Spectrofon #19
31 марта 1996 |
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Warm greetings - "A team of your dreams" about how "in an adult" are computer games.
Today we have again a guest e-magazine "PC-REVIEW". At this time it will focus on how to create a team to production of game software, who are part of the team, as better to pick up people, etc. We think that sinkleristam and it will be interesting to read the following articles. Of course, some points reflected in it, relate exclusively to the major software vendors, who invest millions of dollars in develop a single game, but overall the place for sinkleristov perhaps also relevant, as for all other ... (C) Sergey Simonovic, 1996 DREAM TEAM Computer games make real people. Once one person could write a terrific game from start to finish and immortalize his name. Today, alas, is not so. Today the game (at least commercially successful) at-alone are not written, now over the entire work team. And now, dear readers of these lines, Confess frankly, who among you would not dream to work in a team? Probably many. So why did it get here? Do not take? Do not need? So no need to create a team themselves. Do not know where to start? And here's what we You and tell you. Let's imagine a "perfect" team. It's a few people, producing per annum from 1 to 3 programs and working in 6 a 24 (twenty-four hours, then six o'clock sleep, etc.) a week. Neither of which wages it is not goes and can not go, because that to get something, you must have something to sell, and to sell something, be it something to do with their hands. The main products power of such a team include coffee and Pepsi-Cola with breadcrumbs (the first stage) and sandwiches, and when it will succeed. No salary and no benefits to persuade people to work in this mode is impossible, so the team is very soon will be only dedicated and love with business men, namely, such and need for an "ideal" team. Here are some of them and formed the first four, which will become the backbone of a powerful company. Subsequently, the firm may be twenty and fifty and two hundred, but the very first four will remain the core of all case. And when something is broken in the coordinated work of the kernel and some of it leaves, it must affect the quality of programs produced by this company (Though not always for the worse). Here on the work of the main four, we and stopped. This is a game designer, producer, lead programmer and chief designer. Inscrutable are the ways ideas. Everything starts with an idea. Someone at some point makes the sign of an idea to make the game on such a topic in which to so-and something else. Typically, the ideas come in four ways: two ways to go "inside" and two ways - "outside". The first way: the idea is born in my head game designer. The results of such projects usually give us the most-best games. Designer - is the man who must bear the idea to the state in which it can be realized in the form of finished program, and he, like all other people much nicer to do it with my own idea, rather than with a stranger. That is the way born Civilization, Master of Orion, Doom and Wing Commander. Examples can result in hundreds, but the most successful Games were held in this way. The second way - with the idea of coming producer. "So so" - he says. - "Our Russian Tycoon enjoys great popularity in its third year. Buy it and will buy, but in that time has changed many requirements for the design of games. Today, all who are not lazy, released games a full schedule SVGA. So I think that even old program and provides income to sell it impractical. It indirectly causes damage to the reputation of the firm. We need exactly the same game, but the new GUI. We call it the "Russian Tycoon de Luxe". Ask approve the budget for the project ... " This is the normal working version. Producer - one of the most important people in the team. Go to a meeting with new projects - One of his duties, keep a hand on Market Pulse - too, and now on the market full of games, it was initialized producers. Typically, this is the most games in the extension of something. If someone of our readers remember, the two years ago, we brought in a PC-Review interview with Sid Meier, which he admitted in a special dislike to the company Microprose all kinds of extensions. From an organizational standpoint, this means that in his company's game designers much more producers, which is not surprising, because designers of such a class myself as Sid Meyer - a rarity. He brings Rail Road Tycoon, Civilization, Colonization, etc. Third way - the idea comes reseyler (one of the ultimate salesmen production): "Today has unexpectedly grown Sales of games with fist massacre, why could not you make a program that was as Wing Commander, but which will have the opportunity of taking a spaceship Ratslayer boarded after which pilots are fighting one on one without weapons, only with hands and feet. " All the major publishing companies must follow the tastes and predilections of the public. They carefully evaluated the information "from their seats," watching the debate in computer networks, and when orders are handed out to small firms programmer, be sure to take into account the trends of fashion. Yes You yourself, dear reader, you can catch these developments and trends. And because for every trend is some material cause. For example, the 1993rd year could would be a year of role-playing games - then was surge of interest in this genre. The reason - that it was last year when More were produced something that can work on the 282nd and 382nd weak machines, and RPG, probably one of the best achievements for the technology of that generation. 