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“Summer in the city and the air is still….”
Has it really been THREE months since I last updated the website? I guess so. Why is that? Well, like the rest of the planet we’ve been living through a global pandemic. Luckily, for everyone at TFE their families remain safe and well. That’s the most important thing. And what a hot Summer we’ve had so far!
This is my fourth update and thinking about it, it probably would have been my fortieth by now. After taking the game to PAX East Boston back in January, the year ahead had us planning to attend just about every game exhibition going. We were getting ready for events like EGX, GDC, E3, Gamescom and all of the rest of them. We were looking forward to a good Summer of travelling. You would have been able to sort of follow along with us and see the game evolve as we headed up to finishing it.
But that all changed in the end of February. Looking back, attending PAX felt like taking a huge risk. I don’t think anyone will be rushing to volunteer to be in the same place as 250,000 other people right now. We shook a lot of hands, shared our controllers with thousands of people and handed out our own personal phones to capture email addresses. It was exhausting, there’s no doubt about it. But we survived it. Barely. But we survived.
And did we show ‘the game’ to anyone back in January? It might have looked that way. But to us, we certainly didn’t. We just showed a ninety second race on a tiny tiny piece of one road in the game. We were about five months into development and the opportunity to go to the Show presented itself. So we took it. And we’re glad we went. It was good to see some of our returning fans stopping by to say hello. (And Chris from CT, if you’re reading this – drop me an email as I’ve lost your details!)
So here we are at the height of Summer. At the end of this week, we’re closing our home offices for a fortnight. We’re all due for a summer break. And game makers are regular folks too. I know we do appear to have magical powers, but it’s good to take a break from using them! It’s good to get some time away from everything. Lord only knows we’ve spent lifetimes looking at screens already.
There are three things I’d like to talk about though.
The first is that the game will be coming out later than we originally planned. We’re making a substantially bigger game than we’ve made so far, and we’re working on more platforms than before. So naturally, it’s going to take longer to finish.
The second is that we’ll probably look back when things get back to normal and say that the lockdown impacted us in quite a positive way. We were already pretty well configured to all work from home. If anything, it has brought us all closer together. We meet every day at half ten in the morning in the game itself. And then we go again later on , usually at two but sometimes at four. We’ve ironed our more than our fair share of niggly online issues already.
It’s also been a great stimulus for thinking differently about things and trying out new ideas. We’d been playing together for about a month when Alex Veal suggested something that was outlandish and revolutionary for online gaming. Within two days, we were playing his first prototype and then all thinking of ways to take these new ideas further. It reminds me of that line in “Terminator 2: Judgment Day” when the Cyberdyne programmer Miles Bennett Dyson said the chip fragment from the first Terminator ‘gave them ideas, new directions and things we never would have thought of.” As a team we embraced his concept and the game is all the better for it. In fact, we’ve had a great Summer of online gaming in the new game so far!
The third is about the sheer size of the world we’ve built for you to drive around in. Without saying too much more, I can let you in on the fact that it’s 449 sq.kilometres. Trust me, it’s a lot of mileage to cover. And there are some truly cracking roads in there.
Right then, that’s more than enough for update four. I’d better stop whilst I can to avoid spilling the beans too much. And remember, beans are never for spilling. They are for eating. Make sure they are piping hot, but haven’t been left to boil. And serve them atop two slices of your favourite bread that has been well buttered beforehand. Wash down with an equally piping hot tea. If you’re a dynamic adventurous type of person, you might want some HP Sauce on the side. But only if a risk assessment has been performed. Let’s not go crazy everyone eh?
Talk to you again soon!
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]]>The post “From the Inside…Out.” – Dangerous Days #3 appeared first on Three Fields Entertainment.
]]>It’s the end of April and we’re still in lockdown here in the UK. We were pretty well setup to be able handle making the game and working from our homes. Like many of you we’re stuck inside and often gazing out of the window.
A month ago we started off working in a similar way to many other businesses around the globe. We would talk to each other using the communication tool Slack. And then we would use software like Skype or Zoom for video conferencing.
But after a few days of this, we switched things up a little.
For MOST of the time we’ve been meeting up inside the game at least twice a day. Our game world has been our meeting place. Well, what’s special about that? Lots of games have online gameplay in them?
Well, that is right, but it’s rarely working properly during the game development itself. Online development usually gets done towards the end of game making.
But for us, we’ve been making the game from inside the world.
It’s quite OK if none of that makes any sense to you. All you need to know is that we’ve been having a lot of fun inside the game despite the lockdown.
It’s made us bring forward a lot of things that we would have done much later. To start with, some things were a bit broken so those got fixed the quickest. And then we’ve been fashioning some online things based around what we’ve seen each other do inside the game. This is a radical approach to development. In all the time I’ve been making games I’ve never been racking up the online play hours so rapidly halfway through the development.
I wish there was a way I could share what has been happening with all of you at this point. And we will when the time is right. Until then have fun!
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]]>Today marks the first anniversary of the release of Dangerous Driving. And where exactly did the year go? It does almost feel like yesterday since we were finishing off the first release of the game. Fiona suggested I write something about the first Dangerous Driving for you. So here we go:
1.) “Five Things You Never Knew” Number One : The game is full of hidden references.
A good place to start looking is to read all of the signs that litter the roadside of each course. It’s a really fast moving game. If you’re doing things right, then you won’t be driving so slowly. But if you happen to crash you’ll occasionally see a brown sign close to the side of the highway.
Each Course has different groups of signs. Some relate to Groups of different forms. A few of them are musical groups. Others are groups of famous people.
How many of them can you find?
2.) “Five Things You Never Knew” Number 2 – It used to be a lot harder.
As we reached the closing stages of development, we had to sit and play through the entire game from start to finish every single day. On each platform. Most people are playing games just to fun.
Playing them for work can sometimes feel much different. At around 9am each morning we’d get to sit down, start a new game and play the whole thing through as fast we could. So it was start with a fresh game save, go all the way through. Get all Gold Medals and unlock ALL of the Achievements and Trophies. Every day. This doesn’t feel like normal play. This is pressured play where you have barely a moment to pause
That meant we got pretty good at the game. By this point we’d already been playing the game for months and months anyway. We’ve driven thousands and thousands of miles. We’ve played the game day after day when it’s been continually broken.
Last month’s issue of the excellent “Retro Gamer” (my favourite magazine) featured a great interview with Tim Kitzrow – who was the voice of “NBA Jam.” They were asking him all sorts of questions about his experience of being around the various Midway arcade coin-op titles as they were in development. He said something very true. Which was along the lines of , “well, there wasn’t much to do for a lot of the time as, anyone who is familiar with making games will know, for a lot of time there is no game to play.”
That certainly used to be my experience of game making. Nothing to really see or play for months and months and then a ton of work in the final three months.
DD was refreshingly different. We were playing all of the Courses really early on. Most of the game was ‘stood up’ within the first three and half months. So there was always something to play.
But back to my point – the game was originally a LOT harder as we finished it. Why was this? Well, the Face/Off events – which you need to win to unlock a faster vehicle were really quite tough indeed. In the version of the game you play now, if you Crash you’ll burn a bit of valuable time. And if your Opponent manages to stack it into some traffic, then so will they. But in the first version we played through, this didn’t happen. If your Opponent crashed he’d get some Magical Boost (which is very much in short supply these days) and be right back on top of you.
