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Saturday, March 27, 2010

The Great Indian Game Design Workshop Tour

Mumbai, Bangalore, and Chennai, India

FICCI-Frames posterEveryone in the entertainment business has, or should have, heard of Bollywood—the great Indian film industry located in and around Mumbai, or Bombay as it was formerly known. Bollywood turns out dozens of films for every one that Hollywood does—not blockbusters like Avatar to be sure, but movies made by Indians, for Indians. When Mr. Anirban Chatterjee of the Federation of Indian Chambers of Commerce and Industry (FICCI) wrote inviting me to deliver a game design workshop at Bollywood's big annual Frames conference, I couldn't possibly refuse.

The only difficulty was that FICCI Frames, as it is universally known, takes place in Mumbai immediately after the Game Developers' Conference, which was in San Francisco—and my talk was on the last day of GDC. To get to India I would have to fly back to London and then directly on to Mumbai, or go on around the world and travel via someplace in the Far East. Nobody offers a flight directly from San Francisco to Mumbai, I discovered—maybe the planes don't have the range. I consulted flight timetables and found that if I left right after GDC, I would miss the first day of Frames but I could still get there in time to deliver a workshop.

Once I knew I was going to India, I wanted to take as much advantage as I could of being there. With a lot of back-and-forth E-mail, I was able to set up additional events at Dhruva Interactive in Bangalore and at the Image College of Arts, Animation, and Technology on their campuses in Bangalore and Chennai. This is the tale of the tour.

Sunday, March 14 – Tuesday, March 16

The day after the Game Developers' Conference ended, I flew overnight from San Francisco to London. My wife met me at Heathrow airport, and traded the suitcase full of cool-weather clothes for use in San Francisco for another suitcase of hot-weather clothes appropriate for India. She and I had lunch together, and then I got on another plane to Mumbai, also overnight. I arrived at about 9 in the morning on Tuesday the 16th, pretty wrecked after two back-to-back overnight flights.

Powai Lake from the Renaissance HotelThe Renaissance Hotel in Powai plays host to the Frames conference. Powai isn't the real Mumbai—it's a large, seemingly affluent suburb to the north, centered around a large lake. Of course, a suburb in Mumbai is a major city anywhere else—something like 20 million people live in the Mumbai metropolitan area, more than than several European countries put together. When I got to the hotel, I went straight to bed and slept all the rest of the day and all that night as well. By Wednesday morning I was feeling at least partially human.


Wednesday, March 17: FICCI Frames

Frames is primarily a conference, not a trade show, and a conference for suits, mostly: suits from film, television, music, animation, visual effects, and games. They lump games in with visual effects and animation because the majority of India's work in these areas consists of providing outsource services to Western companies. Autodesk sponsored several of the events at the conference; they provide a lot of the tools that these industries use. As India begins to develop more games locally, I hope that the game industry will move out from under the shadow of animation.

FICCI Frames Speaker LoungeMr. Chatterjee asked me to sit on a panel on the afternoon of the 17th, called “Is Gaming the Third Pillar of Mass Entertainment?” I wasn't sure what the first two pillars were, but I agreed to do it. They're film and music, it turned out. It was the usual sort of rambling panel discussion, concentrating mostly on the market, and I suspect I gained more knowledge than I imparted. One of the things I learned is that Indian film studios don't bother to release films during the cricket season—nobody would go, because they're all glued to the TV or radio. Another useful fact is that India has an installed base of 8 million PCs (I would have guessed it was ten times that, in a country with over a billion people), only one million consoles, and over 400 million mobile phones—more mobile phones than the entire population of the USA. Many of them aren't yet smartphones, but that will change. I have said for a long time that I thought video games would come to India via mobiles; it's nice to see my prediction vindicated.

While I was sitting on the panel I made the acquaintance of Vishal Gondal, the CEO of Indiagames. I had already met one or two people from Indiagames at the NASSCOM Games Summit last November, but not the man himself. Indiagames is located in Mumbai, and on the spot we arranged for me to give a game design workshop to his employees on Friday the 19th. Vishal is a proper game developer—he may be a suit, but he doesn't look like one, and he turned up for than panel in a T-shirt and jeans. I'm beginning to learn that I don't have to wear a tie at Indian events. It's too hot and even a lot of Indian bigwigs don't wear them.

Dinner that night was a huge buffet on the lawn of the hotel, accompanied by fireworks and an awards ceremony, mostly for achievements in animation and visual effects, but also for games. Indiagames won one of them, though I can't remember which award it was, unfortunately.