1994th year was marked by a broad offensive space "letalok and games Class 3D-Action. The reason - a massive shift in the 482nd technology, allowing developers to start implementing the most ambitious projects. 1995th - the year of enhanced penetration arcade combat. The reason - the beginning the process of mass "transfer" of arcade games with videopristavok and arcade at IBM PC, since now the IBM PC platform became powerful enough for such purposes for graphic and sound media. Our forecast is that in 1996, this process will continue, and the year will be held under flag avtogonochnyh a wide variety of programs. Path Four: A letter from passionate fan of games, which says something like: "I thought the idea of this game, which has never and nowhere else was not. This game will make your company famous throughout the world. And to me the idea of personal not necessary. If you want, I'll give it to you. Email me if my proposal will interest you ... " Such letters and suggestions coming in all computer companies of the world in hundreds, but we with deep regret to inform you that sent them to the Trash. This is the most a hopeless way to move ideas. Once upon a time, five or six years ago, when computers were weak and realize that it may be little that, firms Conversely hunted for valuable ideas. They organized competitions, eagerly read letters from consumers who responded even for vague hints. Today, those days are gone. In any decent teams in line for implementation worth five times more promising projects than it can afford to release a year, and today the company is not only not looking for ideas on the side, but on the contrary, in many cases they have them running at breakneck speed. They are not allowed on the threshold of human come up with the idea, and disrupt phone conversation after a few words. May be, it sounds unpleasant, but it is so. Do not be offended if you are somehow hurt, but we need to know the causes of this phenomenon ... Over the many years of work in firms pumped hundreds of thousands of ideas. Ideas flit from person to person, from desk to desk. Once these ideas were unenforceable and remained rosy dreams, but gradually with development of computing power they open and available. And there a high probability that the random people who came from the street with his idea, fall into one of these long-debated concepts were waiting in the wings. If he even touches her passing, it will close. Particularly afraid of the firm, that someone will come and tell them the concept of those things it is already working or planning to work. In this situation, firms are "Guilty without guilt," since such a "well-wisher" and if you can not apply for them court for "stealing his ideas, then at least give them such a scandal in the network conferences, from which will not be easy wash: "I invited them to the original idea, do not ask for it, and they shoved I was out the door. A year later I can see how they used my best thoughts in your program. This is not the company, and gathering crooks! .. " There is a method of unfair competition when you need to advance the year before finals, learn, over which the idea of working competitor. This is usually done in espionage. After that, from a private person should send him to outline the development of over which he long ago by the sweat of working. Many people panicked in such cases, all abandoned. The strongest and most persistent advocates are beginning to prepare in advance so that they began gather factual evidence and materials for a possible court hearing. A prove its right for an idea oh how difficult, even if you have a very large firm. Especially because in the West, in contrast to Russia, the courts are often willing to stand up for rights of the little man "the street" in the face of capitalist sharks. Often, to avoid scandal, lawyers even completely honest team recommends better pay off than wag a good company name in the press. That this is the case today with the ideas. A prestigious company and their lack of ideas and reputation risk to seek other people's ideas on competitions, or in some otherwise no one no longer dares. True, there are no rules without exceptions. There are trips to hunt for ideas somewhere in the wild edge, such as ... Russia. We do not know as it is today, a few years ago, such emissaries to us out of town on a regular basis, and about the competitions for the best idea we have not heard many times. Maybe they heard you, dear readers. Is not it? But on West, such contests are no longer happens. Why would it? Number one - a game designer. So, on the board of directors of the company decided to begin work on the project "X". The first person who takes it in the elaboration - This is a game designer. This is the most interesting work, which only can think of. If You think that the designer is engaged in artistic design, it made a mistake. Design - not the question. This will artist. Vzhivshis in the idea, the designer must imagine a game entirely. At this stage it is not concerned with issues related to programming. He did not now think about the code. He just represents the game head the way he wants to see her. From the Russian language better translation of the term "game designer" would be the word "designer." He is "designing" future game. They usually have a good designer to develop a project takes 2-4 weeks. These days he was locked and no one takes or goes on vacation. At the exit, he gives a hundred pages of paper covered with