This made for some VERY tense races. And you needed nerves of steel to complete them. You’d have to be flawless AND aggressive. I used to take them down several times in a row to earn some Boost and then run like hell to the Finish.
I now know how Michael Biehn felt in “The Terminator” movie. (Which you have all seen right? If you haven’t, why not? Stop reading this and go and watch it now! It’s a true sci-fi classic!)
The AI could not ‘be bargained with’ nor could it ‘be reasoned with.” And they were always hot on your heels. So they really would ‘stop until you die. Ever!” Just like in the movie really.
So yes it was much much harder. In some ways it was quite rewarding at the same time. But we’d consider ourselves to be highly skilled players. And not everyone is. It felt unfair to lock the key vehicles away behind what felt like an Ultimate Test in the end.
So if you thought the game was too tough to play through, spare a thought for us. We had to go through it many times when it was truly much much harder.
3.) “Five Things You Never Knew” Number 3 – Braking Bad?
Our Desert course Dead Rock Canyon really looks a lot like the location used for the opening sequence of the TV show ‘Breaking Bad.’ That show was filmed in around Albuquerque New Mexico.
Art Director Paul Philpott looked at elements of Grand Canyon, Monument Valley and Red Rock.
The show popped up on Netflix as we were finishing. As we watched the opening sequence it was one of those ‘game comes to life’ moments.
4.) “Five Things You Never Knew” Number 4 – You don’t drive through Texas. You know how we feel about Texas!
The High Dunes Desert track was inspired some of the landscapes featured in the 1991 movie “Thelma and Louise.” There’s a scene featuring the oilfields of Bakersfield, CA in the middle of the movie. So that’s why we have pumping oil derricks at the far side of this Course.
The oil derricks themselves are fictitiously owned by a famous company as well.
Next time you watch that movie, watch out for all of the sequences that depict water throughout the movie. It’s quite interesting.
5.) “Five Things You Never Knew” Number 5- There was another Course which didn’t make it in.
That Course was the “Canyon Super Marathon” course. (I’ll try and boot up the old software in the Editor and take some grabs of it.)
It was a Course I worked on during the closing stages of the development. It was the longest Course in the game. Each lap was around eight or nine minutes long at full boost all the way. It was a five lap Race which took close to 45mins to complete.
So happy first anniversary Dangerous Driving. We loved making you. You were undoubtedly our best game yet.
Wherever you are, we hope you are staying home and staying safe.
Take care……
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]]>Welcome to the first in a series of blog posts being written under lockdown. It’s officially Day Two of a three week wide national lockdown here in the United Kingdom. It’s our third week we are all working at home. We’ve had months of rain here in England. Spring is just around the corner. The sun is shining – yet all of us have to stay indoors at home.
I thought I’d begin by updating you all about what happened to us just before the whole world changed. It’s taken me time to be able to do so. Attending PAX 2020 over in Boston was so overwhelming. It was exhausting, both physically and mentally. It was only a few weeks ago but really, it feels like a lifetime away. Apologies for the lack of amazing tales to tell and photos and vids to share. At an event like that those things are a total after thought. We were flat out busy for the whole time.
Last year I went to PAX 2019 alone. It was last minute thing for us. As independent developers, going to do Shows takes a lot of effort. It’s completely understandable that a lot of small teams would rather stay home and focus 100% of making the best game that they can make. No-one will ever remember what you did at a Show. They will just remember your game. It’s as simple as that.
In March 2019 we’d finished development on “Dangerous Driving.” Our New York based publicist Tara called us with a last minute PAX opportunity. Another developer had dropped out. We were offered space on the ‘indie mega booth.’ So we said yes and I volunteered to fly over.
Little did I know what I was letting myself in for.
Upon arrival at my hotel I collected a couriered package containing the first three copies of the game direct from the pressing plant. On the Show floor we had a small booth and a big TV. I flew out with an Xbox One X development kit. The budget was tight. It was just me and Tara for the full four days.
For the Pax 2020 Show we weren’t taking any chances. We decided that we’d try to go to as many Shows as we could during the development of “Dangerous Driving 2” – so that strategy would begin 2020 with PAX East (Boston) and end with PAX West (Seattle).
Due to the sudden onslaught of the coronavirus pandemic, the world has since changed. Many of the Shows we were looking forward to are currently cancelled. Just like all of you, we’re taking things day by day and week by week. As soon as things return to normal, we’ll be back out there, showing the new game and meeting as many of you as possible.
Phil and Paul flew out to PAX 2020 two days ahead of me. This time, they would be taking care of everything that needed to happen on ‘setup day.’ This time we had our own exhibition booth. It was a good location on the right hand side of the show floor, nestled among some of the biggest firms in gaming.
Showing a game to the public when it’s still really early in development is never easy to do. Everything is a work in progress. The visuals aren’t done, the audio isn’t done. But we figured we’d take the risk and give people the chance to have an early peek at the software.
Simes made up some dummy packaging to use as props on the booth.
(We soon lost count of the number of people coming up to BUY the game from us there and then. )
It was decided we’d to give the briefest playable glimpse of we could show of the new game. We worked for four days putting together a simple Race featuring the new Muscle Class vehicles.
Unlike 2019’s mammoth five minute three lap Desert Race, we limited this one to be a quick minute and a half. The game was running on PC – and we were renting both the PC and big TV from one of the official Show vendors.
We set ourselves three main goals for PAX 2020. One was to announce the game and let people know that it was coming. The second was to show off 2P split screen racing for the first time. The third goal was to show the game running on the handheld Nintendo Switch.
It was a sunny morning as I walked my dogs then packed my suitcase, said my goodbyes and left for London’s Heathrow Airport. The news was full of the events in China. After parking my car in Terminal 5’s POD car park I headed over to the terminal itself. Outside I witnessed my first group of people putting surgical masks over their faces.
After clearing Security I went to meet up with Simon Phipps who was eating lunch in one of the airside restaurants. We were both there at noon for a three o’clock flight to Boston. Everything was going well and after killing some time in one of the airport lounges we headed off the gate. With less than thirty minutes to go, our PAX 2020 flight was cancelled.
The orderly queue for the departure gate soon disintegrated. Several hundred mobile phones pinged simultaneously with the news. The airline asked all of us rebook onto a later flight. Not a good start. After a bit of faffing everything was back on. However our delay of around three and a bit hours conspired to make a long day for us even longer.
Arriving in Boston much much later than planned I reached the hotel just after 2AM UK time. I bumped into Paul and Phil in the lobby. They told me about their very long day in the exhibition centre. Last year I completed setup in under three hours. This year they had been there for around nine and a half hours.
They had encountered many problems with the rented PC. Plus, the TV that arrived wasn’t the 4K spec that we had ordered either. Looking back, these all sound like trivial things to sort out. But when you’re stranded in an unfamilar place it’s all just added stress.
Every time Phil went to install the game files were getting deleted as quickly as he started. It took a long long time and a lot of waiting around for the right people to assist before the problem could get resolved. Nothing computer related is easy when you are relying on a shared wifi connection with several hundred other users.
After very little sleep myself it was soon time to start the first day of PAX 2020 itself. The guys set off ahead of me. I ventured outside into the freezing weather – it was minus 7 with a bitterly cold wind, and went to a nearby pharmacy to pick up supplies. It takes a bit of time to actually enter the PAX 2020 venue and there can be long lines to go through the airport style security. So once you’re in, you tend to be in there for a long time.
