MDTDS 14 Minute Presentation

Just a few days before moving to Vietnam I gave a presentation about Multi-Directional Top-Down Shooters at the San Francisco chapter of the IGDA in our first “Pecha Kucha” style event.

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Goodbye San Francisco, Part 2

I’ve been in Saigon for nearly a month now, just moved into our new apartment Friday night. This is the first chance that I’ve had to sit down and follow up on my previous post: Goodbye San Francisco, Chao Saigon.  Before I report on anything new I need to recap the solutions or at least the state of the issues mentioned before.

  1. Paperwork/logistics
    1. Taxes — I ended up doing my taxes in both Turbo Tax Online and TaxAct. I wasn’t sure about TaxAct as I had always used an offline version of TurboTax in the past, but the numbers worked out just fine. TaxAct was significantly cheaper so I ended up filing with it.
    2. Procure necessary travel documents — this was way too hard and deserves its own post.
    3. Book airplane tickets — if you’re coming from SFO the best itinerary and price is with Cathay Pacific.
    4. Find a shipping company — I didn’t end up using a shipping company. Instead we brought six check in suit cases (each exactly 50 lbs, the maximum limit), three roll-ons (each at 50+ lbs, each well over the limit), three backpacks (way too large to be considered hand luggage), two strollers, and a car seat. I still wonder how we managed to make it here with all of these bags and only two able bodied adults to move them. Some social engineering was necessary to hack airline representatives along the way…In the end some of the items arrived a bit damaged (ironically everything in the double corrugated cardboard box was fine but some of the items in the hardshell roll-ons collapsed under the weight of 50 lbs of books). It was such a hassle getting through security with so many bags and a child, that I will more seriously consider shipping the next time I do a big move.
  2. Books — Green Apple Books in the Richmond district of San Francisco boasts “top dollar for quality used books in every subject area”. This is true, I brought about 200 books to them, they only took 20, but they payed me well for them. It would be nice if you could read their mind so that you don’t have to haul in stuff they’re not going to take. I put a few select books with inscription into storage, send some reference manuals to Vietnam in my luggage, and put the rest on Fulfillment by Amazon using their Easy Sell program. Thumbs up to Amazon so far. Here are the book that I brought with me:
    1. The Elements of Style by Strunk and White
    2. Hagakure by Yamamoto Tsunetomo translated by William Scott Wilson
    3. Tao Te Ching (the version I highlighted in Ziporyn’s class) translated by D.C. Lau
    4. The Holy Teaching of Vimalakirti translated by Robert A. F. Thurman
    5. The 4-Hour Work-week by Timothy Ferriss, with an inscription from my father
    6. The Sword & The Mind translated by Hiroaki Sato
    7. An Introduction to Zen Training by Omori Sogen
    8. Fudochi Shimmyo Roku by Takuan Soho, translated by Tenshin Tanouye
    9. Zen & Budo by Omori Sogen, translated by Tenshin Tanouye
    10. Tao of Jeet Kune Do by Bruce Lee
    11. Crucial Conversations given to me by my friend Marco to help me with my new management job
    12. Being and Ambiguity by Brook Ziporyn
    13. Real-Time Cameras by Haigh Hutchinson
    14. A few Haruki Murakami books leant to me by my friend Marco which I hadn’t read before leaving
    15. I would have brought a few Edward Tufte books and pamphlets that I was borrowing from David Sirlin but fortunately he left his hermit cave of game design to attend my farewell party 🙂
  3. CDs / DVDs / Vinyl — I sold all of my DVD’s to Amoeba Records, with the exception of my Ghibli collection. I was happy they took them all but I felt a bit raped by the price they gave me. This event left such an unpleasant aftertaste that I resolved to figure out Fulfillment by Amazon. If I had to do it over, 100% of my collection would have been packed up and shipped off to Amazon. Vinyl ended up in the capable hands of Dave Siska as I ran out of time to deal with anyone on Craigslist anymore.
  4. Electronics and Baby Gear — Ebay and Craigslist. I need to write a post dedicated to how sub-optimal selling things for less than $1000 on Craigslist is. Ebay is the way to go if you have time, which I did not. A lot of my stuff went into storage or was given away to friends. Some of my more sentimental gear did find new homes with paying customers but it was a slow trickel and responding to low ball emails or requests for additional pictures of a $5 item was a real distraction from the gargantuan task of packing.
  5. Game Consoles and Games — reference quality games took up half a large suitcase. The rest were sent to Fulfillment by Amazon. I did not ship any non-portable consoles since it turns out that Vietnam uses 240V electricity and all of my systems were only rated for 120v and power transformers seem unecological to me. Attempts to sell my like-new consoles on Craigslist was a complete disaster and they all ended up in storage, much to my chagrin. I will need to buy locally.
  6. Cloths — we brought a ton to Goodwill, and visited a few consignment stores to sell our nicer items, 95% of which was rejected. If you have the time it is worth brining your nicer items to more than one place since the buyers do have different tastes. The lesson learned is that if you want to sell cloths, they need to either be 6 months old or 30 years old. All in all it wasn’t worth the time it took for us.
  7. Sentimental Items — went into storage.
  8. Kitchen Items — most went into storage but we did bring our three most used pots and our three most used knives. Probably silly since you can get everything in Vietnam.
  9. Road Bicycle — no option was clearly the winner, I ended up putting it in storage.
  10. Going Away Party — it was the best ever. Phear Lotek.
Posted in Life | 2 Comments