writing an ordinary pencil or pen. Here you can find everything about future games, but software code, graphics and music. It's like a game description words normal human language. The first document that lets the designer - is the structure of the game. It painted the entire menu structure, when and how available to the user. The second document - the data structure. She must be consistent with the structure program. The third document - a system of rules. That can do and what - you can not. When the Pawn can become a queen, and when - no. Who is stronger - the weak or strong legion fortified Phalanx? What should happen if the fighter landing gear at a speed of 800 km / h? Etc. etc. In general, a system of rules must be finalized utryasena before start programming. The fourth document - the description of the decision-making mechanism. Roughly speaking - it is what guided the program when meet you in your move. No matter what it is - Adventyura or aviaimitator. Always every game must somehow react to your actions. This mechanism must must be consistent with the structure of the program (when it happens to appeal) and data structure (that stays). In principle, at this stage, the designer can not slip anything, even though roughly to develop decision-making mechanism. This will be done much later. But provide such a unit as "a black box he has to, because that will be here Then set point adjustment, by which then the game will be made "Playable" (neither easy nor difficult, nor fast or slow, in general, balanced). Fifth document - the interface specification. It is not necessary to draw, it will make an artist, but to describe what should be on the screen in a particular game mode, which opens one or another menu option, as is management game that remains hidden to the user and for how long - that's objective of this document. There should be lists and describes the words of all the interface screens. Sixth document - specification screens. Starting from the title and ending with the final, describes all the screens. If adventyurnaya game, most of the screens will be linked with the scenario of the game (image locations, which you may receive a hero). If this aviaimitator, then there is a conventional screen: the scene briefing, the scene of the launch, view of the dashboard, the scene of landing, debriefing, demonstration of an explosion if dropped, etc. In Overall, this is a list of screens that can be prepared for any game of any genre. Work the game designer is probably the most important. According to its complexity contribution to the game are often less than 1 percent of the total labor input, but in the future success or the failure of his share of games at least a third. This people spend a penny and do not spend anything more valuable than plain paper, but if successful could bring millions, and not rubles and dollars. To thoroughly "lick" the project, the designer will spend more days, maybe weeks. But if he does everything really well, then programmers will save many, many months of work. Designer as "decompose" the entire project on the shelves that programmers can easily parallelize the work in advance to schedule future docking point code of one programmers the one with the other, and thus avoid trudnoispravimyh errors and ensure ease of debugging. If a month after the program in it are "beetle", then blame the programmer, but if it all starts to crumble in difficult situations are found dozens of mistakes, it's a designer's mistakes. And emergency remedial you can only hurt the cause. A terrible scandal shook the summer of 1995 all world, and we have already mentioned in PC-Review N17 on how was falling apart in front of tens of thousands of customers a long-awaited program Frontier: First Encounters. Is it easy to be a game designer? Be just as well be - no. First, the game designer should be a very erudite man. It must have the breadth of views on a variety of Science, art and literature. He has a lot to read, as an artistic and popular scientific literature. He has a lot to play computer games, and must love them well. Not so that I love Wing Commander, and the rest - not for me. He must love and to understand everything. He must feel that What a game, an achievement that has been done the first time, and that - Loop location, filling the disc due to the lack of ideas for excess of Finance. He should not play only in computer games, but in all sorts of other - desktop, arcade, electronic, role, etc. etc. When designing games and adventyurnyh RPG highly desirable that a game designer and scriptwriter would have been one and the same person. This gives the best results. It is desirable that a game designer would have a good artistic taste. This not necessarily have anyone to replace him, but desirable in principle. But the game designer must be excellent programmers with several years of practical work, although he himself programming is not necessary. Just his experience and understanding of the programmer features of the algorithmic structure will help it expand next project so that programmers will save months of work and will work with a minimum of algorithmic errors. How can become a game designer? Apparently come to a running team and say: "I want you to work the game designers, agree on minimum wage '- impossible. There is only one way. If you feel that you have everything for this job is, then create yourself a team. If your friends will believe in your abilities (and they know them), then you will be the who want to become - if not, then you do not assemble a team, and finished firm you for