Learning from last year I bought and carried in as much gum, mints, sweets and water as I could physically carry. It’s already a very long day of standing up as it is. Trying to do that and be hungry, dehydrated and trying to smile through it really does take its toll.
For the booth this year we decided to try doing things differently. Rather than spent a lot of money getting a huge banner printed we decided to try doing our version of a ‘zero waste booth.’
Simes brought with him a load of art supplies. The idea was that over the course of the show Simon would create artwork live and then hang them up to decorate the backing to the booth. We thought this was a chance for people to actually see a professional game Artist at work and also a unique way for our booth to stand out from the crowd.
These Shows cost a lot – not just in financial terms but also in terms of actual physical resources. We decided that it didn’t make sense to print a huge banner and then be unable to give it away afterwards. The one last year was big and really heavy to manhandle around. Instead we found a ton of cardboard a few feet from our stand and used that for the next four days.
We weren’t the only ones doing the Show as cheaply as possible. Our neighbours from the brilliant Casa Rara Studio were doing an early look at their title. They had decorated the entire PAX booth for a sum total of forty dollars! They had way more paper streamers than us, a lot of candy, and often more visitors!
It was our PAX version of Pink Floyd’s “The Wall” live show from back in 1980. Over the course of the Show, Simon was going to ‘build’ our version of ‘The Wall.” At the end of the event, it would be time to ‘tear down The Wall’ and either give it away or drop it into the recycling bin and walk away.
Unsurprisingly PAX 2020 was very, very busy. The threat of the virus did little to turn people away. Tickets had sold out from the start. Nothing was going to keep people away from a huge hall fall of the latest games. From the off we were swamped with people wanting to play the game and talk to us. None of rarely had a spare moment to ourselves. We did our best to avoid shaking too many hands, and had a huge supply of cleaning supplies to wipe down our DualShock controllers after each play session.
Bizarrely, I recognised many of the faces of people who came to see us. Many returning players from last year. 2P split screen was also a huge win for us. Our booth was located right next to the Discord booth and alongside the Seagate booth. We had a very steady stream of traffic throughout the four days. Having four of us there really made things that little bit easier. Tara Bruno had organised a manageable scheduled of both games Media and social media influencers peppered at regular intervals for the first three days as well.
I have worked a lot of different game Shows throughout my 25 year career and they each pose their own set of challenges. Somehow if you don’t finish up totally exhausted from it all and on the verge of losing your voice, then you haven’t been working hard enough.
Thing is, none of us are in our youthful good looking Twenties any more.
Here are my PAX 2020 highlights:
1.) Meeting many of the same players who came to find us this year. Thanks to all of you. Thanks for telling us again where all the ‘good food trucks’ were parked. Second year running, and we still never found them.
2.) Watching all the parents come and sit down to play with their kids. Some were quite young and some were quite old. It reminded all of us that a lot of people do really enjoy gaming primarily as a shared activity with their family and friends. Two people sitting down for a bit of friendly racing competition around the same machine. It was fun to chat to all the Mums and Dads and learn more about a variety of gaming habits.
3.) Meeting Mrs Amy Fields (@amyf726) and her two sons. They came to play and to tell us that in fact, THEY were ‘actual three Fields in person. I took their picture and shared it on our Twitter account. You can see that by clicking HERE. That really did make my day!
4.) Seeing how many Switch owners are out there waiting for a game like ours. It was a really really early version to show. Ben Smith did an amazing job getting the game built and showable in such a short space of time.
5.) Catching up with the brilliant Andrea Rene again and her crew from “What’s Good Games.” Just as the batteries died on our second Show Switch, they stepped in with a much needed US power supply. They gave it to us for the duration of the Show. That really did save us on Day One and we can’t thank them enough! Brilliant stuff!
6.) Meeting up again with our old friend @HipHopGamer Logitech G (#1 Gaming Personality) from New York’s Hot 97 FM. Easily the most friendly and enthusiastic member of the gaming Media ever. A total delight to be with. He lifted everybody’s spirits. Not just us but everyone around us too! If the rest of the games media could be like him, it would make everything a lot more fun, believe me. Simon drew his portrait whilst he stuck around. He played 2P with a lot of people, talked to Phil about Switch, and talked hip hop with Paul. Totally brilliant and genuinely funny.
7.) The Three Fields crew of Paul, Phil and Simon. Huge team effort and they did an amazing job. Flat out for four long days and not a word of complaint. As well as non stop game demos and media presentation, they also took as many sign ups to the Dangerous Driving Club as they could, and added follower to our Twitter, Instagram and Snapchat accounts.
8.) Seeing all the people who had made the effort to dress up and cosplay as their favourite gaming characters. We did our best to try and identify as many as we could. Special mention goes to the couple who came dressed as ‘the coronavirus cells.” One was red and one was white. I’m glad they told us as we’d have had no idea otherwise!
9.) Talking about the films of Norman Wisdom with the breakfast waiters at our hotel. They were all from Tirana, Albania. His films were shown repeatedly on the state controlled television station. This was back in the days of the Iron Curtain of course. It was little moment of home in a faraway place.
10.) The feeling you get when you realise it’s time to leave the Show and come home. It’s a great event but it really is a great relief when it’s all over. Three days would be just about do-able. Four days is like doing back to back marathons.
Thanks once again to all the East Coasters who travelled up to the Show and came to spend some time with us. We were tired. We were hungry. We were jet lagged. Our feet hurt a lot too. But we did enjoy meeting each and every one of you and hearing your stories. See you next year perhaps?
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]]>I’ve been thinking about the carbon footprint of our game development and the topic of climate change a lot for the past few years now.
I’m regular listener to BBC Radio Four here in the UK. Their daily lunchtime consumer programme “You and Yours” recently featured a story about the band Coldplay. They announced the postponement of ALL touring activities until it could be done in a totally carbon neutral way. Here’s a link to Rolling Stone’s article about the subject:
A few days later, Bristol-based group Massive Attack announced that they were teaming up with academics at Manchester University to map the carbon footprint of the music industry. Researchers will analyse the band’s recording and touring schedule to study THREE key areas where CO2 emissions are generated : band travel and music production, audience transport and venue. You can read the article in full by clicking through to The Guardian newspaper.
Reading these articles really got me thinking about the impact game development has on climate change. I was a heavy business traveller for a good fifteen years of my career. In 1998 I clocked up close to 200 flights in a single year. My job required extensive short haul air travel around Europe. I only used rail if I was visiting developers across the Channel in France. Travelling by train made for a welcome change and I used to look forward to those meetings. Eurostar could take you into Europe and back again in just one, albeit very long, working day.
The rest of the time it was all flying. One of the reasons for forming Three Fields Entertainment in 2013 was to take back control of my life, and work – and reduce all business travel as much as possible. I’ve only been to GDC once. And I took a five year hiatus from attending the E3 Show in Los Angeles after 2008. I felt that there was no need to go once every game site began to stream all of the press conferences and most of the show itself.
Airports? Have seen them all. Long flights? Never liked them. Ask any high mileage corporate traveller if they truly think their travel was necessary, and most will tell you that in the end, it probably wasn’t worth it.
The games industry has always been an intensive industry. It asks a lot of the people who work in it. And it used to exist in solely physical media based world. Working hard to make plastic discs, which were then encased in plastic, wrapped in cellophane and delivered to warehouses by fleets of lorries. I used to have a framed picture of a “Burnout” branded lorry from UK supermarket chain Tesco, taken on the day it parked up outside the former Electronic Arts UK headquarters in Chertsey. Of course, the game wasn’t made there, but let’s not ruin the memory. It was a reminder of the actual real end point of the game making journey. A disc in a box on a shelf in a shop. Taken there by lorry from a warehouse. And the warehouse was filled from lorries leaving disc pressing plants.
