Gathered extensive reference and started modeling this on Thursday. For visualization and relative-scale purposes I laid out the scene in Maya, and baked out a couple ambient occlusion renders of the scene. All unique assets are in-engine and layout is in progress. Estimating that texturing will be done by the 21st.
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Steps for a basic combat experience -
- Establish a front
- Layer setup
- Establish a combat focus
- Useful and clear cover
- Send enemies in waves
- Have a clear flanking route
- Re-direct the front
- Effectively use high-priority targets
Give players an immediate read of the space
How do you optimize across multiple platforms?
Optimizing for WinXP is bad because it’s worse than phones right now
More people at the roundtable compared to two years ago. The room was too full!
Education -> Need TA students to solve real-world problems
- Tech Art training sounds like its best done on a person-by-person basis, so many skills that can’t be taught in classroom
- Find the ones that have a talent or interest in it? Are they problem-solvers? Do they tinker? Do they teach other students?
- Have potential TAs do a rotation through IT (Or expand role of lab monitors to really include troubleshooting student issues, and pump TAs through that)
How do you institutionally encourage this behavior?
- Documentation, Tools-writing, Tinkering, Helping other students
- Potential TAs need to get work done too, establish rules so they can get it done
- Mentorship of younger TAs by established ones in school?
- Hire students to act as tech artists in on-campus facilities?
Tech Artists are Force Multipliers, Firefighters, and Preemptive Firefighters
- Look Development
- Shaders
- Tools programming
- Problem-solvers
- Riggers
- Tech Animators
- Outsource Wranglers
They MUST work alongside artists, be embedded with them (works well at Volition)
TAs need people and managerial skills
How do you test tech artists right out of school?
- Tests
Games are innovating faster because teams are smaller and more agile than film
We’re seeing a lot Cinderella success stories int he strategy gaming realm, lots of one-man projects rocking the show
What Needs to Change
- Put design first
- Maintain core values
- Player Choice!
- Think at all different levels of intensity
- Smaller games -> do they need single-player campaigns?
- Sins of a Solar Empire doesn’t have one, for example
- Cut to the chase
- Minimize design clutter
- Check scope
- Smaller games -> do they need single-player campaigns?
- Cheaper delivery methods
- Focus on one audience
- Acknowledge that you can’t please everyone
- Focus on user experiences
Soren Johnsons on League of Legends: “The facebook game for people who like games”
Everyone learned humility in the face of Facebook games
Players are interested in interesting decisions and the consequences thereof
“Co-op CompStomp”
- Want kind of RTS would you make if you didn’t include PvP?
Key Issue -> Accessibility
- Limited by manuals and documentation
- Need tutorials and intro levels
Will AI get better?
- Yes, but we don’t need a Terminator, we need a Terminator w/ enough flaws to entertain
iPad and iPhone aren’t stealing because they serve different purposes and different audiences
It’s really all about getting everything looking juuuuust right
Photoreal is just as much an art direction decision as any other style, and there’s a lot of room to play around in that
Photoreal requires a lot of creativity, it’s not easy, very difficult to achieve
“cinematic photoreal” -> beautiful and visually distinct images
-Every film has its own unique look, and you can pick out a shot from films even if you have no contextual information at all
Photoreal can be achieved through proper application and use of:
- Textures
- Lighting
- Post Effects
“No dicks, no douchebags, no drama” ~ Gearbox
Gearbox encourages culture of critique through anonymous peer reviews of both person and work
Encourage mindset of “How good is that other guy, and how do I figure out what he knows?”
Have “Training Days” -> Everyone teaches something
Show and Tell days -> Art Councils in different fields that discuss techniques to better each other.
Cooking Show-type tutorials
Focus on gameplay
Puzzle Design Principles in Limbo
- Challenging problem-solving
- There’s a difference between pretending to solve a puzzle (doing a puzzle) vs. actually solving a puzzle (thinking through, arriving at conclusion, executing)
- Easy and quickly-understandable mechanics
- As few elements as possible and simple elements
- Discourage brute-force trial and error, it ends with the player not getting enough of a sense of achievement
- Don’t repeat puzzles, puzzles do not have replay value
- Solve complicated problems with simple explanation
- Do not challenge player through volume of STUFF
Went to GDC this year, had a lot of fun. Met a lot of great people, expanded my knowledge base even more.