this position are unlikely to accept. Then there will be only to increase gradually from a beta tester for the programmer and beyond. All the most famous designers to create his own company and now hold them managerial positions, while remaining designers of games and in part-time programmers. This Sid Meier (Microprose), Roberta Williams (Sierra on Line), John Romero (iD Software), David Breben (Frontier Development), Steve Leopard (SimTex), Van Kanegm (New World Computing) and many others Examples can be brought by the hundreds. So become a game designer at the same time both simple and complex. For this you need "from scratch" to do themselves. Number two - producer. This is a very important figure in the team, from It depends on the success and prosperity of the whole company. If by game designer will depend on whether a good game, it depends on the producer, whether it will do, and if released, would give there some kind of income that would work on new projects in the future. On the role of producer is often forgotten or generally not aware of it, because team of two or three people had no place. But if the number of fighters in the team closer to ten, to work without a producer - is like playing the fifth concert of Tchaikovsky, without a conductor. So, we settled on the fact that the council has decided to start developing games game designer returned from a month "vacation" and brought with him the finished project a future program. Now she goes to the producer. After reading the draft, he reported on the council: - This work will cost 150 000 dollars and will require three artists and three programmers. - How long does it take? - It's a question for the lead programmer. - And will there be animated inserts? - Another 50 thousand dollars plus two artists, and they will be. - A video sequence? - Yes, for fifteen minutes at 100 thousand, or 30 minutes one hundred and fifty. - A live actor's speech? - Yes, but you need more sound, plus assistant sound engineer, plus six hundred thousand dollars. And I need an assistant producer to work with actors. - We do not have the equipment to record the actors. - I have in mind a few recording studios. - What are the possible assessment of the volume sales for each of the options? - Here they are. - And what would like to see reseylery? - Data collected, analyzed and attached. - A known whether the position of the closest competitors? - Exactly. - But we have so many artists. - I have a file on a few dozen people working at home, they all tested in similar projects and will work, lying down in our time. ................... So begins the work of a producer. From this dialog you must have realized that This person is responsible for everything. His work begins from the moment when the Project allocated money. How much allocate the money depend on the financial position of the firm, but how would he get, producer must do everything to make the program released just in time. Modern computer game - a product of collective creation, but is responsible for its release, only one person. This producer. Someone in the team should be "Pusher". Someone needs to be customized remedial replenish cadres did not sleep at night, and not allow others to sleep, when to release program is a few months. He negotiates cares about advertising monitors the activities of competitors, prepares print books and the accompanying packaging, hires actors and sound engineers and even thought about where these actors will sleep when coming to write. Producer integrates and links all project participants in a single command. Actually, the command-and holds not only on the idea, but also an irrepressible energy producer. And after all that we said, we must also remember that even the most very small firms at the same time do not work on one, and on several projects, and Producer simultaneously leads them all. How to become a producer? In contrast, game designers, producers do not create programmer firms themselves. Simply to very early stage of development programmer of the producers have not yet needed. They become necessary when the first project has already been released, and developers are beginning to be torn between what to do further - to start a new project or to build a ready sale? And he and the other choice would be a mistake. Everything should be done simultaneously, and for this and need a producer. Producer may not be a programmer but he has very fond of computer games, he is obliged to have a good understanding, Although his love for them is somewhat different than a game designer. If the designer likes to play and explore explore deeply, the producer loves cover the game surface, but over and over. He oversees all new products, trying to seize every new game one of the first, but can not delve into it, because that tomorrow is a new left. Producer and many long talks with people, discussing the problems of computer games. All those with whom he meets, he asked what they played last time and what they liked, and that - no. Their attitude towards new games coming out, he makes only among his team, in all other contacts, he listens and absorbs. Produced by more than any other team members work with newsgroups. For him, this is one of the most important sources information. There he learns about the attitude of buyers to the results of his company and how to what direction should be started planning studies. Who can become a producer? Talented and capable programmer is likely to will never be able to become one. It's different way of thinking. In most cases, producers - they are people "from