The games industry in the United States is ten times bigger than in Europe. Ask any musician, actor or game developer – if you want to make it big in the States, you have to fly to the States a lot. So that’s what we did. Climate change? No-one was talking about it much.
In the first six months I worked for Criterion Games, I achieved Gold status on Richard Branson’s airline, Virgin Atlantic. Their chauffeur driven cars would pick me up at home to take me to Heathrow. The drivers would always ask me what I did for a living, and my name flashed up on their computer screens with “VIP” next to it in green capital letters. In the early days of the PlayStation2 I once visited Tokyo four times in a single month, coming home for weekends. It was sheer madness, but somehow necessary. There was no FaceTime or Skype back then. Video conferencing was only something you saw in Hollywood movies along with spinning 3D renders of envelopes to show you that you had an email waiting. (I’m still waiting for those by the way.)
Flying was a necessity. It was mandatory. With every game there would be a kick off meeting, usually held in San Francisco. Then a follow up meeting three months later. Then a press event. And then E3. And then a follow-up. So lots of flights. Lots of back and forth. I started to wonder about the impact my career had been having on the planet, and whether it was all truly worth it in the end. The environmental impact of not only the development of the games but also their associated marketing and promotion isn’t something that has been widely discussed. But things are starting to change. And we’ve started to notice a few headlines throughout 2019 mentioning game development and climate change together, such as this one from the United Nations:
I began to research ways we could reduce the overall carbon footprint of our game development. In many ways, we’re a greener developer than most. Mostly it’s down to size. There are only seven of us. One of us works from home 100% of the time, so there’s no commuting time spent on the road. Another car off the road there. We work four days not five. So less driving for all of us. Less annual miles.
We reduce and recycle and much as possible. Our local Council doesn’t recycle plastic, so any that we do use has to be taken home by one of us. Nearby we have a petrol station and a McDonald’s. I don’t think any of us have been to see Ronald so far, and we soon got sick of the heavily plastic-wrapped food in the petrol station M&S during the development of our first game. Our office is an eco design, with thick triple glazing and solid timber windows. We get heat from the highly efficient Mitsubishi air source heat pump that sits outside our kitchen windows.
Last week we all each used the WWF Carbon Calculator – which you can find HERE:
When looking at each of our daily lives, our scores were not too bad. We score well for driving electric vehicles, not taking overseas holidays, eating less meat and living in energy efficient houses. But when we factor in our upcoming flights to PAX East 2020 in Boston next month (which I wrote about last week), or Gamescom in Germany this Summer – our carbon footprints get much much bigger.
We have decided to carbon offset all of our overseas travel from now on. Here’s the online calculator we used to work out our carbon footprint:
I spent a few days reading about carbon offsetting. After a bit of research, we’ve decided to use the same company that The Guardian newspaper uses, Oxford-based Climatecare.
The very next day saw Microsoft make headlines with their commitment to go ‘carbon negative’ – offsetting all emissions created since the formation of their company in 1976.
We’re also planning ways to reduce our overall carbon footprint at the PAX Show itself. Our business cards are being made locally, by an eco-printer using recycled paper and inks. We’ll try to not use any single use plastic for our four days at the Show, bringing our own utensils and water bottles with us. We’re also probably not going to print a vinyl banner this year to promote our work. It would have to be generically branded so we could reuse it in the future. As we’re based in Europe, it’s much harder for us to attend overseas shows. The flying makes it physically exhausting, plus there’s a limit on how much equipment we can bring.
For the Show last March, I flew out with an Xbox development kit in my bag. Whilst the format holders overseas don’t want you hand carrying kit with you, we’ve found that it’s incredibly hard to connect to the right people in order to get assistance ahead of time for shows like PAX. Last year we attended due to a last minute cancellation. So we hand carried our own kit.
We hope to look to a future where we won’t have to fly around the world to reach an audience and show off our work. The science tells us climate change is very real.
This June Dutch indie innovator Rami Ismail is hosting GameDev.World – a global online game development conference. Frustrated by ever-stricter visa requirements for overseas visitors trying to enter the United States to attend GDC, Rami is putting on his own globally streamed event. This way, developers from more varied backgrounds will be able to speak out and show their work. And all without leaving their home countries, thus lowering overall carbon footprint. The potential impact of something like this gaining traction is huge, and we hope that it will be a big success.
We hope that initiatives like this will become the norm and not the exception going forward. Not only does it cost a lot of money to physically travel around the world, it also creates a lasting carbon footprint impact. It isn’t the end, but rather the beginning. Each day brings news of companies around the globe changing the way the operate to meet the challenges that climate change presents. We hope other developers around the industry will join us in taking part in this important conversation.
To be sure you never miss any of our news why not sign up for our Dangerous Driving Club. Admission is free and you could win one of our games in our monthly prize draw.
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]]>The gaming convention that is Boston’s PAX East 2020 is coming! In fact it’s happening in 46 days time! And we’ll be returning to Boston for the second time to exhibit at the event!
We spent time yesterday booking airline tickets and trying to sort out our hotel reservations for the show. It feels like I was at the last show just a few weeks ago. For those of you in Europe, you might know what an important games convention this is. PAX East Boston spun out of the Penny Arcade web comic and got going in 2004. There are now multiple conventions held in various locations around the United States. There’s also a PAX that happens Down Under in Melbourne, Australia.
I’ve been going to games shows a bit like PAX East Boston since I was fourteen years old. I went to some of the early Commodore Shows in the UK in the mid-Eighties. It was rare to see game running in shops back them. So to be able to go to one place and see a wide variety of games running on all the different formats was an amazing experience. Fast forward just over a decade later and I was in the games industry and going to shows as an Exhibitor.
The big show in Europe back in the 1990’s was ECTS – which was the European Computer Trade Show. It was held at Olympia in London – a place which was somehow difficult to get to however you tried to get there. And it was held not once but twice a year, in the Spring and in the Autumn. It’s interesting to note that at that time there were so many games being released and so many software developers and software Publishers that ECTS happened twice a year.
The main US show back then was CES every January – the Consumer Electronics Show, which is just coming to a close this week in Las Vegas. It’s much more of a tech show these days, but back then it was THE event of the year for the US games industry. But it was three shows in one – it was a tech show, a games industry show AND it was the event for the adult film industry in the US. The big games companies didn’t like that, so a new show – focused solely on the games trade, called E3 – Electronic Entertainment Expo – began in LA in May 1995.
The rise of E3 ultimately sounded the death knell for the ECTS Shows. With the US show moving to May – big games premiered there and not at Spring ECTS. The European shows were purely a vehicle for physical media retailers to take another look at games they had already ordered at the January CES event. There was still time to either order more or cancel altogether depending on how the games were shaping up. As E3 got bigger and games moved from expensive ROM cartridges to CD’s ECTS would lose its’ reason to exist.
The first ECTS I worked was in September 1995. I had just joined the European HQ of Acclaim Entertainment based in London. Despite the fact that later that month Sony were launching PlayStation, our big game for the 1995 ECTS was “Batman Forever” and “Mortal Kombat 3“for SNES and Megadrive (that’s Genesis for all you US readers!). But we also had three games on show for the about-to-be-released Sony machine. The company had a big stand, with the best position front and centre right in front of the main entrance. You could even wipe your shoes on the company logo as you came in. We paid a premium to have a special doormat made by the main doors!
