Friday, October 22, 2010

Iteration

Game development is all about iteration.  It’s very clear that the best games are almost always the most iterated.  This is accomplished through tools and engine tech that enables iteration.  The more times you get to touch a level or  a mechanic, or an asset, the better it feels, plays or looks.  I’ve talked before about how if someone can’t iterate something, they can’t own it. I’ve recently realized that there is more to it than that. 

It is true, that if you can’t iterate something in the game, you can’t own it.  But even more, if you can’t effectively iterate something then you can’t own it.  I don’t mean you shouldn’t own it, from an organizational perspective, or a philosophical perspective.

I mean, literally, that you can’t own it.  Whatever the agreement within the group, whatever people tell you, you actually cannot own the piece of game you think you own if you can’t effectively iterate it. 

What do I mean by effectively?  This is the “fluffy” part of the idea, I will admit, and it will change from team to team. Basically the more expert the team, the more high quality the team expects the product to be, the more effective each member needs to be at iterating their part of the game.  If you’re a bunch of high school students messing around with Unity trying to make a first person shooter, then no one is going to be that effective, unless you have some kind of super genius in your group.  If you’re a level designer at Infinity Ward, you’d better be able to make intelligent changes quickly in a positive direction to your level, since that’s basically your job.

For instance, I can’t really own a mission in a  AAA open world game.  I don’t really have the skills to be effective when making changes to the mission.  I can observe and make gross changes that keep the player from getting lost or dying over and over, but I won’t be able to make smart subtle changes that quietly guide the player to success or properly leverage whatever sandbox mechanics my open world game has.  I’m a good programmer.  I think of myself as a reasonably good game designer, but I’m not a professional mission designer, and while I might have some talent in that area, I don’t have enough skill to be effective right now.  Not to say I could never be effective, but if I’m a member of a AAA team, I need to be effective immediately.

So this seems pretty good, if you can effectively iterate part of a game, then you can own it, right?  Not so fast.

The problem with game teams is that they’re full of people.  And just because you can  do  a job, doesn’t mean everyone agrees that it’s your job.  So if you don’t have buy-in from the team that you’re meant to own the part of the game you’re trying to iterate, all the work you’ve done will likely be thrown away because someone the team considers to be the “owner” of the feature might not like what you’ve done, or might even be offended that you were working on something they considered that they owned.  So in order to own something in a game, you need to be able to effectively iterate it, and you must also have agreement from the team that you own it.

So what happens when the team thinks that someone owns something, but they can’t effectively iterate it, who owns it then?  No one.  Which is a pretty crappy place to be on a piece of game.  If the effective iterator isn’t allowed to own the game, it can be incredibly frustrating. Similarly, if the person who supposedly owns the feature or piece of the game isn’t able to be effective in iterating it, that can be incredibly disheartening for the individual and anyone else touching that piece of game.

So who’s the gatekeeper on this?  Who makes sure the right people own the right work?  Mainly management.  Each discipline’s management should ensure that the people working on the parts of the game are being effective in their iteration, and production needs to ensure the right people are working on the right things.   This isn’t generally a problem one finds in art.  Usually the difference is clear when it comes to artwork.  Though even in art there are points of contention.  Who writes shaders?  The technical artist?  The graphics programmer?  Obviously it depends on the team and the engine, but even this seemingly clear distinction can get a little muddy.  What if you have a super genius graphics programmer who can write any shader, but has no sense of what looks good?  Get the programmer to build a system that can be iterated easily by artists.

When it comes to design and code it gets incredibly muddy.  Partly because so much of design basically is programming, even if it’s not in the native language the game engine is using, and also because “design” as a discipline is poorly defined and understood throughout the game industry.  The current rule of thumb I’m trying to go with is if a programmer is unable to effectively iterate the mechanic, a programmer must provide tools for a designer to do so.  When the programmer is iterating the mechanic him or herself, then the programmer is basically a programmer/designer, and I think that should be fine.  If you have an incredibly fast hotshot programmer with zero design sense or desire to understand game design better, that programmer needs to provide clear, usable interfaces for a designer who has the necessary skills to be able to effectively iterate the game.  The iteration loop needs to be tight.  The designer should not have to come to the programmer for iteration, the designer needs to be able to iterate him or herself.  Long iteration loops can completely kill momentum or prevent it from ever starting in the first place.  Clearly there will be some give and take, and the programmer has to implement new features the designer needs when the designer needs them, but this can’t be things like tweaking constants, this has to be the programmer actually adding a real feature.