outside". Good producers are derived from advertising specialists, they have much in common. Often, producers become managers, which showed itself in trading computer games. Another source of recruitment of producers - Editorial various computer magazines and newspapers. There accustomed to dealing with teamwork, understand what a "red line" in the timing of the project and knowledgeable in computer games and their development trends. Often obtained from different producers Retired officers - those they know what discipline and how to organize the collective work. In this case, only important to a retiree knew, loved and understood the game, a lot of games, however, is far not uncommon. If game designers can in principle graduates to be (if it is from childhood has been programming, experience in ten years he had already is), then the producer can only be a person with sufficient work experience. In short, find a producer among the graduates will not succeed. It should be person who has behind him a sufficient work experience, at least 5-10 years. Number three - lead programmer. He began working with producer at the moment when the designer came the development of the project. But if the producer provides economic reckoning project, the lead programmer are assessing possible. He appoints the time and represents their leadership, and the producer must be placed in the approved time and money allocated. Now let's look at the lead programmer in more detail. If the designer himself a programmer and competently conducted study of the project, the lead programmer for there will be no white spots at the outset. And the first thing he could do - to sketch a roadmap of the above individual components of a future program. For example, the installer program - a completely independent unit, which can be submitted to the side. Immediately possible to isolate a number of procedural blocks associated with the interface. Separately, delayed decision-making unit. Separately developed the necessary graphic procedures related to the object's fill, to move them to a three-dimensional space, etc. Thus, the lead developer "parses" structure of the program into separate unrelated or loosely coupled modules, then establishes a logically necessary sequence of their development, the longest chain of parallel branches takes over "Critical" and it puts the control points. It turns out like this: - Three months - a willingness to procedural (training required libraries); - Six months - a prototype; - Nine months - a balanced prototype; - Twelve months after the program enters the beta-testing; - Fifteen months - to send in circulation. After that, he can estimate the need for programmers and report deadlines of the project. When work on the project started, the main task of the lead programmer - providing three types of communications and docking. The first type of communication - communication between programmers working on the project. Each working on his block, but the point of joining, date of joining and matching conditions appointed a senior programmer, it is for this and monitors .. kabF 9 But it's not all. Today, all the programmer teams use their "special" library procedures. Of course, they use "standard" commercial purchased at the library, but this value are exactly its own procedures, algorithms, methods and tools developed for themselves. Lead Programmer is the lord keeper of the treasure. He is constantly increasing, and corrects comments on "special" libraries and controls their use by ordinary programmers. If someone has to correct those or other procedures and functions in the libraries, it is through facilitator. Thus, the lead programmer links the work of different programmers in the environment of a package of libraries. But not only. He ensures the most efficient use of code. All that can be used in new project from the old one, should be used. Everyone understands that Wing Commander III occurred by borrowing code from Wing Commander II, but do you know where the code was borrowed for the first series Wing Commander? Not sure? And it was borrowed from the famous aircraft simulator Srike Commander, although the appearance of this and not say. The second type of communication, which is responsible for Lead Programmer - link to other groups - with artists from entertainers, with an audio engineer, with a game-designer. Organizational issues these bonds is responsible producer, but on a purely software Questions docking performs lead programmer. Especially valuable if he has long been works closely together with the designer. In this If the project goes most smoothly because the designer has provided for a project, all that can help lead programmer. The third type of communication, which is responsible for Lead Programmer - for communication with the hardware of the future buyer. He must know how the program will communicate with every conceivable and inconceivable hardware configuration, which thinks of to put itself to the user. Lead Programmer must be at the level of machine code know how to operate all conceivable kinds of video cards, sound cards, modems, LAN, CD-ROM-drive, etc., etc. This is a huge knowledge and a very large responsibility. Entrust this very critical issue to ordinary programmers to more than a few - it means very much risk because of possible inconsistencies. Lead programmer could never take in their hands some exotic joystick, but to provide it that the user must. His service capabilities of computer networks through that can monitor the issue of new hardware devices and get to learn and use the drivers