Below is a side on photograph I took just before the show opened. It’s a poor quality photo because, well, most snaps were back then. I had to post my film away to get the photos developed. ( Note to all ‘non-old’ readers – this was actually something you had to do!) The games on show were “NBA Jam” by Iguana for PlayStation, a vampire cinematic game called “D’s Dining Table” from Warp and Kenji Eno for Sega Saturn, then Probe’s “Alien Trilogy” for PlayStation, and then Capcom’s “Street Fighter: The Movie” for PlayStation.
We also had the actual Batmobile from the movie “Batman Forever” for the show, on loan exclusively from Warner Brothers. I was the point person for the company as the car was delivered at Olympia and pushed by hand into the exhibition centre. It came with its own security guard. As it was a one of a kind prop it had a ridiculous insurance premium to match. It has been used in London that very week. It was driven by UK Williams F1 driver Damon Hill to open the big Sale at the Harrods Department Store in Knightsbridge with actor Chris O’Donnell from the movie. That shop was directly opposite what used to be the Acclaim London HQ. The car itself was made of polished matte fibre glass and had very very long fins extending from the back of the car. It had a small Mini engine and the flame effect was created by one of those burners you see supplying fire inside hot air balloons.
The car was slowly and carefully pushed by about eight of us about fifty painstakingly slow metres from the loading bay at the back the Hall all the way down to the Acclaim stand at the front. Unfortunately for us, the flooring of the stand was raised off the ground level ever so slightly. That thing weighed a ton or so so trying to lift the front or back end over a small kerb was impossible. One of the crew who was working on finishing the booth construction knocked up a makeshift ramp out of a nearby discarded wooden pallet. In the end about twelve people forced the Batmobile backwards up the handmade ramp.
Three things went wrong. One, the handmade ramp collapsed due to sheer weight with only the back wheels up on the raised stand. Two, I was holding the back left fin of said car as the ramp gave way and a small part of it came off in my hand. Thirdly, as the car finally made it into position everyone stood back and we congratulated ourselves over a difficult job done well. (I mean, it could have been much worse really.) Then the car fell through the floor!
It turned out that no-one had really told the Dutch construction crew that a very heavy prop car was going to be sitting in the middle of their wooden plywood and carpet stand. So there was no way it could have taken that much weight! The ever-so-slightly loud crash that echoed around the Hall got a lot of attention. We soon had a lot more people coming to help! In the end, the car was lifted and moved out of place. The floor was reinforced and repaired and by the end of the day no-one would have known what had happened. And all this excitement before the Show had ever opened. I won’t say what happened to that broken piece of Batmobile fin though. And if someone discovered it glued on with Pritt-Stick the following week, then it was clearly nothing to do with me at all…
As I mentioned earlier, the car was a one-off and came with its’ own 24h security. This was for insurance purposes apparently. No-one was supposed to get too close to it. The stand had been designed to prevent people being able to walk around it. You can see the banks of monitors doing that in the photograph below. The cockpit was also closed shut – to prevent any old idiot trying to get it and also to stop anyone seeing how rubbish it looked inside.
After so much stress and struggle over the car, when the security guy wasn’t looking I slid the top back, jumped in and got our IT Manager Paul Fox to take my photo. As the new guy in the company, this was a strict no-no and I got a stern telling off seconds later from my Boss. So when she then turned her back, I took one of Paul and even ‘Smaller’ Paula from the overseas sales department managed to jump in as well.
It was all worth it in the end though because our stand was the talk of the Show. In fact, here’s a spectacularly low quality video I found on YouTube from German games magazine Power Play:
If you watch carefully, you’ll see that their camera men didn’t even film the Acclaim Entertainment stand at all, so our newly near-mint condition special movie prop Batmobile is nowhere to be seen. Obviously, two people play fighting with swords and Virgin Interactive’s faux Cinema stand were much more important to be captured and immortalised forever on film. If you squint carefully, you can just about glimpse the massive Sony PlayStation stand which took up the entire far end of the first floor of the show!
The E3 shows were much bigger, louder and glitzy than any of the European shows. And unlike shows like PAX East Boston, one hundred per cent corporate. The first one I went to was held in Atlanta. I don’t remember too much of that show. For ALL of it I was hard at work, with back to back appointments for all three days. At that time I was meeting developers from around the world. They were pitching me their projects. The big games of that show were the first showing of “Half Life” on PC and the next game from Rare’s “Goldeneye” team which was “Perfect Dark.” None of which were ever going to be pitched to me.
Shows like E3 were like attending massive rock concerts. Hordes of people. Nowhere to sit. Nothing to eat or drink and noise, non stop noise from 8AM until sundown. I remember the Nintendo stand being a stones throw away from mine, but I never got time to venture over there. In fact the noise of the show was so loud it was hard to hear what anyone was saying. I went to sleep after the first day wondering why on Earth Rare had called their new FPS game “Perfect Dart?”
The best E3 shows came a few years later when I was showing the “Burnout” games. Each one was special, but the first one we did with Electronic Arts for “Burnout 3:Takedown” was definitely a highlight. The game looked great and we were front and centre on the EA stand – the biggest, brightest, and loudest of the event. That game showed spectacularly well and it was an easy sell to the gaming media. EA had close ties to a lot of celebrities so you’d suddenly find yourself demoing your game to Robin Williams, Steven Spielberg or any of the big name NFL players. The thing there was that none of knew anything about American football, so we didn’t recognise any of them!
Here’s some footage from that E3. It was actually filmed by me. So thanks to the person who copied it from my Vimeo site and posted it helpfully on YouTube. I knew I’d need it one day!
Those shows were exhausting to work at, but none of them really had the act of playing games at their heart. They were trade only affairs, so you’d go there to show your game to the buyers of all the retail chains from around the world. Only the specialist Press journalists would want to actually hold the controller and play your game. The rest were there just to watch. Handing someone a game controller usually garnered a strange physical reaction. It would usually be one of sheer embarrassment. No no, they would insist – they didn’t play. But their son or daughter did!
Luckily though, shows like PAX East Boston have turned this world around. E3 is now a public show. The big European show, Gamescom, is a public show. It’s not about the suits anymore, and most of the retailers have closed down. So gaming conventions are really back to where they started. They really are for the players! Let’s take a moment to celebrate that shall we?
Here’s a quick video from IGN that shows a lot of people dressing up at PAX East Boston 2019:
Costume play started at Japanese shows like Tokyo Game Show and have now spread around the world. I was lucky enough to go to many TGS at the turn of the millenium. Interestingly, all the cosplayers had to stand outside in the freezing cold. There was a small concrete area between each massive exhibition Hall. You’d see a lot of scantily dressed teenage girls in various costumes, and large queues of older men lining up with huge professional camera gear with paparazzi style telephoto lenses. The performers in their home made costumes had to stand outside because of strict rules laid down by the Japanese publishers. It was OK to have Sonic The Hedgehog inside the exhibition hall, but apparently not OK to see Sonic having a fight with someone dressed as Princess Peach or smoking a cigarette! Luckily though, big fan shows like PAX East encourage cosplay which is why it’s so popular over the four days of the event.