FICCI Frames awards show


Thursday, March 18: FICCI Frames Workshop

The Velvet Lounge.When I went to set up my workshop on Thursday morning, I was startled to discover that it was in a nightclub at the hotel—the “Velvet Lounge.” I think it's the only time I've given a workshop in a place with mirrored walls and a dance floor. Everything worked out just fine, though, and the workshop drew attendees from all over India—some had gotten up in the middle of the night to drive from Pune, and others had flown in from Hyderabad and Bangalore to be there. I was really pleased at the turnout. I think my event assembled the largest group of game designers ever gathered under one roof in India.

FICCI Frames WorkshopI normally randomize the teams when I do my workshops, to break up existing hierarchies and encourage people to get to know each other. I had initially been concerned that this might violate some subtle social code that I, as a westerner, was unaware of. In the end I need not have worried. Hindu, Muslim, Jain, Sikh, or Buddhist, we were all game developers and that was what mattered.

I tried a couple of new game ideas at this event. Knowing that Indian weddings—Hindu ones, at least—tend to be long, complex affairs, I decided to ask one team to design a wedding planning game. This isn't as outlandish as you might think (Ubisoft already has one), but the team sort of got the wrong idea and turned it into a minigame-driven dating sim, Japanese style, with the wedding as the end of the game. Generally, though, the workshop went off well and we took a lot of pictures to commemorate the event.

That evening there was another big buffet on the lawn, more fireworks, and more awards, this time including the glamorous stars of Bollywood—the press was out in force. I had no idea who any of them were. There was also a band, singing in what I guessed was Marathi, the local language.

Game_Design_TeamPhoto


Friday, March 19: Indiagames Workshop

Top view of the executive teamFriday was my hastily-arranged workshop at Indiagames. I didn't go to their offices because they didn't have a suitable space, but they had managed to rent classrooms at a nearby training center. It was a pretty big crowd, about 40 people, and warm but tolerable. Even Vishal Gondal and his senior executives participated. One of the attendees was Purnima Iyer, who had paid her own way to the FICCI Frames workshop the previous day but enjoyed it sufficiently to attend a second time. I had already met her in November, when she gave a talk at the NASSCOM conference. Purnima has her own blog about game design in India, and is beginning to make a name for herself.

Game designers on the jobOne thing I noticed at the Indian workshops was a tendency to think small. Many of their ideas consisted of Web-based or mobile phone games rather than the large console or PC games that participants in the West usually specify. It doesn't really matter one way or another—the workshop is technology-agnostic—but I suspect this reflects the kinds of games that the attendees grew up playing. It's probably good that Indian game designers do think small for the moment, since their own markets won't support large games yet, and there isn't the funding to develop them in any case. Students in the West often specify games that are impractically large. I don't discourage this in an introductory workshop, but sooner or later they do have to realize that game features have a price.

Chairs have bottle-holdersOne of the game ideas I gave them to work on was “Secret Service Agent”—the goal is to protect the President. Most people design this as a 3D shooter, but not the Indiagames team. They defined it as a sort of reverse tower defense game, in which the presidential motorcade moves through a maze of streets and the player must set up snipers and other agents to defend the motorcade from attack by people in the crowd. It was a 2D game and would actually be quite easy to build.

Indians serve water everywhere, at all times. If you're lucky, it will be chilled. The tap water isn't always safe, so it's usually bottled water. Even the classroom chairs have special water-bottle holders, something I've never seen in an any Western classroom. What they did before plastic bottles I don't know—glass ones, I suppose—and it must create an absolute mountain of waste.


The Indiagames crowd


Saturday, March 20

I had originally planned to spend Saturday being a tourist in Mumbai—perhaps taking a boat to visit the famous caves on Elephanta Island, or doing something that might involve being indoors and cool, such as a museum. However, when the time came I was pretty tired, between the jet lag, the hot weather, and the two back-to-back workshops. I just stayed in my room and caught up on E-mail.


Sunday, March 21

Sunday I was off by plane to Bengaluru, or Bangalore—another first for me. Like many other airports in India, Bangalore's is brand new, very shiny and attractive. It's also a long, long way from the middle of town, and on the taxi ride I had a chance to look at a bit of the countryside. The state of Karnataka seems to be hot and dry – drier, at least, than Mumbai was, and the heat was less oppressive. Dhruva Interactive, my hosts, put me in a very nice service flat, which is kind of like a hotel with a kitchenette in every room, but no restaurant. The room was spotless, the air conditioning worked well, and best of all, there was a high speed Ethernet connection.

Many of the service flats in Bangalore advertise that they have emergency power generation, and on the day I checked out, I found out why. Bangalore's power isn't very reliable, and it cut out briefly twice in the space of half an hour. But the generator kicked in within 10 seconds each time.