If you’ve gotten this far, congratulations!  Granted I’m probably only congratulating myself.  I love talking about game development, and I was thinking about this stuff so I wanted to get a bit of it down. Thanks for reading!

Sunday, October 17, 2010

Back again, who is he?

So I was looking at Windows Live Essentials and I noticed “Windows Live Writer”, which, apparently,  is a blogging app for Windows.  After setting up my blog in it, I realized I hadn’t posted on my blog in like 2 years, which is a little crazy to me.  I realize I don’t really have any readers and the ones I do have actually know me and have some idea where I am and what I’m up to.  Also Facebook sort of makes blogging feel a little pointless, but I hardly update my status in Facebook either.  I guess this blog is really more of a record for myself of how things are and what I’m thinking about at a given time.

My life is wildly different since I last updated.  Now I live in Washington, and work for Microsoft, since the untimely, or perhaps timely, demise of Pandemic Studios.   I’m working for 343 industries, and things are going OK there.  Danielle is doing fantastically well over at Natural User Interface Publishing, also in Microsoft.  She’s been producing (from the publisher side) Alan wake Downloadable content  as well as working on another unannounced, top secret, project.  A bunch of my friends also moved to Washington, so socially it’s not so different from Los Angeles.  The climate is totally different, it’s much colder here and it does rain quite a bit more, but I really like it.  I haven’t had a real Fall in years and it’s fantastic.  I love seeing the leaves change and feeling the crisp air.  I’m actually half getting into sports since the weather is so fall-like.

Microsoft is a great employer with fantastic benefits.  It’s crazy to work for such a huge company but I also really like it.  They make so many products and do so much stuff it’s almost a little intimidating.  The company meeting was totally crazy.  But pretty cool.  I’m looking forward to my free Windows Phone 7 quite a bit.  I think it looks like an awesome phone and I’m really tired of my horribly slow iPhone 3g.

Halo Reach came out and I really loved it.  I’m still playing online quite a bit, and it’s the first online multiplayer game on console I’ve ever gotten into.  I’m really enjoying it.  My friend Mike worked on it and his levels are some of my favorite Halo levels of all time.

I guess that’s enough for now.  I might try updating this more as I remember.  This software is kind of cool I guess but doesn’t seem that much better than the actual Blogger website.  If anyone’s reading this, I hope you have a nice day!

Sunday, November 29, 2009

Adam_Pino_Resume

Adam Pino

535 Kelton Ave #2 Los Angeles, CA 90024 310.882.8982(cell) 310.208.4795(home) adam.pino@gmail.com

 

 

Introduction

Dedicated and creative game development professional with experience in tools, gameplay, and systems.  Efficient leader with achievements in team building, problem solving, and mentorship.  Provides creative solutions to difficult software problems.  Demonstrated ability to interface with other departments. 

Objective

To procure a systems, gameplay, or generalist engineering position at an industry leading studio and to produce a triple-A action game.  To use all of my programming, leadership, and management skills to help to create a bar-setting action game.

Core Competencies

 

Microsoft Xbox 360              Sony Playstation 3               Microsoft Direct X SDK

PC development              Sony Playstation 2               Streaming

Microsoft Xbox              C/C++                             C#

Delphi                                          Lua                                          Gameplay

Code Optimization              Low Level Debugging              

 

Experience

Senior Software Engineer

2003-Present  Pandemic Studios, Los Angeles, CA

§        The Saboteur – Lead Systems and Tools Engineer

§        Created an open world streaming engine for Xbox 360

§        Created an export pipeline for an open world streaming game.

§        Managed team of engineers to produce an open world game.

§        Contributed core design ideas and feedback to the team.

§        Provided a central leadership role on the team.

§        Full Spectrum Warrior – Lead Gameplay Engineer

§        Managed a team of gameplay engineers.

§        Built a design friendly windows based scripting system.

§                  Created Several scripts that shipped as final gameplay.

§                  Worked with Creative Director to provide strong engineering core to gameplay systems.

