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Well, it’s been two weeks at Google now – actually this is the first day of week three. This morning I’m trying out the Google shuttle bus. The commute from San Francisco to Mountain View typically takes me between 50 and 90 minutes. The traffic on Highway 101 varies wildly, but generally sucks and leaves me in an angry state by the time I get to work. Google has a bunch of shuttle buses on common routes to get people to work more easily. And the bonus is that they have wi-fi installed. So theoretically I can arrive at work more relaxed, get some work done, and save on fuel costs – a win/win/win. The closest bus stop in San Francisco is a 10-minute walk, so hopefully with the bus’s use of the carpool lane this will be a total win all the way around. We’ll see. Left the house at 7:30, caught the bus at 7:43. My second week was just as busy as the first, or maybe even busier. But at least I’m getting used to my productivity tools. I find myself mostly working on my laptop – a MacBook Pro – and while I still find the MacOS harder to use effectively than Windows 7, the hardware is an absolute joy. You mean I can close the lid without worrying about losing docs? Nice! And it auto-connects to wi-fi and holds the signal? Yay! And I can sweep two fingers on the trackpad to scroll up and down? Why didn’t anyone think of that sooner? (Oh yeah, no one else has multi-touch trackpads.) So, I’m not a Mac convert, but I’m getting along with it better and better. I used Synergy to tie my Linux desktop’s mouse and keyboard to the Mac laptop, so when I’m at my desk I have a much more ergonomic keyboard and mouse and a couple much larger displays. That works out great. On the software side last week I found myself bailing out of the cloud a lot. I just haven’t figured out a good analog to my hierarchical file system, so I have only been using Google docs for ToDo’s and sharing with others. Meeting notes etc have wound up in TextPad and on my desktop or in folders. I had to do a couple presentations last week and I tried used the presentation software in Google Docs, but quickly abandoned it in favor of using Powerpoint and then uploading the result back into the presentation app. I was just much, much more effective in Powerpoint, and I was in a hurry. Friday I got Keynote installed on the Mac, and I’ll give that a go today. If there was some good hierarchical file storage in the cloud and the presentation software worked better for me, I would love to be doing more there. Maybe I’m missing some things… I’ll keep looking at it. One of the amusing and wonderful things about the Google Mountain View campus (the “Googleplex”) is that it is near a lot of wild open space along the San Francisco Bay. Last week I kept having wildlife sightings – and in the morning when the campus is quiet, with its lush trees, it is quite peaceful. Or at least more so than my urban San Francisco dwelling. I appreciate that a lot. Here are a few shots (Pokemon Snap style, I guess) from last week Wild turkey wandering around in one of the parking lots. There have been some goats next door mowing the lawn. This happy little bird was hanging out in the fountain at the garden. The T-Rex doesn’t seem so mean in his old age. My personal email is a massive graveyard at the moment, so I apologize if you’ve emailed me and I haven’t gotten back to you. I’ve been literally non-stop since starting at Google, including a trip on the weekend after my first week (though admittedly, that was for fun) and this past weekend, an IGDA board meeting all weekend. Still looking forward to taking a deep breath. Maybe next weekend. Shuttle got to my building just before 8:30am. So from home to work, about an hour. Not bad – got a blog post written, time to check some email, time to imbibe some caffeine. We’ll see how the trip home goes! I’m hanging out in an airport restaurant waiting for a flight. Seems like something I do fairly frequently. While I’m not exactly “Up in the Air”, I do enjoy travel quite a bit. My first week at Google was extremely busy. On my first day everyone was encouraging me to take the courses for newbies that they have all week – it sure seemed like a good idea on Monday. But after midday Tuesday, all bets were off, as my schedule filled with people to meet and things to work on. With so many interesting things going on, the last thing I wanted to do was sit in a newbie class! (The good news is that they have them all recorded, so I’ll watch the videos later. One thing that has been incredibly marked for me has been the change in my productivity tools. I’ve gotten used to using Exchange, Outlook, and the suite of Office products. I really, really like the system I have down for file organization. And I’ve got a laptop with Windows XP and desktops with Windows 7. My first day at Google I got a Linux desktop and a Mac laptop. Beautiful pieces of hardware, but – woah! So different. And of course we’re using the suite of Google Apps products. I felt like not only did I need to learn a new environment and new job, but my productivity habits now also all needed to change. Yikes! At first it felt a bit painful. As the week has gone on, however, I’ve realized just how valuable it is to have my data in the cloud. Mid-week, I converted my Nexus One over from my Gmail account to my corporate Google account, and suddenly all my business information – calendar and email in particular – was in my pocket. My manager was probably pretty happy, as I suddenly stopped missing meetings and messages. Right now I’m at the airport, as I mentioned earlier. Today I did a bunch of work in the Mac’s Text Edit program. When I got home, I suddenly realized I needed to copy all that stuff onto a USB stick, since I was bringing my personal laptop (my Windows XP one) on the trip with me. It wasn’t a big deal, but one point I lost the USB stick and couldn’t remember if I had packed it. What if I forgot it? After a few moments of argh, once again the idea of the cloud really sunk home for me. So it’s been an interesting week to be sure (and that’s leaving out all of the most interesting parts!) But the idea of the cloud, which sounded good in theory but I hadn’t put into full practice, is really growing on me. I’ve loved my Android phone for months and months… but when I embraced Gmail, Google Docs and Google Voice, all the sudden my cell phone became so much more useful. It’s a very interesting transformation. Today was my first day as Google’s developer advocate for games. After doing consulting for the better part of three years (outside of some time helping spin up GreenScreen Interactive), the decision to go back to full-time work was not one I took lightly. Especially since it meant