Monday, March 22 – Tuesday, March 23: Dhruva Interactive

One of the Dhruva buildingsDhruva is the Indian name for the North Star. Dhruva Interactive is the oldest game company in India, providing services to Western companies as well as creating original titles of their own. Their work has appeared in titles such as Asterix at the Olympic Games, Forza 2 Motorsport, and Battlefield 2: Modern Combat. The company is located in a residential district—dotted with businesses here and there—located right off Hundred Foot Road, an upmarket shopping district full of designer boutiques.

I can't really talk about my work for Dhruva; suffice to say that it consisted of a mixture of game design training and some consulting on forthcoming titles. The CEO, Rajesh Rao, had also invited a few others to visit, including the irrepressible Anand Ramachandran, a journalist I had met at NASSCOM, who has enough energy and opinions for any three other people. He actually lives in Mumbai, and flew down to take part.

Design work in progress

Each night we went out to dinner, and of course it was all wonderful. There's a chain called Barbecue Nation where they put a box of hot coals into a recess on your table, and waiters keep coming around bringing different things on skewers for you to cook for yourself. They only stop when you put up a little flag to indicate that you've had enough.

Dhruva made me particularly welcome, and I owe special thanks to Raju Patil, the Director of Operations, who took care of all the local arrangements.

With some of the gang


Wednesday, March 24: ICAT Bangalore

ICAT Bangalore facultyOn Wednesday morning I checked out of my flat and went to give a half-day workshop at the Bangalore campus of the Image College of Art, Animation, and Technology. Like many Indian technical schools, ICAT is affiliated with a company, Image Infotainment Ltd., which uses the school as a way to spot and train new talent—at their expense rather than its own. ICAT is unique in that it awards full degrees, not just certificates, through an arrangement with the University of Wales in the UK.

The workshop at ICAT BangaloreI met Mrs. Varsha Shelar, the academic head, and several other faculty before starting the workshop for about 70 students and other visitors from nearby companies. I was curious to see what Indian game students would be like, since their educational system is pretty different from the West's. A local acquaintance described it as “Victorian,” and said that it concentrated on rote learning, which is not satisfactory in a creative field.

The only real difference that I could see, however, is that they're a bit quieter—less inclined to stand out. The sex ratio was actually a little better than it usually is in Europe, maybe 80% male rather than 95% male. It was a pretty good workshop. One team got a little lost, but I think if we had had more time and fewer people, I could have prevented that. A four-hour workshop for 70 people means that I'm spread pretty thin.

Coconut doesn't get fresher than this.While I was there they brought me a treat: a whole coconut, carved open with a straw stuck inside to drink the milk. Once you've done that you're supposed to cut it open the rest of the way and eat the meat, too, but I didn't have time.

After the workshop I hurried off to the airport for my flight to Chennai (the former Madras). I got in quite late.





Wednesday, March 25: ICAT Chennai

Chennai is hot and humid—everybody warned me that when they found out I was going there. They weren't kidding. It's on the east coast of India at about the same latitude as Bangalore, but very different. Unfortunately, I didn't see much of it. I arrived late at night, slept in the next morning, and gave my workshop in the afternoon. The ICAT Chennai campus turned out to be about 50 yards from my service flat, so I didn't get any time to look around.


ICAT Chennai

The Chennai workshop produced some of the best results I got in India. The room was long and narrow, not ideal for lecturing in, but the students were very energetic and imaginative. One of the game ideas I handed out was “to be a real cowboy (not a gunslinger).” The team chose to interpret this role as an Indian cowherd and not a cowboy in the Western sense at all. Indians keep cows for milk but not meat, and they treat them rather better than we do, so it was a very different take on the idea.

The workshop at ICAT ChennaiI also made a change to the workshop, which I think improved it considerably. Many participants start to present the game they've been designing by telling a long, rambling back story about their main character, and describe the game itself as a sequence of events rather than an opportunity for the player to do interesting things. In the course of the workshop they have worked out the gameplay, an internal economy, and a user interface for their game, but it's easier and more familiar to tell a story, so that's what they do. This time I explicitly forbade them to tell the story and required them to concentrate on gameplay. As a result we got much more interesting presentations and I think they did better work overall, too.

That evening Mr. Natrajan, the Chief Academic Officer of ICAT, took me to dinner at a fancy tandoori restaurant on a rooftop terrace—a popular thing in India; several of my dinners there were on rooftop terraces. We were ten stories up and could see all the lights of Chennai. The city also boasts a very long beach and a lighthouse on the Bay of Bengal, but I couldn't see much of them in the dark. Two ladies from the college administration came along, and in the course of chatting with them I learned how you put on a sari. (It takes a while.)