For PAX East Boston 2019 we were lucky enough to take advantage of a last minute opportunity with the brilliant folks who organise the Indie Megabooth. This group works hard to create access to big events for independent games developers. The timing worked out for us as we’d pretty much completed development on “Dangerous Driving.” It’s never easy to show an in-development game at a trade show, let alone a public show. But for us, I was able to fly out from the UK with a Xbox One X in my bag and the complete game sitting on the HDD.
PAX East Boston is a very very different style of show. It’s definitely nothing like E3, not like GDC, and nothing whatsoever like the old ECTS. It reminded me much more of the first UK game shows such as the PCW Show in 1987 or the Commodore or Atari User shows. It feels much more authentic and despite the dominance of the big format holders and the arrival of tech firms like Facebook on the show floor in Boston it remains a much wilder and crazy experience.
This year though I won’t be alone. Paul, Phil and Simon from TFE are all flying out to Boston to work the show with me. Last year was very challenging. There’s a reason why virtually no-one even attempts to work a show like PAX East Boston alone. And it’s a four day show, compared to the lightweight gruelling three day E3 shows of old.
Last year it was just me going out with a single console in my carry on luggage. Our US-based publicist Tara Bruno travelled up to Boston from New York by train. She is a PAX veteran and I was so glad she was there is no way I would have survived without her and her team. The event is held at a massive exhibition place at a Seaport close to Downtown Boston. Our first stop was to collect our exhibitor badges. Our second stop was at the on-site FedEx office where Tara had arranged to get a huge vinyl print of the “Dangerous Driving” logo done in advance. It was big. It was expensive. And very very heavy.
Big heavy sign in tow, we went to find our exhibition space so we went down the big escalators and into the PAX East exhibition Hall. We walked past hives of people hurriedly setting up displays, neon signs, consoles and controllers. These were the big stands for Sony, Microsoft, Nintendo, Facebook and some Asian PC companies I wasn’t familiar with. This was definitely the calm before the storm.
Our small stand was just opposite the mighty Facebook stand and just inside the entrance to the Indie Megabooth. Now here’s the inside story about what it really costs everyone attending such a show. You have to pay to rent the stand space. We were fortunate, we were getting ours at a discount owing to someone else pulling out of exhibiting at the last minute. You get a table and a single chair. Everything on top of that costs money. Want a waste bin? That costs. Want carpet? Yes, that too. Was some underlay to go underneath that carpet? Yep, that’s an extra as well. Need a TV? Yes we did as it was too big to bring with me on the plane. Plus, the power voltage is different over there.
We rented the biggest display we could get – which was a 4K 55 inch LCD Panel. And yes, we paid for carpet underlay too as we knew we’d be standing up for eight hours a day over the next four days. All we had was the barest of bare essentials. A big TV, an Xbox One X and a controller. It would be really easy to spend more – signs, leaflets, merchandise but I figured that the game would either draw a crowd or it wouldn’t. People come to see a new game. And we had a new game so that was that. If you want a comfy sofa, they were seven or eight hundred bucks on top. And accessing some very slow internet for the following four days was also out of our budget.
Our first task was to hang the enormous vinyl banner Tara had organised. That formed the backdrop to the space. There were two of us. It was heavy. We had once chair and some bungee cords. All the people working at Show were Union so they were forbidden to help us. Cue much merriment as we went back and forth trying to keep the thing tied on and level whilst balancing on a wobbly plastic chair. But once it was up it stayed up – just.
The folks at Epic also help out indie developers in a big way. For any Unreal Engine powered game at PAX East Boston, Epic provided free pop-up signage for the booth. That was a key tool in guiding people into the Indie Megabooth and finding our game! Things like that are really appreciated by small developers like us! Epic do get a lot of stick sometimes, but they have been consistently amazing to us on every game we’ve made.
Our TV arrived shortly afterwards and after a quick test we were good to go. So we did. To the bar in the adjacent Hotel. I think we were one of the first people to finish setup and be able to leave the Hall, now slowly filling with stressed exhibitors and littered with empty pallets and packing materials.
At this point, I’d love to be linking to the many brilliant videos I filmed at the show, or a link to a Gallery of the many hundreds of pictures I took. But guess what? It was so much full on non stop hard work. I barely took any! The Show was very rammed and very exhausting. There were only two of us working the Show, which meant it wasn’t easy to get any breaks at all. It was a 20 minute walk to try and find a bathroom. There was no way to get something to eat or drink. It was non stop game demonstration.
Tara managed to get coffee delivered by simply asking on Twitter “Hey I’m dying here at PAX East! Can someone bring me a cappucino to Stand XYZ?”
Ten minutes later a total stranger turned up with her coffee. “Are you Tara?” and handed it over. And like that, he was gone. Totally bonkers stuff!
We didn’t have the biggest stand in Boston. Facebook did. We didn’t have a glitzy stand. Pretty much everyone else did. But we did OK. People sat and played the game from the moment we opened until the moment we collapsed at the end. The standard demo was Canyon Short in the Tuned Sedan. It was about a three to four minute play time and that wasn’t ideal. Plus we only have one pod. And an Xbox controller. Some players even refused to play because they didn’t want to use the Xbox pad – that was a new one on us.
Overall PAX East Boston was a really positive experience. I met a lot of genuine race fans who had played all of the games I’d directed throughout my career. Some had come just to say hello, and brought copies of different games for me to sign. I tried to shake everyone’s hand and talk to anyone who wanted to talk. I didn’t lose my voice but my feet really did hurt at the end of every day.
PAX was a very very different experience to any other game event I’d been to. Both small scale and intimate but also massive and daunting. It was stupid to go alone. I had Tara with me for the first two days and then was joined by Tom Green, a former movie PR who works for her. Going alone made everything harder and ultimately made me ill for the final day of the show.
When Steve Groll from SCEA emerged through the crowd bringing me a bottle of water, a cup of hot water, milk and sugar – so I could make a tea – and have something to eat I could have cried! That was so kind of him. He’d walked past and realised we were slammed. So he went to get us food and drink and stood in line for 30mins as well! Steve if you’re reading – thanks again because you really saved me that day! (Steve was our West Coast PR for “Burnout 3 Takedown” when we both worked at EA.) Tara and Tom literally saved the whole show for us and without them we would have never have attended.
So that’s it – we’re heading to PAX East Boston next month. If you’re going, come and find us. We’ll post details of our stand number here as soon as we have it.
I can safely guarantee that we’ll have no Batmobile-like prop gimmicks on hand, probably no cosplay, but we might have some exclusive merchandise and something surprising to show you of our new game. Bonus Points will be awarded if you bring us sweets, coffee and paper cups of boiling water with you as well. We’ll be trapped inside PAX Boston for four straight days, so please spare a thought and help keep us going! Because taking a break from all our worries sure would help a lot!
As we’re all going to PAX East Boston, this blog piece has to finish with this:
To be sure you never miss any of our news why not sign up for our Dangerous Driving Club. Admission is free and you could win one of our games in our monthly prize draw.
The post PAX East 2020 – Will Everybody Know Our Name? appeared first on Three Fields Entertainment.
]]>The post The Road Ahead – Our Plans for 2020 appeared first on Three Fields Entertainment.
]]>What does the plans for our 2020 roadmap for look like for Three Fields? Is that a screenshot from “Dangerous Driving?”
And is that the mountain that you see whenever you watch the start of a film made by Paramount Pictures?
It’s been some time since we finished working on updates to “Dangerous Driving.” We’re returning to work excited about seeing the different things we’ve been working on come to fruition.