Scranton Excalibur Interview

I was contacted by a student journalist from Scranton High School asking if I could answer some questions about working as a game designer:

1. How did you first became interested in video games?
I don’t know how I first became interested in video games, but if you mean working on video game or designing video games: I had ideas for video games from as early as 1st grade. I always assumed that I’d eventually make a game with my friends, though it never really occurred to me that it was something you could have a career in. It wasn’t until I attended my first GDC in 2003 that it became clear in my mind that I wanted to work in the video game industry. Before 2003 my background was in new media design and documentary film making.

2. What is it like working as game designer  from your experience?
There are different phases in game development and in that regard I think game design is an interesting profession. Also many people in game development work on a project basis; either contractually, or because they are laid off at the end of a production or they decide to move on to a project at another company. This can be a bad thing if you want stability but it is more interesting to experience many different projects and company cultures in my opinion.

3. How would you say game design has changed from when you first started out?
When I first started it was hard to imagine a small team affording the tools necessary for making commercially viable games. Now you can get started with a powerful tool like Unity for free. That’s the biggest  difference, the democratization of game development. The other change has been the industry landscape. I started in the PS2 era, then there was huge uncertainty as to what “next gen” would mean in terms of budgets and art pipelines. Now next gen has matured but it feels like all of the industry and venture capital focus is on mobile and web.

4. From your experience how was it like taking this major in college?
I did my undergraduate at a liberal arts university with a focus on film and television production. I later attended a graduate program with a focus on game art and design. The liberal arts education was vital for giving me a wide base of knowledge to draw from. The art school was helpful for developing domain specific knowledge. I wouldn’t recommend majoring in game design in university, unless the program involved lots of programming and you were trying to become what’s known as a technical game designer. Otherwise you’re better served in a program where you can learn a bit of math, a bit of literature, a bit of history, a bit of business, etc.

If you’re interested in becoming a game programmer a general CS degree is probably best but be sure to make games on the side, and if you want to be a game artist, learn to be a good artist but also learn some domain specific things like optimized texture maps and polycounts.

5. From my knowledge, I know being a game designer can be competitive, what would you have to say would be the most important part or detail to be aware of as a game designer?
Maybe the most useful attribute of a game designer is the ability to communicate clearly, using visual, spoken, and written communications, to all team members regardless of specialty. To do this, not only do you need to become a good communicator and a good designer, you also need to have some experience in or understanding of business, math, logic, art, animation, and scheduling.

6. When going into the gaming industry, what would be the be the best strategy in starting with a company even if you’ve just major in game design?
The best strategy is to have some finished games, playable prototypes, or visual prototypes on hand. That means you already need to be a game designer before you can find work as a game designer. Most companies don’t want to take the time to train you up — so it is up to you to prove that you already have what it takes. If you don’t have any of these prototypes then you’ll have to start as a QA tester unless you happen to luck out and find someone willing to take a chance on you. Programmers and artists are going to have an easier time getting work right out of school because 1) everyone seems to be in need of programmers all the time and 2) an artist has an easily assessed portfolio. Of course I’ve seen many bad artist portfolios and I’d never give them any work.