Thursday, March 26

I had to fly from Chennai to Mumbai in order to catch my flight home, and unfortunately this meant getting up at four in the morning. Everything went smoothly, although it was a bumpy ride to the airport, and there was more traffic than you would expect at that hour of the morning. The British Airways cabin crew went on strike the very next day, but fortunately it didn't affect me and I got home on time and luggage intact.

All in all it was a great trip. The only thing I would do differently is to come at a cooler time of the year. I had several requests to come back, and I probably will do next winter if there's still enough interest.


Tuesday, March 16, 2010

GDC 2010!

San Francisco, California, USA

GDC logoThis was my 21st Game Developers' Conference. I started going in 1990, and I've been to every one since.

It was a bit of a blur this year, combining social, networking, attending, and presenting into one big busy furball of activity. The first order of business, on Tuesday, was to get to the Serious Games Summit and see my friend Tim Laning of Grendel Games present his amazing new laparoscopic surgery training game. The game doesn't simulate laparoscopic surgery itself -- there are loads of trainers for that and the surgeons are bored stiff with them. Instead, it offers an action-puzzle game that the player has to play by performing laparoscopy movements using a pair of specially modified Wii controllers. It teaches the same hand-eye coordination skills, and uses the same restricted lighting conditions, as real surgery, but the game itself is about managing a bunch of destructive little robots. It was a hit with the audience and will soon be demonstrated at the new Games for Health conference in May.

The Wii surgery input device. They had some trouble getting it through Customs.
I snitched this picture from Jason Della Rocca's Reality Panic blog.

I also ran into Judy Perry of Norco College again, and stopped into the orientation meeting for new IGDA board members. The main point I made there was to keep their internal board squabbles internal, lest their disagreements hurt the organization as a whole.

That evening I took my Dutch friends, who have been incredibly hospitable whenever I have visited them in Leeuwarden, out for dinner. We started with a trip across the Golden Gate Bridge to see San Francisco from Battery Spencer on the Marin headlands, a longtime favorite of mine. After that we went to Greens Restaurant in the Fort Mason center for some of the best vegetarian food anywhere, and then over to the Marina Safeway (famous to fans of Tales of the City) for It's-Its. The It's-Its were not as good as I had remembered and something of a comedown after the food at Greens, but I explained that this was a San Francisco Thing which they Must Not Miss.

Nadia Columbo, Jonathan van Woudenberg, me, Gerdien Dijkstra and Tim Laning at Battery Spencer.



I spent most of the next day locked in my hotel room working on my lecture, which wasn't yet finished. In the evening, Dorothy Phoenix, a very promising student I met a couple of years back when I was doing a recruiting gig at DeVry University in Arlington, took me out for Korean barbecue. She's now with IBM and will be someone to watch if she ever goes into games. I'm so fond of the bridge view that I took her there too, and we also did Lombard Street and Telegraph Hill in the evening. We were planning to go to the Women in Games International party afterwards, but by that time it was so late that we missed it, unfortunately.

Thursday was the first day of the main conference, which, after more work on my lecture, began with the IGDA VIP lunch. I had no idea the IGDA had so many VIPs. I was expecting a couple of dozen and there were well over a hundred. We got a look at Joshua Caulfield, the new executive director now that Jason Della Rocca has stepped down, and awarded plaques to various IGDA overachievers. I was especially pleased to see Wendy Despain get one -- she has been instrumental in getting books published with the IGDA logo on them (thanks to the Writers' SIG), which helps to raise the organization's profile.

I can't even remember what I did Thursday afternoon or evening. Friday morning I had to run to Palo Alto on some personal business, but I was back in time to meet Linda Breitlauch of the Mediadesign Hochschule in Dusseldorf and learn about their program. I also sat and talked over some free-to-play game design issues with the sage and insightful Martha Sapeta, formerly of Zynga and now of Playdom, which I worked into my lecture. That night was both the IGDA party and the Level 99 speakers' party. The IGDA party was so full that I, the founder, was not allowed in. I ended up sitting at a table inside the Metreon and learning all about Pokemon from Eve Eschenbacher, who is one of their translators from Japanese into English. Then off to the Level 99 party, at which, for the Nth year in a row, the music was too loud to talk to anybody. They never, ever, seem to learn. I gave it an hour and then ducked out -- I needed to save my voice for my lecture on Saturday afternoon.

Saturday itself was jammed -- meetings with Albert Sikkema of Gameship in the Netherlands, Sheryl Flynn who works on games for rehabilitation at the Blue Marble Game Company, lunch with an old friend from college, and then the Developers' Rant session. Jason Della Rocca had invited me to give a two-minute cameo rant, and I gave an excerpted version of a longer rant that appeared in my lecture, which I rather sneakily used as an opportunity to plug the lecture.