Without going into too much detail I thought I’d share some, but not all, of our 2020 roadmap for the great year we have ahead.
The first few miles of our 2020 roadmap for us is all about handling, which means everything to do with how our cars drive and play. Our game might be an accessible arcade style game, but underneath the bonnet there’s a very complex full simulation driving everything. In a nutshell, there are three main areas we look at. Firstly, how does the car drive? Is it fun? Does it feel good? Does it drive how you think it should drive? The second area looks at how well the car hits things. That’s everything from rubbing against walls, scraping along barriers, breaking barriers, hitting roadworks and other props and hitting other cars. The third area looks at how things react when you hit them. That’s mostly dealing with the physical reactions of other cars – flipping, rolling, bouncing, deformation and bits that come off.
“Dangerous Driving” is a very very high speed game. I make that point because not many other games are these days. Many games feature human characters exploring a 3D world. Things tend to move much more slowly in those sorts of games. The fastest you ever go is when running. In contrast, we’re blasting around at speeds over 150mph and hitting things. This makes for a fast and exciting game, but it’s also where the problems can begin.
When two things hit each other, the physics has to do a lot of things in a fraction of a second. Mostly things work out correctly, but in some instances, they don’t go to plan. That’s when you might see things like cars pinging off each other at speed, or even worse, falling through the game world. It’s OK, we’ve seen it happen. In fact, these things tend to happen in many games. But it’s something we’re always trying to improve. We plan to minimise the chances it can happen.
So we’ve spent a bit of time fixing bugs, watching streams of people playing our game and making plans with our good friends and partner at Epic Games to solve some of these difficult problems. The results have been good so far and we’re seeing much better head-on crashes. Vehicle deformation and better physical reactions across the game are also on our 2020 roadmap. All good stuff.
The next stretch of the 2020 roadmap for us concerns the roads themselves. This covers a whole range of things based on everything to do what the roads the cars drive on. Are they made up or are they based on reality? Are there enough hills? What are the bends like? Are there the right amount of each? Does the road have ‘a good flow to it?’ and also what does it feel like at top boost speed? I think I’ve forgotten one. Jumps! Oh yes, that’s it. Is the jump too big or too small? And do landings from jumps go to plan?
We were happy with the courses we made for the last game, but we still felt there was room for improvement. As we’ve said a few times before, each game we make is a stepping stone to the next one. We make the tools, make the game and then get back to work making plans to improve those tools to go even further. All those things feature on our 2020 roadmap. We’ve been working on making much more natural roads to drive and race on. We’ve taken a bit of inspiration from thinking about what roads are dangerous and what roads aren’t. We also know that making a game based on high speed driving is much different than making actual real race tracks.
We spend a lot of time thinking about corners or bends. (In fact, why do we call them corners anyway?) We try not worry too much about that, but we have been working on making a much wider variety of corner shape. We like bends because it’s fun to slide around them. But we also have to make sure you can slide around them and move in and out of traffic. In creating more natural roads we’ve also got a much better sensation of what we call the ‘rise and fall’ of the road. So you can see the road stretch ahead of you a lot more, a bit like you can see in the photograph above.
The third big chunk of the road ahead for us is delivering a richer feature set to our games. You have to start somewhere, and we felt we did a good job putting nine different game modes into “Dangerous Driving.” We’re also proud of how well the Persistent Wrecks feature worked. They created some great racing moments, and the feature was well received when we exhibited the game at the PAX East convention in Boston last March.
Without giving too much away, I’m pleased say that we’re building on our wheel support for our PC Players. We’ll also be bringing wheel support to console players. We’re already working with our friends at Thrustmaster and Logitech. I’m in touch with Fanatec as so we’ll see if we can get some support with them as well.
We’ll also be adding in a Single Race mode for those players who just want to pick a car, a track and set how they want to play. It was a feature that didn’t make the cut for the “Dangerous Driving“, but we’re bringing it to our future games.
Likewise, split screen support. We know there are a lot of you out there who want to share the racing fun with your Wife/Husband/GF/BF/BFF/brother/sister (delete where applicable) and that you have a second pad knocking around. So we hear you and we’ll do our best to make it happen. Figuring our unique ways for two people to play together is something we’ve spent a LOT of time thinking about. Some of that thinking has been going on for well over a decade.
Cross-platform play is something we wish could have included in our plan for our last game. It seems a lot of rules and regulations were being figured out last year and it was too late for us to take advantage of them. But we have our fingers crossed that we can make this happen. We do have an online crowd. It’s not the biggest in the world yet, but it’s also not the smallest. It will be great if you can all race and crash together regardless of what system you are playing on. So it’s definitely on our roadmap for 2020.
We’ll be continuing to work with our friends over at Spotify to use Music in a few clever ways. But this time, we’ll also be adding a curated list of licensed music to the next game as well.
And finally, the distant mountains of the road ahead are all about new hardware platforms for us and forging some new partnerships.
It’s going to be a fun year. We’ll try our best to keep you updated with our plans. There will be times when we’ll be really open and keep you up to date. But there will also be times when we’re just flat out and consumed with the work we have to do. So please bear with us if we’re radio silent for a bit!
To be sure you never miss any of the news we do share why not sign up for our Dangerous Driving Club. Admission is free and you could win one of our games in our monthly prize draw.
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]]>The post Four day working week – a blueprint for sustainable game development? appeared first on Three Fields Entertainment.
]]>A four day working week? Are you crazy? Is that what working smarter is really about?
Who likes Mondays? Most people don’t. But here at TFE we really like them. Why? Because we made them part of our weekend. We’re working smarter.
Recently we read about Finnish Prime Minister Sanna Marin looking into plans to introduce a four day working week over there. Well, we can exclusively reveal that we adopted a four day week at TFE Towers ages ago during Summer 2018 and so far it’s worked beautifully for us.
We get many many hits on our website from Finland so it’s fair to say that the new Finnish Government have clearly stolen this four day week idea from us. They obviously paid close attention to the fact that despite being a tiny development team of seven we released our most successful game so far “Dangerous Driving” in 2019, releasing on three formats simultaneously. Like us, Finland is also quite small but with big ambitions so it’s obvious we’re the inspiration behind this bold and progressive new initiative. Finland wants to be like us and work smarter, not longer.
It’s Tuesday January 7th 2020. We’re back at work today after a gloriously long Christmas break. Everyone feels rested and refreshed and ready to continue the projects we began last Summer. Three weeks off every Christmas is highly recommended. It’s going to be a spectacular 2020 and we’re all looking forward to what lies ahead of us.
We spent the long break in the sun on various beaches like the one pictured above. It’s a great way to unwind, sipping a cold drink with a flower in it whilst staring at the sea and the distant horizon. It’s the best way to reflect on life, the universe and everything.
Well, not all of us did. Fiona did spend time in the sun, whilst the rest of us were home in the UK spending time with our family, friends, very small children and our dogs. The weather here was unseasonably mild. Christmas Day was one of the sunniest days in England in months. Glorious stuff!
Speaking of horizons, there is new console hardware on the horizon this year from both Sony and Microsoft and we know for sure that we’re all excited to welcome in another generation of console hardware. We’ve also been early adopters of Google’s Stadia system, picking up one of the Premiere Editions. We got this just as the service had gone live.
