Tuesday, May 25, 2010

The ZGXP (Part 3 - A Busy Weekend)

The internship at ZeeGee Games has been going well. My team sent off a preview of our ZeeGee Reader iPhone app to the client last Friday and got a lot of positive feedback about that, so that's cool. We got new art assets from the client at 5:00 Friday to incorporate. Normally this wouldn't have been a problem, but we had planned to close up shop at 5:30, an hour and a half early, on Friday. It was a longtime employee's last day and we had a party planned to see him. Max, our Producer, had left earlier that afternoon for a conference, so I was holding the reigns. I checked in with Dustin Clingman, our CEO, to apprise him of the situation. Putting the assets in would require myself and the project's artist and programmer to stay later than we had intended, but not putting them in would be noticeable to the client testing the app all weekend. Dustin left the decision to me. I chose to put the assets in, which ended up making us about 45 minutes late to the party.

Immediately after the party, I headed back to ZeeGee's office where we were hosting the Orlando game jam for the Healthy Games Challenge. Got the team together Friday night and worked until Sunday evening on a game. Once again, a lack of solid programmers kind of hurt our game, but I do enjoy the game jams I've participated in. They're definitely good learning experiences. Lessons learned at game jams:
  • Severely limit your scope when your time is severely limited.
  • Planning is important: If you're starting development on Friday for a weekend game jam, you're probably going to be in trouble come Sunday.
  • Clear organization of assets and team member roles saves a lot of time, especially when crunch happens Sunday afternoon.
  • Early on, the entire team should be involved in design so everyone has a chance for input and a clue on what direction the they are heading.
  • Design docs are damn near worthless if they aren't clearly communicated to everyone on the team. As soon as a design doc is written it should be shared with the team so they have a single point of design reference.
  • Rapid prototyping is very helpful in creating a clear design goal and motivating the team.
  • Team conflicts need to be addressed early and resolved quickly before they slow the team down.
  • Need moar programmarz!!1! I'm beginning to think programmers avoid game jams because if they wanted to make a game in a weekend, they'd sit down and do it. I shall resort to bribing and/or kidnapping programmers next time...

Really, they're all pretty basic producer concepts, but in the hustle and bustle of game jams, these golden rules tend to get forgotten. Game jams are a good opportunity to spend a weekend learning these lessons instead of four years and millions of dollars. That's been my main takeaway from the game jams. Both games I've worked on definitely have potential, but are sort of stuck in development limbo. The experience and lessons learned are more useful to me right now.

I think that's about all I've got for now. My ZeeGee Reader project will be in the Apple Store approval process by the end of the week, so I'll have my name in the credits of something you can buy in the next 6-8 weeks. And that'll be cool. Also, I'll have a critique on Red Dead Redemption up this week. And that'll be cool too.

Monday, May 17, 2010

The ZeeGee Experience (Pt. 2 - Settling In)

I've survived two weeks of my production internship at ZeeGee Games, and things are going pretty smoothly. I've got two projects on my plate currently. While I was initially a bit disappointed they aren't game projects, I've gotten a chance to familiarize myself with them and am really excited about their potential.

The one I've been more heavily involved with, and one I feel like discussing this week, is a new IP (that is, a comic) for the ZeeGee Reader iPhone app, which is an interactive comic book reader. We've been working on some upgrades to the Reader software and reskinning the app to tie it more closely to the theme of the new IP. The team is comprised of just a lone programmer and an art intern from UCF that started on Wednesday last week. Luckily, they're both rockstars, which makes my job much easier. I just let them know what needs to get done each day, and they make it happen. I know just enough about both programming and art to be suitably awed, and perhaps a little frightened, by the arcane arts these two practice. I should be able to talk more about the Reader project within the next month or so I believe, but again, I'm so focused on the day-to-day I haven't remembered the long term details.

I came in at an interesting time on this project; although a lot of the foundational tech was already created with previous comics for the Reader, the upgrades and new IP have made this seem like a whole new project. I had the opportunity to create the sprint tracking spreadsheet for the project and I've been e-mailing the client regularly to request art assets or copy. While the some of the actual tasks I'm doing are somewhat dull, I do enjoy the unpredictability of everything. It's all about the barely controlled chaos. I go in each morning having an idea of what I'm going to be doing that day, but then find we got some new assets or new requests from the client and my plan goes out the window. Which is a lot of fun, really.

I've felt fortunate too that everyone at ZeeGee has been so helpful and cooperative. Chris (Oltyan, Director of Product Development) and Max (Voelker, Producer) have been great. Their advice, constructive criticism, and praise have all been invaluable in making the adaptation to the job as painless as possible. ZeeGee has got a pretty awesome corporate culture all around, and I really appreciate the fact that everyone's input during meetings is welcomed and valued.