Finally, the last session on the last day, it was time for my own talk, "Single-Player, Multiplayer, MMOG: Design Psychologies for Different Social Contexts." I don't have it on the web in any form yet, but I'm working on it. In the meantime, someone named Ben Zeigler has posted a surprisingly complete and accurate summary (barring some minor quibbles) on his blog, and you can read it here. The essence of the talk was that game design, as a discipline, is fragmenting. The craft is really very different between player-versus-environment, player-versus-player, massively-multiplayer, and the new "free to play" games. Towards the end I condemned "social" games that make money by creating incentives to tribalism and hatred, and that promote emotional instability, as just plain evil. I got a lot of laughs during my extensive quotations from an important lecture by Zhan Ye -- he actually talked about how profitable it was to sell people tools for humiliating others. One of my key points: there's no such thing as artificial hatred. All hate is real.

After the talk I answered questions for a while, then hurried off to the GDC bookstore, where I had set up a book signing. Unfortunately, they had already sold out of all my books! I'll arrange it better next year.

And that was the end of GDC. The next day I flew back to London, then immediately caught another plane to India, which is where I am now.

Friday, March 05, 2010

Faculty Training at Norco College

Norco, California, USA

Riverside Community College LogoA few months ago I got a message from Judy Perry, who's head of the new game program at the Norco campus of Riverside Community College in southern California. RCC was about to set up a game development program, grant funding pending, and would I come and help to train the faculty? Of course I would. In order to save them the airfare from Britain, we scheduled it for right before the Game Developers' Conference this year.

I’ve had the opportunity to teach university faculty on a number of occasions, and it’s always fun and different from teaching students. They don’t come in with as many preconceived notions, for one thing. Students tend to feel that they already know everything there is to know about games, based on what they’ve seen in the shops. (I quickly disabuse them of this idea.) Faculty usually aren’t hardcore gamers, so they’re more open to new ideas. They sometimes come up with very unusual ideas. Unfortunately, their lack of experience also means that they occasionally reinvent the wheel, but I can usually nip that in the bud before it wastes too much time.
A few weeks back Judy wrote to me with the good news that their grant had come through, and in addition their college now had its own identity – not merely the Norco campus of Riverside Community College, but Norco College, an independent entity. We planned an intensive three day visit, with events scheduled throughout the day and in the evenings as well.
Judy met me at the Ontario, California airport and took me to dinner at the Mission Inn in Riverside – a lovely historic hotel that the college very kindly put me up in. The next day the fun began. It was a relatively small group, which made it possible to have a lot of discussion. We started with my fundamentals workshop in the morning, and moved on to interactive storytelling in the afternoon. That evening I went and hung out with a bunch of students for a while, telling scurrilous stories about industry luminaries and giving ad hoc design and career advice.

Judy Perry (top left) and team at work on their game idea.
The next day we were hard at work again. I began with an unscripted discussion of how the industry works as a business, and the careers available within it. In the afternoon we did my character design workshop. The faculty was a bit of a mixed bag, and included both former game industry professionals and complete newcomers – professors of computer science who had never even played a game. They had some fun designing the look and animation move set for Emily Vista, field zoologist, and Aristides Mykonos, sponge diver, among others.
In the evening there was a gala dinner at the Eagle Glen Golf Club, with over 100 people. It included faculty, university administrators, a few students, and some parents. Every single person who turned up got one of my books as a gift -- generously provided by the college -- and I signed them all. The dinner was lovely, and I gave my lecture “The Future of Interactive Entertainment to 2050,” which was pretty well-received although my laptop was a long way from the podium and I could barely see my slides. Afterward Judy Perry told me she was surprised that I was able to make the subject of procedural content generation both accessible and funny to non-technical people, which I take as high praise.
After all the excitement the previous night, we took it a bit easy on the last day. I gave a lecture on mechanics design, and then gave the participants a challenge to find the flaws in a game and make suggestions how to fix it. Mechanics design is always the hardest thing to teach, because it’s rather dry. I didn’t want them working with spreadsheets, so I invented an asymmetric card game for two players and had them play through it a few times to find out what was wrong with it. I’ve only done this once before and I wasn’t sure how it would be received, but people seemed to get into it and there were a lot of good suggestions. It was particularly interesting to see how different players adopted different styles of play – the strategists spent a long time figuring out how to lay out their cards, while the more casual players dived right in (and actually seemed to enjoy themselves more).

