Liveblog of IGDA Presentation

Here we are at Giovanni! Remedy is sponsoring the space for tonight.

17:32 Right on time! Sonja opens the second IGDA Finland seminar with a few words of introductions. She stressed our grave need for feedback from you people, so please don't hesitate to mail us with your comments and/or suggestions! She also outlined the previous feedback.

17:37 Lasse takes on with his opening words. He briefed IGDA Finland's history and why we decided to keep these seminars.

17:40 Sumea time! Lassi Leppinen (head of tools dep.) & Kai Auvinen (art d.) takes the stage. * company info, history and track record

"Why do we need tools?" * tools streamline the development and production of mobile games, as there are hundreds of different phones to run them on * production times are really short with multiple projects at all times, so having a working toolset at all times is really valuable (no time to develop "on the fly") * thus, tools are made outside the game projects and are also ment to work with future projects, not just the game at hand * same tools are used in all DChoc studios (US, Spain, India, Finland) so documentation/overall quality must be good and updating them globally must be as easy as possible * all tools are Java based

Sumea Graphics tool "Da Vinci" * automating repetitive actions, like scaling and importing graphics/animation, so less programmer's time is "wasted" * more efficient graphics packing -> more visuals! * Past: photoshop -> export -> programmer import/timing -> testing -> tweaking * Present: Photoshop -> export to toolset(s) -> animation/whatever -> 1-button-export to the game -> testing -> tweaking * Exporting cycle (photoshop -> game) from +30 min to seconds! * Screenshot of the tool, you can't see it :( * Live demo of the workflow! Looking good, DChoc people sure are happy campers :)

Sumea tools team * two programmers and one tester * tools programmers handle everything from development of new tools to maintenance of old tools * tools tester handles everything else, like testing, filtering bug reports, documentation, training, support etc. * tools tester is really important and helpful for the artists, so they can approach him with all their troubles

Tools development in general * around 15% of programmers build tools only * it's really worth it to have people developing them full-time * having different backgrounds and skill sets in the tools team is helpful

Conclusion * with dedication comes quality * documentation and training is really important and should be scheduled * sometimes it's more efficient to make tools that fit multiple projects * better tools usually concludes to better games * just our approach, this is the DChock way to tools!

18:22 Questions Q: is Photoshop really the tool for mobile games as it's "hard" to integrate to other tools A: yes, as it is so versatile otherwise Q: specific question about the Da Vinci tool A: explanation Q: how does DChoc handle porting assets to multiple platforms A: manually, as there is no easy way

18:27 DChoc is done and Sami Vanhatalo (Remedy's lead technical artist) takes over! * our data projector is having a hard time with blacking out on us, but we'll get there... Eventually... (Optoma didn't earn my shares today!) * The Force is not with us today, we're switching to an older slideshow :( * focus is on Alan Wake's toolsets * outlining Alan Wake's idea and visual style * custom tools for this game only (they will be expandable in the future, tho) * tools are required to be very console friendly with no loading screens and very little limitations for gameplay/scripting * AW's huge scope requires efficient multi user editing * everyone contributes to tools development

External tools * Perforce * Visual Studio 2005 * 3DS Max 9 * Photoshop CS3 (and other Adobe products) * Vegas Audio * Apple Soundtrack * Araxis Merge * Office, Final Draft etc. * Intranet (Bugzilla, Confluence Wiki etc.)

Internal tools * World Editor (WED) * Builder - handing out game builds * Farm - distributed processing for any needs * Adama - manages asset dependencies * MaxEd - "interior creator" orginally created for Max Payne's * mocap studio

Middleware * Havok Physics and Animation * FMOD Sound System * Scaleform Gfx (Flash playback) * FaceFX * DirectX / Xbox 360 XDK * WED includes miscallaneous stuff like XTP * no open source code in the game, so it is more secure against anti-Microsoft abusers

Game structure * "everything that takes significant amount of memory should be made 'streamable'"

WED main features * WYSIWYG World Editor with very fast iteration * home built game editor, where all assets come together * supports complex stuff like multi-editing and a huge world * 2-5 people have been working on it for four years * niiiice screenshots of the beast itself

Biotypes * nickname for landscape texture, blending and surface definition * screenshots demonstrating the process of applying landscape objects based on biotypes on certain locations (ed. note: COOL!)