of these devices from all over the globe. All he Can not find, explore, learn and use, fits into the "brand" the library. Of course, besides all this leading programmer at any moment is aware of what to work ordinary programmers. It can replace anyone in any place at any time, but does not use this too often. In non-critical areas (And such a program, 99 per cent), does not interfere in their work and did not mention them "How to do something." Rather, he only occasionally shows "how not to." K critical places are procedures requiring high speed operation. Often they follow from the results of special experiments and related to some undocumented features of hardware funds. Here, senior programmer can actively participate in the programming code. What should know the lead programmer? Briefly, we have already said. It must completely free to program C + +. Typically, senior programmer know several different languages, and ASSEMBLER own so that the reading hex memory dumps as artwork and at any time can duplicate any of its code functions of DOS (though this is not necessary). In this case, it is so in love with his work that will not even notice the lack of salaries for several months, and the work load so that a cup of coffee to drink he had no time. If you feel like a programmer and able to live and work, and close to You have another two or three friends, such as enthusiast, you can start with them. After two or three years you will know no worse than iD Software. Number four - the main artist. Ninety-nine percent of the information person receives from the outside world through the eyes, so the question of how a computer game looks like, perhaps the most important. For the look of the game in chief artist. And he also included in the new project on the first day and tightly interacts with the designer. As a leading programmer, he is responsible for communications and personally developing two things: interface screens and sketches of the main characters. Work seems to be not very much, but leading artist at the same time is not one project, but several. In particular, if the company one of the leading artist, he conducts all of its projects. Following the development of these core elements of future games, leading artists working with the grassroots. In the past, artists were generalists and does all the graphic work from beginning to end. Today it is not well, at least in firms in which With more than seven people. Besides the usual artists involved Game design and development of flat screens, there are artists and animators working on the phases of the movement the main characters of the game. When they work, leading a would be standing behind them and continually monitors, if they did not deviate from the set image. In the past few years stand out A new group of artists - 3D-designers. This is a special team that uses the work of graphic-animation package 3D-Studio and some other tools. Formerly a computer three-dimensional graphics can be developed only on the graphic stations Silicon Grefiks "and only rare and a very rich company could not to have such a machine, but at least rent it for some time. Today, with the the advent of 3D-Studio package situation has changed dramatically. Cheap it will not name (he costs about 4 thousand dollars), but firms producing the game, is quite capable. C It can help you do almost anything. Package quite difficult to learn (perhaps this is one of the most difficult of modern tools), so not all artists are able to work in it. In addition to purely artistic qualities package requires the artist ingenuity and sophistication. Then produce unusual finds. For example, in Playing Rebel Assault 2 is the scene when the spacecraft flies through the narrow winding tunnel, but it catches up bystrorasprostranyayuschayasya volume blast. Hard to believe, but this effect was also made in the program 3D-Studio. In fact, after the ship moves through the tunnel at a given speed circular disk, which is like a flat screen TV, and on it like a movie projected image space, varying time of the explosion. Over the past few years, several times varied technical equipment of artists engaged in computer graphics. Once, when the screens were CGA and EGA, they fully treated drawing directly on the screen in any graphics editor simple enough. It is not easy, but a few months of practice will do it quickly and gracefully. A little later, with the advent of VGA-graphics, draw on the screen was noticeably harder. Then came the so-called graphics tablets. They are allowed to draw as would be "on the table, and the image at the same time appeared on the screen. Lapping graphs again made a photo editor. With the advent of SVGA-graphics work with screen or the tablet has become impossible. In the case went scanners, which by this time both have fallen in price, made possible put the scanner in front of each artist. Painters are excited to come back to the old style of working with paper and brush. But ... already the first projects showed the graphics lost juiciness and became faded. Still, scan color image does not have the expressiveness, which has the image on the screen. AND Today artists have again refused to hand. Today, they only work with pencil and paper, and then the image is scanned into a computer, where he and painted. This division of labor has allowed a few times to raise the productivity of the most essential artists - charts. A painting by modern graphics package is performed industrially, and can not be entrusted to the most talented artists. That's the way graphics are produced adventyury, requiring