A room full of people trying to fix the flaws in my castle siege card game.
After it was all over Judy and I enjoyed a quiet chat before I headed off to my hotel. It was a long and busy three days, with almost every moment taken up with activities of one kind and another. I even got to play a student-built survival horror board game during one of the lunch breaks (five players, one of whom is the mad killer, but only he knows it). I was impressed with the students and faculty, and I hope the opportunity arises to go back some day. Special thanks to Judy above all, and to Annebelle Nery, the Grant Director; Dr. Diane Dieckmeyer, the Dean of Instruction; and Dr. Brenda Davis, President, who all supported my visit and worked hard to make it happen.

Sunday, November 15, 2009

My First Trip to India

Hyderabad, India

NASSCOM logoAt the Game Developers' conference earlier this year, I was passing through my hotel lobby on my way to the Dutch game developers' party with some friends (unlimited free Heineken!), when I was stopped by a handsome young Indian fellow. "Hello," he said. "I'm Rajesh Rao, the CEO of Dhruva Interactive. I've been hoping I would run into you. We want to ask you to come to India and speak at a conference."

I don't know whether he had actually tracked me to my hotel, or it was a chance meeting, but I was delighted. I have wanted to visit India for years, and I've written about how I think game developers should make more use of its culture and heritage in video games. I felt obliged to stay with my Dutch friends, so I expressed strong interest to Rajesh and hurried off, hoping that he wasn't offended that I left so quickly.

I needn't have worried. Later in the summer Rajesh got back in touch and we started to make arrangements. I was to deliver a keynote address on the second day of the NASSCOM Animation and Gaming Summit. This event started off a few years ago as a pure animation event, and in fact my colleague Chris Bateman had already given a keynote there before, but this would be the first time they had ever devoted a whole day just to games. We talked on the phone about the content of the keynote, and now that I have delivered it, it's available online for you to read.

Because this was our big chance to see India, my wife and I decided to go together and to visit some more of the country after the conference was over, but that's a separate story. We flew from London to Hyderabad via Munich, arrived very late at night, and were met by a car from our hotel. Fortunately it's November, and so not too hot in India -- neither of us likes the heat much. We went from Hyderabad's brand-new glittering airport to its brand-new glittering convention center in Hitec city, and put up in the fancy Novotel hotel, which is certainly the equal of any in the West.

We actually arrived two days early because of flight scheduling issues, but I had been in touch with another Indian developer, Prakash Ahuja, the CEO of Gameshastra. They're primarily a service company doing outsource work for the West, but recently they have started to develop their own games, and Prakash asked me to visit on one of my free days before the conference. I had expected this to be a simple meet-and-greet, but they sent a car and one of their senior people to pick us both up and take us to their offices in Banjara Hills, a prosperous district of Hyderabad. Upon our arrival we lit an oil lamp with several wicks -- a traditional gesture of welcome and greeting -- and were each give enormous garlands of fragrant flowers.

We took a good look at Gameshastra's new games, including a number that are specific to the region -- Kabaddi, bullock-cart racing, one about a mythical Indian hero whose name I have, alas, forgotten, and a casual Wii game of village cricket. Indians are mad for cricket; it's even more popular than soccer, which surprises me as it requires more equipment. There was also a meeting with the design teams and a tour of the facilities. It looked like any Western company's offices but for a few things. India has so much wonderful stone that the floors in the stairwell were all of dark-green marble. I don't have any pictures of Gameshastra, unfortunately -- they took a lot of pictures of me, but not I of them.

The citadel of Golconda fort.The next day Gameshastra loaned us one of their employees, Jayadev Yalavarti, their VP of IT services, as a tour guide while we went to visit one of the local sights, Golconda Fort. It's not just a fort, but a huge walled city, now ruinous. We only saw a fraction of it all. Golconda was once the capital of the local Qutb kingdom, constructed to defend against the Mughal empire to the north. Golconda was also the source of so many precious stones -- diamonds, rubies, emeralds, and so on, found in nearby rivers -- that the name itself was synonymous with wealth for several centuries. Jayadev was very knowledgeable and graciously tolerated several hundred questions about Indian history and Hinduism. We bought him lunch by way of thanks.

The next day was the first day of the conference, and while Mary Ellen went into Hyderabad to shop for clothing, I stayed and learned about the Indian animation industry. That evening there was a big buffet dinner for all the attendees -- Indian food, mostly, but a few dishes suited to the Western palate as well. I'm very fond of Indian food as long as it's not too hot, and I think they must have toned it down for our sakes.

My keynote was the following morning, and it seemed to be very well-received. Rajesh had asked me to keep it practical, so my theme was making the transition from outsource work, which many Indian companies do, to developing intellectual property for themselves. Afterwards large numbers of people wanted to talk to me, and I collected up about fifty business cards.

