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Are Reusable Engines The Future Of Computer Games Development

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Title: Are Reusable Engines The Future Of Computer Games Development


1
Are Reusable Engines The Future Of Computer Games
Development?
  • Stuart Slater
  • Games Simulation and AI Research Group
  • Wolverhampton University

Digital Games Industries (19th-20th
September)Developments, Impact and Direction
2003 ESRC Centre for Research on Innovation and
Competition University of Manchester
2
Introduction
  • Introduction to the Wolverhampton University
    Research Group GSAI.
  • Changing Technologies
  • Overview of The Paper
  • The Future
  • Question Time
  • Current Game Engines

3
Games Simulation Artificial Intelligence
Research Group (GSAI)
4
Active Researchers 2003
Professor Norman Gough Dr Qas Mehdi head of
research group 7 Active Researchers in areas of
Computer Game/ Simulation Dr Mike Allen, Game
Usability Analysis Based on Eye Movements Stuart
Slater, AI and Animation Interaction plus Game
Engine Technologies Suliman, Hussam, Application
of AI Techniques in Virtual Environment and
Computer Games Wen, Zhigang, Software Development
for Agents Visualisation in Virtual
Environments Xin Zeng, 3D Virtual Story
Environment (3DVSE) Based on Story
Description Jing Duan, Reinforcement Learning in
Computer Games Nassimizadeh, H. Motion Capture
Using Portable Cameras
5
4 Years Of International Conferences
6
International Journals

Expression of Interest for GAMENET - EU Network
of Excellence in Computer Games Research
7
Putting The Research In Context
  • The Evolution of Games
  • A Competitive Market Place

8
  • The engines that we create to power our games,
    and the user systems that they run on, are
    demanding more from developers in order to take
    advantage of technological resources to create
    ever more interesting environments for the
    player. Yet we still have fixed development
    budgets available. Fixed budgets are a
    contributing factor to the onward progression of
    our industry to innovate through less.

Ivan Beram, Revolution Studios. Develop June 2003
9
The Games Of Yesteryear
  • Small development teams
  • Lower development costs
  • Lower retail shelf price
  • Lower complexity of game design without cut
    scenes and real life graphics
  • Sound typically an afterthought.

The Day of the Tentacle Lucas Arts 1993
The Bards Tale (Electronic Arts) 1987
10
The Games Of Today
  • Complex Particle Effects
  • Realistic Physics Engines
  • Fully animated complex meshes
  • Immersive Sound
  • Hollywood budget cut scenes
  • Multi Million pound marketing development
    budgets

Unreal 2 The Awakening. PC (EPIC 2003)
11
The UK Market Place
  • 600,000 X-Box owners 1
  • 4.5 Million Playstation 2 1
  • 42 of UK homes have internet access close to 12
    million homes double that of 2000 2
  • 49.1Million Mobile Phones 1
  • 1 MCV Interactive weekly August-September 2003.
    www.mcvuk.com. Intent Media
  • 2 http//news.zdnet.co.uk/internet/0,39020369,212
    9913,00.htm (OFTELs Official figures)

12
The UK Market Place
  • A recent survey 770 7-14 year olds shows
  • 48 Have a PC in their home (12 actually own
    this)
  • 74 Have a Playstation in the home
  • 48 Have a Gameboy in the home
  • MCV Interactive weekly August 29th 2003.
    www.mcvuk.com. Intent Media

13
The Changing Face of Development
  • Billion Dollar Publishers
  • EA
  • Take 2
  • Liquidated Studios 2003
  • Croydons Hotgen Studios
  • 3DO (2003)
  • Kaboom
  • Silicon Dreams
  • Creative Asylum
  • Close Behind
  • Ubi soft 430-450 million

14
The Changing Face of Development
  • Licensed Characters and Film Tie-ins often need a
    rapid development time in order for simultaneous
    release but can be big commercial successes I.e.
    Matrix Game sold 2.5 Million copies at the launch
    of the movie.
  • 90 of all games sold come from a handful of
    Publishers

15
The Paper In Brief
Reviews the main 5 game engines for Cost,
popularity, commercial success.
Briefly Looks at some of the technologies.
Addresses the idea of middleware
Looks at Question of repetitious titles
Shows projected growth of both computer games and
middleware.
16
Current Game Engines
The Unreal Engine
17
Unreal Engine
  • A reusable engine for developing first person
    perspective games and simulations.
  • Can incorporates middleware that can enhance the
    basic engine to offer features such as
    LipSynching of mouths to a variety of spoken
    languages easily and a physics engine called
    Karma developed by an Oxford based company
    (MathEngine plc).

18
Unreal Engine cont..
  • It allows games developers to create complex
    first person games quickly without excessive RD.
  • It supports PC Consoles
  • It is being continually updated to incorporate
    the latest hardware and technologies.
  • 600,000 to licence (approx 400,000)
    Middleware

19
Unreal Engine cont..
  • Over the last 5 years many hit games have
    utilised the engine. Including
  • Unreal (GT)
  • Unreal Championship (X-Box)
  • Unreal 2- (EPIC)
  • Deux Ex (Ion Storm)
  • Undying (EA)
  • Splinter Cell
  • Klingon Honor Guard (Microprose)
  • Out Now or Coming Soon
  • Y Project (Westka Interactive)
  • Mobile Forces (Rage)
  • Unreal Tournament 2003
  • Americas Army
  • Raven Shield(Ubi Soft)
  • Lineage 2(NC Soft)
  • Devastation(Digitalo Studios)

20
Unreal Engine Americas Army
  • Americas Army Managed by the U.S. Militarys
    Academys Office at Westpoint.
  • used in research to assess the importance of
    emotion in training.
  • Released as a game where participants must
    complete basic training before being able to play
    online.
  • Partly used to aid recruitment.

http//www.americasarmy.com/army.php
21
Unreal Engine cont..
  • VR application areas?
  • Steven Spielberg used the engine to create a
    virtual film set in order to get an idea of
    camera angles.

Source http//www.filmandvideomagazine.com/Htm/ho
meset.htm
22
Emerging Game Engine Technologies
  • Antialiasing
  • Specular Highlighting
  • Projective Textures
  • Pixel/Vertex Shaders

23
Anti-Aliasing
  • Helps to hide jagged edges(Jaggies)

http//www.nvidia.com/view.asp?IOfeature_accuview
24
Specular Highlighting
  • Can be used to give metallic objects their sheen
    or create more realistic lighting from other
    surfaces.

http//www.epicgames.com/unrealenginenews.html
25
Projective Textures
  • Helps multiple textures and meshes blend
    together, so for example a bullet entering smoke
    would affect the smoke and create a trail. End
    Product a more realistic effect.

http//www.epicgames.com/unrealenginenews.html
26
The Future
27
A Diversifying Industry
  • 49.1 Million phones in the UK many of which can
    play complex java games
  • Increase in take up of consoles, Play station 1
    and 2 still selling at retail with another two
    years estimated before PS3.
  • Growing market of older generations and female
    gamers.

28
A Diversifying Industry
  • Needs games that can be written in shorter times
    and at more modest budgets as technology
    continues to change i.e. Broadband. Java enabled
    phones.
  • Growth of Super Publishers continues with these
    having pick of titles from smaller studios.
  • Increase in market share of middle ware.

29
Questions?
Contact Me s.i.slater_at_wlv.ac.uk
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