Questions Q: Hardware reqs? A: Lates stuff Q: Open source, aren't there any usable sollutions? A: Potential patent lawsuits are definitely not worth it, even Remedy has been affected by them in the past Q: How random are the biotypes? A: You can "encourage" the numbers to be what you like, but in the end it is more or less random (you can still place everything manually) Q: Is it randomed in-game? A: No, everything happens in WED

19:15 Show's over and we're heading out to the IGDA Finland montly meeting. Epic thanks to everyone involved!

Guide to Showroom - January 08 Presentation

Greetings everyone! As you already probably know we are having another presentation from the IGDA Finland Presentation series. This time we are having it in Papa Giovanni (WTC building) Showroom, central Helsinki. So here us a map to find your way in, there will also be signs posted to help people find their way in however.

See you there!

PS. It's right opposite of System Rock (Public Corner), so it should not be hard finding the building at least.

Map to Showroom

January 08 Gathering and Presentation

Hiho again! Santa is knocking on the door already but before xmas holidays and celebrations begin IGDA Finland wants to tell you something before you dig in to the ham and pudding. On January 8th, IGDA Finland will be organizing 2008's first IGDA Gathering, what a perfect chance to get that xmas ham or turkey out of your system! But wait... there is more. In January IGDA Finland is also organizing the second presentation in the IGDA Finland Presentations series!

*IGDA FINLAND PRESENTATIONS #2: TOOLS* Place: Papa Giovanni Showroom at WTC (opposite of System Rock/Public Corner) Time: Tuesday 8th January, 17.30

The second session focuses on Tools. Game industry is under constant evolution. Companies have grown and technologies improved which has made it necessary to evolve work processes and tools as well. Agile methods are widely in use but what else is there? What kind of tools the leading game developers use? How tools fit together with novel design processes and alterable teams? On January 8th, Kai Auvinen and Lassi Leppinen from Digital Chocolate (Sumea) and Sami Vanhatalo from Remedy will talk about Tools in mobile and console game development.

The session starts at 5.30pm and end at 7pm. After IGDA Finland Presentations it is pub night as usual! Welcome! The second IGDA Finland Presentations in association with Remedy will take place on January 8th 2008. This time the place is Papa Giovanni Showroom at WTC -- just opposite System Rock!

*IGDA FINLAND JANUARY GATHERING* Place: System Rock, Keskuskatu 4, 00100 Helsinki (map: http://igda.fi/?page_id=5) Time: Tuesday 8th January, doors open at 19.00

One afterword: w00t! Merriam-Webster's Word of '07: 'W00t'

December gathering - Finnish game developers rocked it out with Guitar Hero 3

The last gathering of the year drew in a nice crowd of 177 attendees total!In December gathering AMD provided drink tickets ensuring the mood was indeed very merry all night long.

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The other sponsor was Microsoft and they provided us with demostands, with which we hosted 2 game competitions, as well as the prizes for those competitions. Both demostands were popular but Guitar Hero 3 demostand even had people lining up to play from time to time so it was clearly the more popular one.

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With Guitar Hero 3 competition the winner was Esko Javanainen from Digital Chocolate, the other competition with Project Gotham Racing 4 game winner was also from Digital Chocolate! Rajeev Girdhar. Way to go Digital Chocolate!

For more photos from the gathering CLICK HERE

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This time there was also the regular SCORE group from Tampere attending the gathering, with even a bigger group this time. Nice to see them bringing in new people with them! The evening carried along well in overall, another successful sponsored event, good job everyone who were part of organizing it!

December gathering - Tuesday 11th

This years last IGDA Gathering is at hand!It's XMAS party time, IGDA Finland style!

This time AMD is sponsoring free drink tickets for everyone. Microsoft is also sponsoring a couple demostations with possibility to play games like Project Gotham Racing 4 & Guita Hero 3. With both of the games there will be some competitions going on!!

*IGDA FINLAND DECEMBER GATHERING* Place: System Rock, Keskuskatu 4, 00100 Helsinki (map: http://igda.fi/?page_id=5) Time: Tuesday 11th December, doors open at 19.00

Enough said, don't be a naughty elf, be a good one and come to party with us!