India's game industry is small but has huge potential. As I noted in my talk, the richest 25% of 1.2 billion people -- the population of India -- is equivalent to the entire population of the United States. Nobody in the West is making games for the Indian market, so it's clear they're going to have to make them for themselves... as indeed they should. Their biggest problem is not money but attitudes. Indians are a very studious people, anxious to better themselves, and video games are seen by many as a frivolous waste of time.

We left well before dawn the next morning, on the next leg of a journey that took us to the great Mughal palaces and fortifications of Udaipur, Jaipur, and Agra, and ended with (of course) the fabulous Taj Mahal itself, all pearly-grey in the morning mist.


I'm more grateful than I can express to Rajesh Rao of Dhruva Interactive, and the good folks at NASSCOM who organized the conference, especially Shruti Verma who handled our travel arrangements; and to Prakash Ahuja, Sonia Nair, Rama Krishna Raju, and Jayadev Yalavarti of Gameshastra for their wonderful hospitality and the gift of so much time and help on our first couple of days in India.

Sunday, October 11, 2009

Fall Colors and Unusual Art Styles on Gotland

University of Gotland logoVisby, Sweden

This was my first official time teaching in my new post as a part-time professor at the University of Gotland. The university put me up in a very convenient apartment right off the town square, with a supermarket and lots of restaurants close by.

On Monday I gave the first-year students an introduction to the game industry and then the first homework assignment I've ever given: to find an artist or art style, and a musical style, to go with a genre. On Friday they showed PowerPoint presentations of their results. These are fairly young students, but many of them did a very good job of researching the project, building the presentation, and arguing for their choices. There were some nice and distinctly unexpected combinations -- a Fauvist take on the survival horror genre, for example; and a lot of arctic photography accompanied by Samuel Barber's Adagio for Strings. Unfortunately there were over 50 of them, so we couldn't see them all.

I had an extra day on Gotland, so I borrowed the University's minivan and went for a drive around the island. It would be wonderful for cyclists -- no steep hills and very little traffic, at least at this time of year. The landscape consists mostly of pine forests intermingled with fields, but there were a lot of aspen trees as well, all turning glorious shades of yellow and red at the moment. I had a picnic by the shores of a long inlet of the Baltic at the north of the island, Kappelshamn, and then went on to find an outdoor museum of traditional Swedish buildings at Bunge, not far from the ferry port at Farösund. Unfortunately it was closed, but I got some pictures from the outside, which I'll upload to Flickr in due course.

I'll be back in November. Visby will soon become a second home at this rate.

Friday, September 25, 2009

The Second G-Ameland Festival!

Ameland, The Netherlands

2009 G-Ameland logoThis year I again attended the G-Ameland Festival, a student game design jam held on the island of Ameland, off the north coast of Holland. It's organized by the Northern College of Leeuwarden, where I teach frequently, and they asked me to come back and serve as president of the jury.

Last year's was loads of fun and this one was even better -- not least because the organizers brought along some students from a cooking school, so the food was much improved. There were about 85 students present, all working for about three days to build games on the theme of sustainability. The Dutch government is naturally concerned that these isolated islands be able to sustain themselves as much as possible, particularly if bad weather cuts them off from the mainland. Most of the students interpreted "sustainability" to mean "recycling," but that's OK. The winning game was called "Once Upon a Time in the Waste," and was a puzzle-solving game that combined features of Tetris with its own unique gameplay. You had to pick up tetromino-shaped blocks of garbage and pile them up to build a bridge -- but if you put heavy things on top of light things, the bridge would collapse. Not bad for three days' work! You can see screen shots from the games, and play the winning game, here.

Ernest Adams as a sealAmeland has a lot of seals. One of the students drew this picture of me in the course of the week. They like me, but I'm not sure they respect me!

I didn't have time to take many pictures -- I think I gave five lectures while I was there, plus helping the teams -- but there are several YouTube videos that give a feel for what it was like to be there:

G-Ameland Day 1

G-Ameland Day 2

G-Ameland Day 3

G-Ameland Day 4

News Video (in Dutch)

Wednesday, August 12, 2009

Fundamentals of Game Design 2nd Edition is on the presses!

The cover of Fundamentals of Game Design, Second EditionYesterday I finished work on the next edition of my game design textbook, Fundamentals of Game Design, Second Edition. It has been a long march, but I got it done in time for a September 15th publication date -- which means that at least some professors will be able to use it in the fall semester.

The first edition was published in 2006. Since then a lot has happened in the game industry -- especially the colossal impact of the Nintendo Wii. Apple raised the bar for mobile gaming with the iPhone, and the casual market is bigger than ever. I wrote Fundamentals of Game Design, Second Edition to take these changes into account. The writing is tighter, and I removed outdated material to make room for a lot of new content.

