An Excerpt from Social Game Design: Monetization Methods and Mechanics
 
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
 
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? [9]
 
The Principles of Game Monetization
 
Did DoubleFine Just break the publishing model for good? [15]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2012
 
Irrational Games
Systems Designer
 
CCP - North America
Lead Character Artist
 
CCP - North America
Sr VFX Artist
 
CCP - North America
Sr. Tech Artist
 
CCP - North America
Animation Director
 
Toys for Bob / Activision
Senior Programmer
spacer
Latest Press Releases
spacer View All     RSS spacer
 
February 10, 2012
 
Indie Royale's
Valentine's Bundle is
live
 
SUPPORT YOUR FAVORITE
NARUTO NINJA TEAM IN
NARUTO...
 
Age of Games releases the
fourth episode of the...
 
Gaming comes to London
Fashion Week
 
Gala Networks Europe
augura un buon San
Valentino
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

  Bonus Feature: 'Collaborative Game Editing'
by Staff [PC, Console/PC]
1 comments
Share on Twitter
Share on Facebook RSS
 
 
May 21, 2009
 
Bonus Feature: 'Collaborative Game Editing'

In an in-depth article originally published in Game Developer magazine, Mick West discusses how collaborative editing may be the future.

But with some development teams numbering more than one hundred individuals, and the scope of games increasing, there are inherent challenges in becoming more collaborative in the content creation process.

West explained, “When multiple people are working on overlapping aspects of a game, there are two problems that arise: edit conflicts and edit bottlenecks. These problems are two sides of the same coin. Fixing edit conflicts can create edit bottlenecks, and vice versa.”

“An edit conflict happens when two people edit the same thing at the same time and their changes create two conflicting versions,” he said. “…An edit bottleneck occurs when two people want to edit the same thing at the same time, yet person B cannot edit it because person A is editing it.”

But how do you get around those conflicts, and freely collaborate? West presents possible solutions such as splitting data into smaller chunks for individuals to work on in order to avoid technical conflicts.

That solution isn’t quite surefire, however, as that process “adds complication in how the level is split up and subsequently pieced together. Implementing high-level changes to large sections of a level also becomes difficult.”

West looked to virtual world Second Life as an example of how a collaborative editing environment could operate, in general. “Players in the game exist in a large continuous world, which they can edit in real time. Multiple people can edit in the same area of the world at the same time, and their changes are visible instantly, both to themselves and to others.”

He added, “Edit conflicts, bottlenecks, file distribution, and backups are, to some degree, historical problems, forced upon us by the constraints of a simple file-based editing system. Files are large, which means you get edit conflicts or bottlenecks, and that it's expensive to back up every single change.”

“But if we transition to a game editing process more like that found in Second Life, we are no longer editing files, but are editing much smaller objects within the world, which are stored on a shared database which needs no distribution.”

You can read West’s full commentary in the complete Gamasutra bonus feature.
 
   
 
Comments

Erik Hieb
profile image
Basically describing the Hero Engine here. The Hero Engine allows multiple people to simultaneously edit a level in real time on the server. Granted, only for MMORPGs, but I don't see why that kind of technology can't be easily used for other games. Honestly, I'm surprised the Hero Engine is the only engine that supports it at this point. I think the time it saves by allowing multiple people to edit the same level is why so many new MMORPGs are using it. Probably going to be the Unreal Engine of the MMORPG side of the industry.


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.