7. In your opinion , what would you have to say game designers today lack in when making games?
1) Knowledge of the process of making games — how to mitigate risk, find the fun, and tune/polish. The secret sauce to game development is in many cases handed down from master to disciple and it is hard to find masters to learn from.
2) Focus — too many people focus on the story without getting the basic gameplay loops done right.
3) Time — ten months is not enough time to develop an original movie tie in game that can match up to Call of Duty.

8. What would you say would be the most difficult part of being a game designer?
It is expected that you’ll have to fight hard to prove the validity of your ideas, that’s fine, but the most frustrating part of being a game designer is when you’re working at a studio that is too egalitarian; where an animator, artist, or programmer might not follow through on the direction because they personally disagree with it. Design by committee doesn’t normally work out too well. Game development should be more of a meritocracy to avoid mediocracy.

9. What would say makes a game good in such areas like the gameplay and the development?
A clear focus. My friend David Sirlin wrote an article about Subtractive Design which would be a good starting point. Furthermore, in action games, here are some things that make them good: responsive and intuitive controls, interesting yet somewhat predictable enemy behavior, and interesting setups (where the enemies are placed and events) in the level design.

10. What role do you think game design plays in society or the media?
Some think that games have the power to improve the ways in which we learn about complex systems, or on the job training, or elementary skills, and they can also be a vehicle for fostering communication. They’re probably right, but for me, I’m happy if I can help someone unwind after a hard day of work.

11. What would have to be your most memorable moment working as game designer?
There is no single moment but the project that was the most exciting to work on was an elaborate speculative pitch for Street Fighter IV.

12. From viewing your resume on your blog, I see you’ve worked with different companies throughout your career such as Sega Studio and Backbone Entertainment and work on  some major games like Iron Man 2 , Sega genesis collection and Super Puzzle Fighter II HD Remix; out of all of the games, what would you have to say would be the most hours you put in on ?
So far that would be The Spiderwick Chronicles — I put in a lot of extra time, not because I was forced to, but because I wanted to. The job was also a big step up for me in terms of responsibility and tasks and I needed to put in extra time to make up for my lack of experience.

13. What advice would you recommend for anyone majoring in game design in the future?
It doesn’t pay as well and it isn’t as fun as you assume. I keep trying to figure out different careers I could do that would pay better, like something in finance maybe, but I really enjoy making stuff and find it hard to imagine working in a non-design job outside of games. I would love to try my hand at other kinds of design though, transportation, architectural, fashion, etc.

Posted in Design, Game Dev | 3 Comments

Shit

This is bullshit

This is among my most painful experiences

This is unfair

I can’t believe this would happen to such wonderful people

He had his last breath yesterday, he was only three

To think that smart, energetic boy is gone, all of a sudden, it is too hard to imagine

He will be missed

I miss him and I barely knew him, who can even imagine the parents’ perspective?

If I did that sort of thing, if I believed in a god, I’d pray

But since I don’t, I just feel the pain rip through my body, infecting my being as tears roll out of my eyes

I look at my own son, just two, and wearing the boy’s hand me downs, and what else is there other than remorse, luck of the draw, hope, and sadness

Good luck little guy

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Goodbye San Francisco, Chao Saigon

I moved to San Francisco in 2003 to join the videogame industry. I’ve worked with a bunch of talented folks while here and the list of people whom I’m indebted to for sharing their knowledge and friendship with me is extensive.

But it is time to move on, on to Vietnam! If all goes well we’ll be out of our place in less than a month.

There’s a lot that needs to be done to make an international move like this — mainly get rid of most of our worldly possessions. I imagine that there will be some lessons learned or some helpful tips that I discover along the way and if there are I’ll try to share them here.

Likewise, if you have good ideas of where to sell things, please let me know in the comments below!