Advice
- If you worked at a studio over the summer, it’s likely better to wear some manner of apparel from that studio than to try and dress fancy. A lot of devs walk around the conference advertising the studio they work for through apparel, and if you can immediately implant the idea in the recruiters’ mind that you’re a dev, you skip the “Student” perception entirely. I didn’t do this, but it seemed to benefit others.
- Adapted from Seth Gibson: you spend all this time in school learning, and by the time you get out your portfolio might not look totally consistent because you’ve got work that spans over a year or more. If you’re struggling to get a job, you’d do yourself a favor by spending three months after graduation building a portfolio of new work that better reflects the current state of your skills.
- Different studios want different thing -
- Someone doesn’t care about lower poly-counts, whereas another does.
- One studio might want to see that you can take your own photo-source textures, while another doesn’t care that you use CGtextures
- Some studios will say “your work is good enough to get you hired”, while someone else rips you to shreds
- Your art director from over the summer might love the spaceship you did, while the hiring manager at Obsidian might think that very same spaceship makes you look like you’re coming straight out of college
- One wants to see concept art and process drawings, while another would just want models
- One may say your stuff looks unoriginal, but another might buy you a drink because of it
- You don’t want to be just a swiss army knife, nor do you want to be just a scalpel. Your best bet is to be a swiss army knife with a scalpel. Be really good at one thing, and have a good awareness of everything else.
- Use of Crazybump was noticed in my portfolio on a couple of occasions, and I was discouraged from using it. Additionally, I was discouraged from having black appear on my normal maps.
- When wandering the Career Pavilion floor, I would advocate that students ask for critique on their portfolio instead of asking about internships. This show’s you’re forward-thinking and can take critique, all plusses.
- Some studios who locate themselves exclusively in the business center may also have people who can look at portfolios! Don’t be afraid, it never hurts to ask
- Let your work speak for itself, if it’s really good stuff it’ll show. Beyond that, just make sure you’re not insane and you’ll have a good chance at making an impact on the people you’re talking to.
- Don’t forget to ask “what’s the next step” when at the Career Pavilion
- Offer business cards, don’t ask for them. This gives people the opportunity to stay in touch with YOU
- Follow up, follow up, follow up
- Your portfolio should tell whoever is looking at it what you want to do, if they have to ask your portfolio is probably too broad
- To that end, only show what you want to do
Conference Observations
- Not as many students bum-rushed the Career Pavilion on the final day, it was actually somewhat managable
- Lots of people end up at the W
- iPhone and Indie devs roamed the conference looking for artists lined up for portfolio reviews, seeing who they could snag to work on their projects. This is a trend I expect to continue in coming years.
- I got the impression that most parties ended between 10pm and 12am, make sure you get to whatever party you found out about before this time.
- 19,000 people this year, holy crap
Food and Drink
- Johnny Foley’s has a dueling piano bar, which was pretty fun on my last night there
- Gotta keep moving and operating in smaller units, 10 is probably the max of any one group going out to eat. We did 15 one night and that was madness
- If you’re in a pinch, the Metreon has a few quick-service places to eat, this ended up being my default most days. I would, however, recommend the Chaat Cafe if you have the time.
- Look into the Anti-Saloon League, 441, or Swig
- Osha Thai
- Fang
- Thirsty Bear Brewing Company
- Annabelle’s Bar and Bistro
- Mel’s Diner (good in a pinch, quick service)
- Canton Dimsum
San Francisco
- Bums were out in even greater force and fervor this year
- Cold and windy year, why was it so early?!
- The Musee Mechanique is no longer free
College
- 32 Students/Recent Ringling Alum attended, 8 times our 2009 attendance. Of those, 4 were Conference Associates, 15 seniors, 9 juniors, 3 sophomores, 2 illustrators, and 2 2010 graduates
This was a game created as part of the Ringling Game Design Club’s game jams. It was based on a world we created in one of the club’s world jams. In a world where a large island is surrounded by a giant wall of falling water, and a steam geyser dominates the center of the only known mass of land. Steam is both a source of power, and danger, in this harsh terrain. Nomadic societies travel the land in search of steam beds to power their lives, and all vie to control the Mother Geyser.