After a few wi-fi issues on setup in the office, we got it up and running quickly. The controller is excellent, and it feels just like a classic console controller should do. We’ve not experienced many issues with the service either at here at TFE Towers or at home in a more normal gaming environment. To see modern games like “Destiny 2” or “Red Dead Redemption 2” running on any old laptop or Macbook is pretty amazing.
We think the system has a lot of potential and it will be interesting to see what games will get made, especially as the developers won’t be constrained by hardware limitation. We always laugh during the run up to console hardware launches. Someone always comes out with a quote about how the developers “will only be limited by their imaginations now” – whereas we know as veteran game developers that the sort of person who would ever say that doesn’t make videogames. Imagination has never limited a videogame, but memory and hardware performance always has!
As you already know we’re veteran videogame developers. We’ve been making games since 1999 and been in the industry even longer. For year after year we worked five, six, or sometimes seven day weeks. We have released games on every major format since the turn of the millenium. Along the way we’ve probably worked harder, faster and longer than most people get to do in their entire lifetimes. We were always stuck indoors. We’d all lose track of the seasons. We worked late into the night. Often, we worked right through the night. One working week blended into the next one.
We would start every project knowing that the end date was fixed and could never change. Towards the end of the development, discs would be waiting to be pressed. Lorries were waiting to take said discs to warehouses. From there, those discs would make their way to retailers. That’s how the business worked and there was no way around it. As long as the game got close to having a few bugs as possible, the game would be deemed ‘finished’ regardless of whether or not we were happy with it or not. A four day week in the middle of all that? No chance. Did we feel like we were working smarter? Absolutely not.
But now things have changed, we sell our work on a variety of digital stores and those stores are open every single day of the year, all around the clock.
So, since we control our own destiny being both the developer and publisher of our work, we decided that we also got to choose not only how we wanted to work but also when we wanted to work.
Before we began what became “Dangerous Driving” we took the decision that we felt we could still get the same amount of work done in four days as we did over five. That we we could make every weekend a glorious Three Day Weekend. This gives all of us a lot of extra time to do, well, whatever we want to do. It’s better for our physical health, better for our mental health and we feel it’s better for all of our families as well. There’s more time to catch up on jobs around the house, run errands, get unnecessary online shopping purchases delivered to home and sit in a darkened room watching Netflix all day.
Seriously though, we highly recommend moving to a four day working week. If everyone commits to working smarter, then it’s easily achievable.
For us, long development periods are a things of the past. Powerful tools like Epic’s Unreal Engine 4 improve for us many times during each year. We might be a small studio of seven, but we’ve got a technical team of several thousand supporting us across different countries and different time zones. These tools and workflows are simply light years ahead of the stuff we used to have to put with years ago.
It’s a bit like putting the latest Tesla next to an old Ford Model T. We also use clever AI and machine learning techniques to remove a lot of the painstaking drudgery that we used to have to endure to make each game. Things run quicker, happen faster and we don’t waste any time making our games. We’re using modern tools that enable us to work smarter and solve more problems more easily.
There are only seven of us. We’ve known each other and worked together for ages. There are no Producers or Managers in our Studio. No agile development techniques, no scrums, and no team meetings. We also don’t let accountants, lawyers or HR people inside the building. There are no security guards walking around, we don’t have to tap in and out of the office, nor do we have to stop work to fill in paperwork stating we’re not currently giving and/or taking bribes in East African countries. It’s just pure game making at our place. And that’s just the way we like it.
There may well come a day when we have to attend ‘desk training’ or ‘office chair training‘ – but then again, probably not. If so, we’ll schedule them to take place on a Monday.
(Some, or all of the above may or may not have happened to us whilst working for Electronic Arts, but we couldn’t possibly say which ones.)
So welcome to the Roaring Twenties. For us it’s about going forward together, having a great time doing it, working less and playing more.
We hope you’ll join us at some point along the way. You’re all invited!
To be sure you never miss any of our news why not sign up for our Dangerous Driving Club. Admission is free and you could win one of our games in our monthly prize draw.
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]]>The post “Winning Run” Namco (1988) History of Arcade Racing – Part 18 appeared first on Three Fields Entertainment.
]]>Namco’s wonderful “Winning Run” made it into UK arcades in early 1989. And 1989 was shaping up to be a banner year in my life. On the radio in England that summer we had “Ride On Time” by Black Box, Madonna’s “Like A Prayer” and “Back To Life” by Soul II Soul. The big movies of the year were Tim Burton’s “Batman” starring Michael Keaton and the third “Indiana Jones” movie. John Candy starred as “Uncle Buck” and James Cameron released his epic underwater action movie “The Abyss.”
It was also the dawn of a new age in arcade hardware as well. Each Summer I got to make a pilgrimage to the Northern Mecca of Amusement Machines, Blackpool. The sun always seemed to shine. The streets were always packed. I easily spent the whole day going from one amusement arcade to the next. To a seasoned arcade fan such as myself, a single day could never be enough. I could have quite happily stayed in one place and attempted to play every single machine they had.
You also had to have your wits about you. Many machines were in poor condition, especially driving games. There would be a lot of busted steering wheels, and stuck pedals. It was a case of ‘buyer beware’ in those days. Namco driving machines seemed recent and they were often in decent nick compared to many others.
Writing these stories can take ages. I’ve spent far more time than I should have working out which games should be featured on the list, and which ones definitely shouldn’t be. And then I agonise over each one. And go back to the list and try to frantically re-order the list. I can really clearly remember playing each and every machine as well, even down to how well I did, which track I played and whether I played with the gears set to ‘automatic’ or ‘manual.’
So to set the scene, it was around May of 1989 that I spent a full day trawling around the many varied amusement arcades of Blackpool. Fifteen fine English pounds changed into twenty pence pieces and carried in a special green Bank bag can certainly be made to last a very long time. Especially so if you like to watch the Attract Mode of each game several times before you play. It was around three in the afternoon when I set eyes on a machine that would pretty much change my life from that very moment. And that machine was Namco’s “Winning Run.”
Now, before you all leave this page and dash off to watch some footage of this game on YouTube – I’ll let you know that the game doesn’t stand up well.
Here’s a link to the attract mode of “Winning Run” because I know most of you simply can’t be trusted! https://www.youtube.com/watch?v=CQv01cLCHQ0
Namco’s “Winning Run” was far from being the ‘best game of 1989’ nor was it the most lucrative. In fact, you could try and casually drop in a reference to it amongst a group of modern racing game developers, and most people have probably never heard of it.
There was no one even playing it either. It was sitting there in the middle aisle of a very busy arcade, untouched and unloved. And it was a whopping 50p per play so that ruled out most casual passing players as well.
For 50 pence it would really have to be amazing to justify such a frivolous investment!
This game was running on incredible new state of the art hardware. It was known as Namco System 21, and known internally as ‘the polygonizer.’ It used 3D shaded polygons to draw the graphics. Now, I was no stranger to polygons back then – I’d seen them drawn on my friends 16-bit home computers at framerates of ONE or TWO frames per second. And we all knew that these truly were ‘the future of graphics’ – but I’d never seen them move so quickly as “Winning Run” was drawing them in realtime. This machine looked like something you’d see on television on BBC One on a Thursday night. This was real “Tomorrow’s World” type stuff. This was 60,000 polygons a second – and in case you haven’t looked it up yet, this was a Namco F1 ‘simulation’ game. Nowadays, we have to use the word simulation very loosely, but back then the rule pretty much was ‘if it has a steering wheel on it, then yes, it’s a fully accurate simulation of driving.”
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