a large number of graphic works such as Full Throttle from the company LucasArts. Depending on the direction of the firm Leading artist can organize the work of their subordinates differently. If the firm is working on strategic games, Air and avtoimitatorami, RPGs, logic games, etc., the proportion works about the artist and programmer equal. In this case the artist or artists usually come in groups working on this project. They are placed together with other team members, working together with them, drink coffee together, talking together in general. As you work, they can enrich the initial draft, and maybe vice versa programmers prompt them something interesting. May be by such artists and homeworkers, connecting to the team during creative workshops, eg once per week. If the firm is working on a graphic adventyurami, where their share of work in four to five times more than the programmers, the artists do not join the creative team as well as a separate group. It employs artists, leading different projects. Here there is one by the spirit of mutual support and mutual aid, but on the other hand, an atmosphere of healthy competition. Proizoditelnost work of artists working in this medium - high. Differently selected and you connect artists to the project. Lead begins to work on interfaces and images as soon as the designer put the project on the table. But ordinary artists connected simultaneously with the programmers. For games with non-graphical content generally programmers gotovyat prototype, then artists begin his "dolizyvat. For games such as graphic artists adventyur can begin to work together with the programmers, or even earlier. Program Full Throttle, for example, programmers do not write a single line of code, while artists do not produced the entire project is 100 percent, including not only all the screens, but all phases of the movement of characters. But this, as says, an extreme case. So, for all the nuances of the organization of work Artists in the team is responsible leading artist. However, he has another pleasant duty. As a leading developer and kept software libraries firms, so leading artist and kept video library company. For example, in a video library can be staff of hundreds and thousands of various explosions. When it is necessary to depict an explosion in the game, the artist looks at a video library and "Inspired" by finding what he needs. Leading replenish it with new explosions. In this video library to store multiple ordinary and customary human actions which from time to time seek animators. For example, a video sequence showing how a person gets into the car. Sound and music. A few years ago worked on the music as well as on the graphics. For sound and music were special people. Today, computer software and hardware already stepped so far forward that to keep the man in the team is not necessary. Of course, the music someone writes or acquired the right to use the ready, but it's usually people "from outside". And to cope with the sounds and programmers. Something about the poor relatives. We are told seems to be about all the people involved in the development of computer games. Of course, we did not stop the processes of filming and sound recordings, but this is controlled producer, and the technology there is the same as in a normal cinema, ranging from makeup and costumes and ending with the stage design and scenery. But what we forget, it's about a professional mathematics - the man who could breathe into the game AI. But it something in the current structure and has no place. It turns out that he was "lean" the project is almost nowhere. Before have a working prototype that has nothing to balance out and it's no work. After how the prototype came out, already included counter. Producer in June announced at each corner, that such a program will appear in sale January 28 at the day of the Super Bowl in football, when all of America cling to their televisions. Already beat hooves beta testers, eager to break the game on part. On balancing the game with stability coefficients, the feedbacks of various handicaps, etc. More still time, but the fact that to implement, debug and rebuild serious Artificial Intelligence - alas, it no longer. Large firms have invested hundreds of thousands of dollars in game development, which asked Millions of shoppers will not wait months until a bespectacled build in game simulation own gyrus. This is not an industrial approach. So why should we be surprised that a year from , the games become more beautiful, all large, all sonorous and yet stubbornly unwilling "umnet! Why should we be surprised if almost every game of strategy, claiming the possession of an artificial intelligence, there are ways and tricks allow "cheat" her intelligence, as little baby! And it is we have nothing surprising that almost every game (except adventyur) today go to network capabilities so that we can replace the sickly artificial intelligence to live a normal opponent. On the problems of AI in computer games, we in PC-REVIEW written already as much as, perhaps, no other magazine in the world. But Now, here's a secret becomes clear. Iskusstvennny Intelligence in games such weak because of staffing patterns companies do not have a Senior Mathematics and engaged in this business programmers. Balance the game, they believe that make Artificial Intelligence. Maybe this is so, but it is very limited, he obtained, though there are firms that he better, and with whom he has none at all.
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В этот день... 21 November