Andrew Rollings is no longer involved, but I was very fortunate to have the assistance of Chris Weaver as my technical editor. Chris is the founder of Bethesda Softworks as well as being a professor at MIT, so he understands both commercial game development and game design education perfectly. Chris made many helpful suggestions about the new edition.

I've got a web page dedicated to it now, and there you can read about all the new material I added.

Friday, July 17, 2009

I won a contest at Develop!

Brighton, UK

2009 Develop badgeSo about two weeks before Develop, Susan Marshall, the organizer, wrote and asked me if I would come and speak, because one of her speakers had cancelled on her. I wasn't planning on going because I'm so busy revising Fundamentals of Game Design at the moment, but I said I'd do it and off I went. It gave me a chance to meet some old friends and make some new ones.

The first day I went to Games:Edu, the special event for the higher and further education community who teach about games. I arrived late and apparently missed a controversial talk, but I'm not really into the politics of games education funding, so I probably wouldn't have understood it anyway. I got to hear Kim Blake talk about the work that Blitz Games does in reaching out to students, though, and that's very cool. They hold frequent open days for students, but the students have to apply to be accepted and only the good ones get in. Several of the best have ended up employees of Blitz, so it clearly works for them, although it's expensive and a lot of work. I can't think of any other development company of their size that does so much to get in touch with students.

The second day I should have been out schmoozing, but I spent the whole day locked in my hotel room working furiously on the book. I didn't have any scheduled events that day and I felt the book had to take priority. That evening I went and had a great fish dinner (alone, alas) at the Regency Restaurant on the waterfront.

On the 16th I went and listened to a couple of different things -- I think my favorite was Masaya Matsuura's lecture on musical games, which preceded mine. He made the point that musical games don't just have to be about rhythm, as most of them are now. We can make games about harmony and singing together and all sorts of things. I have a great quote from Matsuura-san on my Quotes for Designers web page, some of the best advice for creative people that I've ever heard: "Do weird and difficult things."

My own lecture was reasonably well-attended, even though it was the end of the day and the room was hot. Because I was asked on short notice I didn't have time to write a new one, so I delivered "Rethinking Challenges in Games and Stories," my 2007 GDC lecture. (You can hear an audio version of the GDC lecture here.) After the lecture Develop held an event called the Opinion Jam, in which people got up and gave short rants on different topics, and then there was an audience vote to see whose was best-liked. There were about ten. I only remember two or three: a Conference Associate (volunteer) got up and ranted that he didn't like his yellow CA T-shirt; someone said, "Don't do any more sex in games until we can get good at it"; another person said, "Don't do stupid preachy moral decision-making in games any more." I wasn't going to say anything -- I had just come along for the free beer anyway -- but they were looking for one final ranter, so I got up. I said (as I've said before in lectures): "Writers are paid garbage anyway, so for God's sake hire good ones! And good actors too! Nothing destroys my immersion quicker than having a character deliver a stupid clunky line." I think I won over the crowd with the observation that Britain has excellent actors (this is why the US imports them) and so there's no excuse for bad acting in a British-made video game.

At the end there was a vote, and to my considerable surprise, my rant won. It came down to a runoff between the anti-moral-decision guy and me, but the crowd cheered just a little louder for me. I don't normally win things, so I'm obscurely pleased about this.

After that I went to the bar, did a lot more schmoozing, and went home.

Saturday, January 24, 2009

A Visit with Michael Stenmark

Enhörna, Sweden

Michael Stenmark was one of my very first clients when I started consulting, and brought me up to Stockholm to visit his company, Hidden Dinosaur. A lot has changed for both of us since then, but we're still in touch. He's one of the most creative people I've ever met.

After I got done on Gotland I had a day free, so I went to spend the night at his amazing house in the country. I don't know if Michael is a big hit with women or not, but he ought to be: this is his guest bedroom, a wildly romantic confection of an antique Indian bedstead, cloth-of-gold pillows, draperies galore, and a big fuzzy tiger. The house is full of plants and candles everywhere, and he leaves the latter burning when he goes out for dinner, which suggests that he either has nerves of steel or just doesn't think about burning the whole place down.

Photo of Michael Stenmark's guest bedroom.

We went out for a great Greek meal in the middle of nowhere, Sweden (!) and talked about all kinds of computerized creative stuff. Michael is the creative director of a funky persistent world called Spineworld. It's isometric, looking a little like Habbo Hotel, only way more weird. It's also very low-bandwidth.

On the way back from dinner I slipped on some black ice and banged the back of my head very hard on the pavement. We put ice on it right away, and although it developed a goodly bump, I don't think I suffered any permanent damage.

The next morning I was off to my next gig, a week teaching at the University of Skövde. Many thanks, Michael!