To this end, a group consisting of myself, Eli Allen, Garrett Stephens, Clay, and Tony Sladky developed a game we simply call “Geyser”, that would be played in this world. And so I present -
Geyser
For 2 to 4 Players
Supplies -
- 2 6-sided dice
- Game Board, or suitable mock-up as illustrated below
- Unique tokens for each player’s tribe
At the start of the game, place one of your tokens onto one starting square. Then, each player rolls 1 die. The person with the highest roll starts the game. Play proceeds to left of the starting player.
The goal of the game is to reach the Mother Geyser, and hold it through the end of a round.
A round consists of all players taking one turn.
In each player’s turn they will move one piece one square in any orthogonal direction. Diagonal moves are not allowed.
If a player lands on a geyser, they may place a new token on the board in any permissible square around that geyser. You may not place this new token on a square occupied by another player.
When a player claims a geyser, they must leave at least one piece on that geyser at all times.
Two tokens from the same player may occupy the same square at the same time.
You may “battle” with another player by moving your token into a square they occupy. In this event, each player rolls one 6-sided die and adds the number of geysers they control. Whoever has the highest number wins, and the loser removes that token from the board. The winning player now occupies the contested square.
In the event of a tie, the attacking player has the option to retreat to the square he previously occupied, and his turn is over. The attacking player also has the option to try the attack again until one side loses, or the attacking player chooses to retreat.
At the end of the first round, the player who started the game rolls two 6-sided die. Add the two numbers together, and this determines which “ring” of geysers fires off, destroying any tokens occupying that geyser. For example, if a player occupies a 6/8, and the roll is two 4s, he must remove the token he has placed on that geyser. This is known as the Geyser Firing Phase.
After the geysers have fired off, the player who went first passes the dice to his left and that person will roll for the next Geyser Firing Phase. After he has rolled, he will pass the dice to his left and so on until the game is over.
In order to move into the Mother Geyser, a player must control at least three normal geysers.
If a player has one token occupying the Mother Geyser after the Geyser Firing Phase, that player is declared the winner.
Comments are always appreciated.
This has been cross-posted to the Ringling Game Design Club blog.

Geyser – The Game by Matthew Oztalay, Tony Sladky, Eli Allen, Garrett Stephens is licensed under a Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License.
Based on a work at oztalay.com.
I awoke this morning and felt the world around me had changed. The grass outside my current mining operation was a little darker, the trees a more lush green.
Since we last spoke I moved out. Took a boat trip to a new area, new caves to explore and all that. I’ve begun constructing a series of waypoint and destination towers, and found a rather efficient way of lighting them with falling lava.
I’m still in awe of the way water and lava flows in this world, seemingly for infinity.
I found a book. In it were passages that spoke of a gate to another world. I thought to myself that perhaps this world was home and I could finally return. I followed it’s instructions, a doorway of Obsidian four across, and five tall. With a special incantation, and a spark from my flint and steel, a shimmering violet mass filled the gate. I stood in it for a moment to inspect its strange liquid properties when suddenly I was taken not to my home but a strange Netherworld, terrible and awesome in the same breath. The searing heat sent me scurrying back to the unfamiliar gelatin, hoping it would return me to the place I must now call home.
How wrong I was.
I write this now by the faint violet glow of the shimmering abomination. That obsidian monument to all my hopes and dreams. All I know is that I am underground. Perhaps this portal was here all along, perhaps it was created by some evil magicks of the Netherworld. This matters not to me.
Perhaps if I were to slay myself, I could be returned to the surface, as often happens in the strange place. I dare not return to the Nether for fear that my death there would have undesirable or permanent effects. I wonder what lay in the blackness surrounding me, that great Mystery. Maybe one way leads to a shaft deep enough that I might shatter my bones and return to the surface? That may be the only option left open to me.
Damn my curiosity.