 

 

Programmer

2002-2003  Idol Minds, Louisville, CO

§        My Street – Programmer

§                  Produced UI tool for generating Playstation 2 user interfaces.

§                  Integrated UI tool into existing Playstation 2 export pipeline.

§                  Completed a UI for a shipped PS 2 game, fulfilling all TRCs.


 

Software Engineer

200-2002  VR-1 Entertainment, Boulder, CO

§                  Created a UI for a massively multiplayer online PC game.

§                  Created a shadow rendering system for a massively multiplayer online PC game.

§                  Add pixel shader capabilities to the UI of an Xbox RPG

Education

University of Colorado at Denver, Denver, CO

1998-1999

§                  Computer Science Major

University of Maryland at Baltimore County, Catonsville, MD

1997-1998

§                 Computer Science Major

 

Achievements

 

§                 Contributed to the building of an engineering team to produce a Next Generation open world game and engine.

§                 Built a three dimensional multithreaded open world streaming engine.

§                 Provided core design ideas to an open world sandbox game.

§                 Led gameplay programming efforts in a genre defining military simulator.

§                 Worked with an artist to provide a multi project user interface tool used to generate shippable user interfaces.

 

 

Adam Pino

535 Kelton Ave #2 Los Angeles, CA 90024 , 310-882-8981(cell) 310-208-4795(home) , adam.pino@gmail.com

 


Wednesday, March 4, 2009

Mirror's Edge

I finally finished Mirror's Edge.  It took me a very long while.  It is by turns one of the most exhilirating and frustrating games I've ever played.  At first I thought the level designers just made decisions that I didn't agree with,  I was constantly getting lost having trouble figuring out what to do next, and on some levels I was lost with tons of blues trying to kill me.  So at first I thought that Dice intentionally created one of the most frustrating game experiences I've met.  By the end of the game though, I started to wonder if maybe this wasn't just a time issue.  It almost seems like they didn't have a lot of time to go through the levels and polish up the clamber paths and put all the red hints that most players would need.  That doesn't really excuse the weak combat, or levels with just plain too many enemies, but maybe the game didn't get a chance to get really focus tested and balanced.  That's what it feels like anyway.  I really hope they fix this one up for the sequels, my EA stock could really use a boost.

Thursday, January 8, 2009

Obligatory "of '08" post.

So this is my all too unfotunate "things of 08" post.  Nothing is in any particular order.

Films:

Didn't see a ton of films this year.  What I saw and liked included:

The Dark Knight:  Fantastic story, Heath Ledger shows his genius, great film.
Tropic Thunder:  Throw actors into "the shit", hilarity ensues.
Zack and Miri make a Porno:  Kevin Smith's best film since Chasing Amy
Pineapple Express:  I just seem to love everything Seth Rogen does.
Forgetting Sarah Marshall:  Came out of left field and really impressed.
Iron Man: Most fun super hero movie ever.

I'm probably missing some stuff but this is what sticks out.

Games:

Great games of the year include:

Grand Theft Auto IV:  It's pretty much what I was hoping for, no 10, but best GTA story yet, and amazing attention to detail in the city.  Mechanics are sort of weak and the plot does meander towards the end.  I still had a blast.
Fallout 3:  I really got into this game.  Way more than I expected.
Metal Gear Solid IV:  Totally loved this game despite never having played any MGS more than a couple of hours before.  Amazing technical achievement, incredible cinematics, and a story I could somehow just barely follow.
Sim City iPhone:  Whiled away MANY an hour with this version of Sim City.
Warhammer Online:  First MMORPG I legitemately got into.

There are a few others that I enjoyed but wouldn't say were great games of the year, including Fable 2, Mirror's Edge, and Little Big Planet.

Books:

I read a LOT of books this year, but not a lot of them are coming to mind.  These are the standouts:

Toll The Hounds:  Erikson continues his amazing series, perhaps not the best in the series but still good.
Return of the Crimosn Guard:  Best I've seen from Esselmont and a welcome edition to the Malazan Lore.
The Name of the Wind: Patrick Rothfuss weaves a deft and imaginative tale.  Highly recommended.

I read a couple of books on wine, including a book about the french resistance hiding wine from the Nazis, and the famous wine tasting of '76 where the French were beaten by American wines, but neither book was particularly good. 