Anyway, that's all I got for now. One final piece of advice: Remember that you can't spell "assets" without first typing "ass," and you'll find an unexpected source of amusement all day long.

Monday, May 10, 2010

The ZeeGee Experience (Pt. 1 - The Rookie)

I'm a week into the production internship at ZeeGee Games, and I think I'm starting to get a grasp of what's going on. Actually, perhaps that's putting it a bit strong... I'm starting to get to the point where I can maintain tenuous holds on vague notions of what's going on. This is, however, a vast improvement from last week. In fact, most of what I learned last week was that I didn't know much of anything about what I was doing. I probably should have seen this coming, but I was, in reality, wholly unprepared for this realization.

The production internship at ZeeGee is not, I repeat, not, like Full Sail's Final Project.
This seems like a remarkably obvious statement, and, really, it is. It still seemed a jarring transition to me. I believe this is because Full Sail spent seven months preparing us for Final Project. I was prepared for Final Project. My classmates and I were ready for Final Project because we'd been made ready for it. Our instructors laid out teamwork and managerial and production techniques that would serve us well for Final Project. They had us make plans; oh God, the planning. We had the five month Final Project planned almost to the day. Our instructors discussed the processes, the team members, the External Producers. They warned us of repeated pitfalls, recommended new ways of thinking, instructed us to challenge the status quo. They really got us excited for Final Project.

When I got to ZeeGee, I'd say, oh, about 85% of that went out the window. Right out. The production methodologies are waaay more Agile than anything we'd encountered. When we ask about things like a PMP or a Cap Plan, they laugh at us. The entire staff of ZeeGee games is smaller than some Final Project teams; they don't often have the need or the time for that much planning, especially in the middle of a project. We were warned by our instructors at Full Sail that Final Project isn't like the real world, not by a long shot, and this was the real world.

This hit me like a bucket of ice cold spaghetti (water's so cliché) on Tuesday night. Most definitely. I like to consider myself a pretty calm, confident, and collected individual, especially when it comes to making video games, but I was on the verge of panic. I knew what I was doing for the next five months if I had done Final Project; I didn't (and don't, really) know what I'm doing next week at ZeeGee.

Once I'd realized I had some serious concerns with the situation, I could address them better. I talked some things over with Max, our producer, on Wednesday, and he assured me that there was a plan for the interns. We were not going to be getting coffee. We would be running meetings and tracking hours. He assured me our workload would ramp up very quickly, and oh, by the way, he'd be out of town Thursday afternoon and Friday.

They were rather light work days, but it was obviously time to step up. Flying solo went... fairly well, in my opinion. I had one project go better than expected, and my other has run into some unexpected obstacles that have yet to be fully resolved. Such is the life of a producer, I suppose. More importantly, it was definitely helpful in the confidence department, and I'm pretty sure that was the intended consequence. The broad strokes of our education still apply: teamwork, team management, time management, project tracking, quality assurance, it's all still useful, just in a more general form.

The internship will be much different from what I had expected, mainly because I went into it with incomplete knowledge and few preconceptions, but I'm learning to enjoy the thrill of the unknown after spending the past seven months compulsively erasing unknowns. This change in outlook may be among the most important things I take from this experience. Or maybe not. Who knows? I sure don't have a clue yet....

The ZeeGee Experience (Introduction)

I started my new job as Production Intern at ZeeGee Games last week. This opportunity was offered to me as a replacement to the standard Full Sail Final Project experience. Full Sail has asked I track my daily hours and tasks during the internship. I've also been asked to blog about my experiences.

An hours log seems a pretty straightforward affair, but I feel the blog is an interesting opportunity. My only requirement is that I blog once a week and, of course, not break my NDA.

I've purposefully chosen to keep these required posts on my personal, gaming-related blog. After all, this internship does affect me personally and it is within the gaming industry. I could sit down and just write up a list of production techniques and managerial tools I've used at ZeeGee, but that's a report: that's what my hours log is for. Of course everything I'm learning professionally is also important, but if I'm going to blog, I feel like I should add the personal side to it as well.

I can be informative, sure. I can do my job and file my reports. That's the easy part. What it boils down to, really though, is that I can't talk about having a job in the gaming industry without being excited. Or optimistic. Or occasionally being anxious. Or, yes, even temporarily disappointed. I really can't talk about having a job in the gaming industry without being passionate about it. If I'm going to write about this experiment honestly, I think my personal views play an important role as well.

So! I'll let you know what I'm doing and what I'm thinking for the next five months. I'm going to have a great time doing it. I hope you'll enjoy hearing about it.