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Posted in Life, Travel | 2 Comments

Using Unity Asset Server on Amazon’s EC2

I recently set up Unity Asset Server (a version control repository server with a client built into Unity Pro) on Amazon’s EC2 — “a web service that provides resizable compute capacity in the cloud.” There were a few gotcha’s along the way so here’s a quick start guide for anyone else who wants to do the same. Most of what I cover here is also included in Amazon and Unity’s documentation but there are two “gotchas” that stumped me for a while which are solved in steps 7 and 9 below.

I decided to go with EC2 for a few reasons. First: you pay for your hourly usage (most other VPS will charge you a flat rate per month starting at around $20). Second: Amazon has pretty robust and flexible features that allow you to easily scale. Third: the first year is free for new customers, so there was no reason not to try it out.

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Posted in Game Dev, Tutorial, Unity | 25 Comments

I just received an email via the Apple Developer program promoting app development on their upcoming OS X Lion. I suppose it was inevitable that they’d eventually have a release named Lion, but I can’t help feeling that this release was made especially for me 🙂

 

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Keeping Your Connections Alive

Today I feel fantastic.

I used to be quite the socialite and quite the networker however, with the demands of work increasing and with the extra demands in my personal life due to being a father, I found myself meeting friends and networking less and less. And despite the growing presence of online social networks in my life I think it wouldn’t be a stretch to say that I’ve been living in a social desert.

My family spent Christmas and New Years in Manhattan and while there we made efforts to reconnect with friends, some of whom I haven’t seen in 10 years! This experience inspired me to take a more proactive role in keeping my personal connections alive by meeting face to face with friends. The great thing is that it is actually working! I’m inspired, motivated, and most of all socially fulfilled. We’ve had dinner parties at friends’ apartments, gone on trips to wine country, and I’ve even been able to sneak away to guys nights out and game industry networking events for the first time in what feels like a very long time.

This all came to a climax yesterday when I met a former Sega coworker for breakfast, a former Unity coworker for Lunch, an afternoon working session at the Retronyms, and then a networking event for game industry entrepreneurs in the evening where I bumped into a ton of old friends, some of whom I haven’t seen since 2007! It is a kind of high that just doesn’t happen for me through online interactions.

So, the moral of the story is: just like you need to carve out time in your life for physical exercise and meditation, you also need to MAKE the time to be with friends, family, and peers — it is part of the equation that makes life worth living. The other moral is: your friends’ lives have also become more demanding and — like you — they’re waiting for an invitation to do something. When both parties take a passive approach there will be no motion, so don’t wait; it is up to YOU to be the catalyst.

Posted in Philosophy | 2 Comments

3D Modeling and Animation on OS X

I have the hankering to prototype some game ideas in Unity. Rather than just use cubes I want to have the ability to create some proxy art that is a bit more representative. My historic 3D app of choice is 3D Studio Max, but since I only run OS X at home these days, that’s not an option. So I decided to spend a couple of evenings investigating a bunch of options for creating 3D art on OS X. The base level of proficiency I wanted to get to in each was the ability to navigate the UI and 3D view, create a primitive object like a cylinder, adjust the number of segments, select and manipulate faces, edges, and vertices, perform edge loop selections, ring selections, convert a face selection to vertices, perform extrude, lathe, subdivision, split, and slide operations – all the essential tasks that are done again and again when modeling. In some cases I also explored the UV layout, texture painting, and animation views.

The tools I evaluated were:

Wings 3D 1.2
Price: Free, Open Source
Pros: A bare bones sub division poly modeler
Cons: no bones/skinning, no automatic Unity import of native files
Silo 2.2
Price: $100, $150
Pros: Elegant, full featured modeler
Cons: No bones/skinning, no FBX export (though OBJ seems to work fine), no automatic Unity import of native files
Modo 401
Price: $1000
Pros: Great modeling workflow, direct painting
Cons: No bones/skinning yet, no automatic Unity import of native files
Cheetah3D 5.5
Price: $100
Pros: almost full featured, automatic Unity import of native files
Cons: some features like direct model painting are pretty bare bones
Cinema 4D R12
Price: $1000, $3700
Pros: Full featured, relatively simple Interface, automatic Unity import of native files
Cons: Full version is expensive
Blender 2.54
Price: Free, Open Source
Pros:  Full featured, automatic Unity import of native files
Cons: non-standard UI
Maya 2011
Price: $3500
Pros: Industry Standard, full featured, automatic Unity import of native files
Cons: Expensive, Worst UI

Conclusion:

Guess what? They’re all pretty good!