Wine:

This is probably my biggest wine year EVER with so many amazing wines tasted this year.  Here are the standouts:

The Prisoner ('05 and '06): The '07 seems to need more time, but the '05 and '06 are absolutely fantastic, with the '05 barely edging out the '06.  Sweet, with tons of berry, this is probably my favorite wine.  Fantastic Zinfandel blend.
Head Honcho ('06):  This is a Syrah that is bursting with fruit, and a touch rough around the edges with a bit of alcohol.  Spicy and big and sexy, just a wonderful expression of Syrah.
Papillon ('05): This a sophisticated Bordeaux style blend from the guys that brought us prisoner.  Less bold than prisoner, but more complex, all in all a wonderful blend.
Porque No: This is my 'go to' wine at Napa Valley Grille.  Fruity and sweet, yet able to maintain some of the complexity of the cabernet, another great Napa blend.
Breggo Pinot Noir:  Needs a long decant, but you'll be rewarded with a sweet and fruity pinot noir that has an extremely long finish.

Cycle Gladiator and Ravenswood deserve nods for providing cheap yet delicious wines.  Bishop's Peak also fits into this category.  Talley Pinot Noir remains great, but I didn't drink a ton of it this year.

In other news, the game's still not done, but it's looking strong for this year.  I never want to be on one project so long again, it has turns of being very disheartening.  Overall not the greatest year in many ways.  I've seen my EA stock options go from being a smallish down payment on a condo to being completely worthless.  I've seen my golden handcuffs turn to lead, and I've had many friends and family lose their jobs.  Meanwhile the L.A. Real estate market refuses to fall enough for me to have a real chance at getting anything, a frustrating and disappointing year, to be sure.  Hopefully '09 will either bring an economy turnaround, or the Los Angeles home prices will drop for real.  We'll see.

Thursday, October 16, 2008

Band and Albums that should be in Rock band...

... but probably won't be.

To be updated as I think of more.

...And You Will Know Us By the Trail of Dead -- Source Tags and Codes
Arcade Fire -- Funeral
Neutral Milk Hotel -- In the Aeroplane Over the Sea
Led Zeppelin -- Zoso, II
Pink Floyd -- Dark Side of the Moon
Radiohead -- The Bends, OK Computer
Blur -- Selections from Parklife, 13, and Blur
The Stone Roses -- The Stone Roses
Calexico -- Garden Ruin
Greenday -- American Idiot
Galaxie 500 -- On Fire
The Flaming Lips -- The Soft Bulletin

Random Stuff

Recently, I read The Black Company by Glen Cook, which is the first in a series of books about the aforementioned Black Company. I suppose at the time it was published it was something of a groundbreaking book, but after reading Erikson, and to some degree George R.R. Martin, it feels a little quaint. I think the writing style is downright adolescent, and the flow of the words is very poor. The plotline and characters are what give the book it's place in the hearts of fantasy fans, and it does have interesting characters and a decent plot, but Erikson does the same thing better.

The book follows a squad of soldiers in what seems to be the best mercenary army in the world. They end up working for "the bad guys", in a poorly explained war. What starts out as interesting and cliche avoiding ends up banal and unsurprising, but there are still good parts to it. I'll probably keep reading the series, maybe after I pick up the next Mistborn book (come on Brandon Sanderson, don't fuck up Wheel of Time any worse).

I've been playing warhammer online a lot with my wife, Danielle, and it's really grown on me. It's the first MMO that's sucked me in at all, so that's really saying something. I wish it were a bit easier to get into a scenario (not UI wise, but queue length wise), but otherwise fantastic. I don't have to get Saints Row 2 or Dead Space thanks to WAR. Next week, however, is a definite dual buy of Fable 2 and Little Big Planet.

As far as wine goes, I've found an absolutely fantastic Zinfandel blend called The Prisoner at Wally's. Wally's is a local LA wine shop. The Prisoner is just an AMAZING Zin. Hugely fruit forward (which is my preference), but still fairly complex, alcoholic, interesting, a fantastic wine. You might notice that I'm terrible at describing wine. I just don't have the heart to try to name a bunch of flavors that the wine really reminds me of more than tastes like. The other wine we've been drinking lately is called Porque No? it's another Zin blend, not quite as good, but a fantastic QPR at $18 a bottle. Really a nice wine. I might order more of it.