Tuesday, May 4, 2010

Lack of Player Control in The Path, Braid, and Judith

I've noticed a similar mechanic pop up in several art games I've played recently. The games include Judith, The Path, and Braid, and the mechanic is wresting control of the player character from the player a certain points in the game. This is generally done to push the player towards a horrifying realization or situation they would probably rather avoid.

I'll try to keep this as spoiler free as possible, but here's the deal: the mechanic I'm discussing generally doesn't manifest until the end of these games. So, you might want to play them a bit first. Judith is a free download and takes about 30 minutes to play through. It's not a big investment, so I strongly recommend playing it. The Path is $10 on Steam. And... well, I'd like to discuss it. You can read what I have to say and decide for yourself if that warrants spending $10 to investigate further. It's definitely not for everyone, so I can't recommend it unequivocally. This leaves us with Braid, and, come on. That's the ONE art game that just about everyone has played. If you haven't, however, I recommend playing even if the "artsy" side of it has been spoiled. Buy it, play it, and keep reading. No spoiler alerts on Braid, because you should already know the twist.

First off, let's start with Judith. I was first made aware of Judith during an art game panel at GDC. Jason Rohrer was discussing the game, and its use of this specific mechanic of taking control from the player. The story begins with illicit lovers Jeff and Emily meeting at an abandoned mansion for a romantic tryst. Upon entering the mansion, Emily immediately becomes lost, and the player as Jeff must
search for her. The game soon changes, however, and the player takes on the role of Judith, a woman who previously lived in the mansion. The player controls Judith in the past, and explores the mansion through her eyes. The player soon finds Judith's husband has been hiding terrible secrets in hidden passageways within the mansion.

The game's website states "Judith is a game about control." This becomes apparent when certain sequences where the player is playing as Judith are taken over by the computer and Judith moves automatically without any player input. Without giving away too much of the story, Judith in the past and Jeff in the present progress through the many locked rooms and uncover all the dark secrets of Judith's husband. However, Judith begins to do much of this without the player's input. She is compelled to know more about the man she married, even if the player has lost the nerve to continue forth. This leads to a disconnect between the player and their avatar, Judith. By the end, I felt Judith's husband was more sympathetic than she was. Her husband practically begged her not to continue, but, like the player, was powerless to stop her.

The Path is an art game inspired by the darker versions of the Red Riding Hood fairy tale. The player is given the simple task of guiding one of six sisters down a forest path to their grandmother's house. Should the player stray from the path, they run the risk of running into wolves in different guises.

If Judith is a game about control, The Path is a game about death, temptation, and the loss of innocence. The player controls the girls as they travel to their grandmother's house, but upon reaching the house, control is taken from the player. The only input the player can make is to move the girl forward a single step; this action is performed by making any key input. The interior of the home is a strange, nightmarish landscape the girls must traverse in order to reach their grandmother if they followed the path, or a more gruesome end if they met their wolf on their journey. Regardless of how the girls got there, the house's interior is a frightening place, and the player is apprehensive about hitting a key to move forward at times. Other times, the environment is so oppressive, the player may sprint through sections, even though it carries them closer to their final destination. Still, as in Judith, the player would rather not be in that situation to begin with, and no matter how you do it, the only option is to move forward.

Braid is a bit more interesting. It's a platformer, but there are time control mechanics in play as well. For instance, player's character, Tim cannot die. The player can rewind time at any point in the game. The game is ostensibly about Tim's quest to save The Princess. There are, however, many layers of meaning once the entire story of Braid is uncovered. At its core, the game is not so much about lost love, but obsession.

The mechanic I've been discussing doesn't show up in Braid until the very end of the game. The player has finally reached The Princess, and she is show escaping from the monster Tim's been trying to rescue her from. Tim runs through a series of doors opened by The Princess running above him. Tim eventually reaches The Princess's castle.

Upon reaching this point, however, the player's controls are locked. He cannot move normally. Instead, he can only use the time-reversing function. When the previous sequence of the Tim reaching The Princess is reversed, it becomes apparent he was not saving The Princess, but chasing her. She was not opening doors to save Tim, she was trying to block his progress. She was not running from a monster, she was running from Tim and saved by the "monster." Tim has been an unreliable narrator throughout the game, and the player has been his accomplice. This is particularly interesting because this does not occur to the player until the last sequence of the game, the point where they lose control over Tim's actions. While it is fairly apparent that things are not going to end well for the player characters in Judith and The Path, this revelation slowly dawns on the player as they are replaying the uncontrolled sequence. This seems to heighten the regret the player feels in Braid: The player had little way of knowing they were doing anything wrong.

These examples are just a few ways this could be used in games. This mechanic could be used to create a sense of powerlessness or remorse in the player if used effectively.