Wings 3D relies on a context sensitive right mouse click menu and hotkeys. Very efficient; there’s no visual clutter — not even a gimbal — in this minimal application. Unfortunately it is too bare bones to be useful for most people and the development of the tool doesn’t seem to have progressed much in the past five years.

Silo and Modo seem to have the most modern and productive modeling tools. I was super impressed with both of them but with no support for rigging or animation, and no automatic Unity import of native files, you will need to include a more full featured application in your pipeline. I think it is pretty likely that bones will be added to Modo very soon, and native Unity asset import doesn’t seem too far fetched for Modo either (there is already a script that lets you quickly export to FBX). I’d like to revisit Modo after the next version. As for Silo, I’m tempted to buy a copy in the near term.

I’ve had Blender installed on my hard drive for years. I kept opening it, getting really confused, and running away. This is pretty much everyone’s experience with Blender. You see, Blender has a non-standard UI. When I say non-standard, I don’t even mean that it doesn’t look like Max or Maya, I mean, the menu bars are at the bottom of the windows and split amongst a few of them at that. It doesn’t help that blender workflow relies heavily on keyboard shortcuts, many of which are bound to the numpad which is not something that laptop nomads tend to have. Despite this, there are people who swear by Blender, so I decided to finally roll up my sleeves and dig in. I found one of the few tutorial that talks about the new UI in 2.5x and finally had an “ah ha” breakthrough when I figured out that everything is upside down.

All in all, I think that Blender is incredibly powerful and complete, especially for the price. I’m really tempted to invest more time in Blender, but I’ll have to wait until Blender 2.5x is out of Beta as automatic Unity asset importing is currently broken.

Despite the craziness of Blender, Maya actually has the worst UI of all. It is insanely cluttered. It is, however, an industry standard and heavily taught in animation and game development schools, so people are used to it and will probably think my comments about its UI are unfounded. Being an industry standard, especially among animators, is not insignificant and makes Maya a tempting choice, but not for a hobbyist at its price point.

Cinema 4D had the nicest UI of all the full featured tools. The base version is probably worth the $1000 price tag, but it’s overkill for what I need right now and there is also an asset  import incompatibility between the latest version of C4D and the latest version of Unity. A patch already exists which fixes this however.

Cheetah has the most approachable UI for novices, very standard UI both in terms of applications in general and 3D tools specifically. It almost feels like a well executed parody of standard 3D apps from the 90’s. This is the only tool that I evaluated that is OS X only. I ended up buying a copy and think that I’ll be using this program for the time being.

* UPDATE – 2-22-2011: With the release of Unity 3.2, the Blender and Cinema 4D’s native file import pipelines have been fixed and native file support has been extended to Modo.

Posted in Game Dev, Reviews, Tools, Unity | 4 Comments

Develop: Unity Focus

Over the past year I wrote a monthly column for Develop, a game industry rag out of the UK. The column was entitled Unity Focus and it took a different format each month, depending on what I though was interesting at the time. I present the collection here in PDF format for your viewing pleasure:

Develop 099 Unity Focus — Inside the Unity Web Player

Develop 100 Unity Focus — Unity Free-For-All

Develop 101 Unity Focus — 2009: The Year of Unity

Develop 102 Unity Focus — Finding Success on the iPhone

Develop 103 Unity Focus — Author Once, Deploy Anywhere

Develop 104 Unity Focus — A Preview of Unity 3

Develop 105 Unity Focus — Getting There First: Unity’s Zero-Day iPad Support

Develop 106 Unity Focus — Unity Content Helps Launch SteamPlay

Develop 107 Unity Focus — Making the Switch to the Web

Develop 108 Unity Focus — Unity 3: What are Its Developers Most Proud Of?

Develop 109 Unity Focus — Using Unity to Create Premium Social Games

Posted in Articles, Game Dev, Tools, Unity | Leave a comment