trading my 15 minute walk to the office for a one hour drive hahaha! But this was an opportunity I was extremely interested in from the moment I first talked with folks at Google. Those of you who know me know that I’ve always been a huge advocate for lowering the barrier to entry for game development. I want games easier to make, less expensive and time-consuming to create, and simpler to distribute. These are goals that may never be completely achieved, but by continually striving for them we learn what needs to be done to encourage more voices, and to accelerate the growth of the art form. I’ve always felt that Google thinks of web developers the way I think of game developers. Aside from being extremely committed to open source, Google creates many of its products with open APIs, so they can be easily extended by developers to add functionality. And the company really does encourage its internal developers to spend 20% of their time working on their own ideas. Some great products have come out of the passions of developers working during their 20% time! The idea of Google leveraging its strengths in web technology, bringing tools and services to massive numbers of people around the world, plus its over-arching friendliness toward developers – that gets me extremely excited about what it can do with the game developer community. Over the years I’ve seen Google ship products that seemed very useful for game developers, like Google SketchUp and 3D Warehouse. I always wondered why they didn’t dive into games further – or, perhaps they were, and they were doing it in secret! Clearly there are a number of initiatives going on at Google that can relate to games in some way. Those of you who attended GDC for example saw a massive push for games for Android, with Google giving away perhaps thousands of Android devices. Now seemed like the perfect time to join Google! My first day today was filled with meetings, something I don’t expect will change for a few weeks at least. Earlier this year I was planning to do a “Top ten trends for 2010″ post. But then, I got busy, friends of mine were doing it, and I figured hey, things are a little crazy, maybe I’ll do it later. But then DICE came around, and GDC, and I started thinking – wow, if I’d written that post in January I’d look like I was really prescient now. Dang it! Seeing the games industry move in some unusual ways this past year has been fascinating, and there were some marked changes at GDC this year that I’d like to call attention to for those of you watching the game industry. Here are a few things that have caught my eye lately. I’ll keep it to six. Disruption! Or, the diversification of platforms, distribution mechanisms, and business models. Dean Takahashi really nailed this at GamesBeat this year. We used to only have to think about a couple consoles, the PC, and maybe Gameboy, with all games delivered as boxed products. Now when planning a game we have so many more choices! Of course there is PC/Mac/Linux. And then PS3/X360. PSN/XBLA. Wii or WiiWare. PSP or DSi? PSP Mini? DSiWare? iPhone/Android/WinPhone7/Palm/Blackberry. Facebook and other social networks (Flash games largely). Oh wait, distribution? Well, aside from boxes, about a zillion digital distribution channels, including Steam and Direct2Drive, as well as social networks and mobile app stores. Ultimately the question for a business person is: if I have N dollars to spend creating a game, what platforms, business models, and distribution systems are going to maximize my likelihood of making N+M dollars in revenue? Will I make a free-to-play game selling virtual goods, or stick a disc in a box and sell it at a brick-and-mortar store? Or, oh yeah, OnLive? Gaikai? So many questions. It didn’t used to seem like the world was a simpler place. But it was. (A corollary to this is that platform providers will need to work harder to attract developers, since there are so many platforms.) Broadening of the mobile space. At GDC this year I sat in on a Blackberry technical session. Later in the week I visited the Palm booth. Google was giving out Android phones. Microsoft was talking up Windows Phone 7 in a series of talks. And almost everyone in San Francisco seemed to be sporting an iPhone (God knows why, the AT&T signal in San Francisco stinks!) Now, as a developer, how am I going to make an app that works on all these devices? Yikes! Two years ago, I only needed to worry about targeting the iPhone. Now, at the least, I’m thinking about iPhone and Android, and planning to be ready for Windows Phone 7. And I’d really like to support Blackberry. And Palm. If you’re a game engine developer or providing cross-platform libraries or tools, now is your time to shine! I was surprised not to see many cross-mobile-platform tools at GDC. Unity is coming to Android… ShiVa is coming to Android. There aren’t too many others! There’s a huge opportunity for cross-platform mobile game engine technology. Increasing interest in “serious games” and “game-ification”. I’ve been incredibly excited to see the White House engage with the videogame industry on several game education initiatives recently. The question “can games really affect learning?” is almost as common as “are games art?” and just about as useless a question, in my opinion. The answer to both questions is, “Of course!” Now let’s stop talking about it and go make some good-quality and effective learning games. At the same time, “game-ification” (thanks to Tim Chang for that term) is also growing. The increasing use of game design techniques in the “real world” is fascinating to watch. Using games to encourage people to lose weight is low-hanging fruit here (weight is an awfully easy “scoring” system). The new Ford Fusion has a game-like interface designed to encourage you to conserve energy. And leveling up at your local coffee shop by buying 12 lattes to receive a free one is a simple form of game. Game techniques are spreading out into the culture, and this is understandable – the language of games is one that more and more people grok, as kids who have grown up immersed in games become adults and continue to seek out ways to improve their lives. Game techniques (leveling up, reward systems, design loops, etc) make more and more sense. Production quality rising in social games. The rise of social games was not something many people saw coming. The number of players playing Farmville itself each week strikes both fear and awe into many a videogame developer. How does one go about trying to compete with that? A way to compete which many have turned to in previous generations is not to build a better mousetrap, but to build a more beautiful mousetrap. We’ve already seen games evolve from Mafia Wars style spreadsheets of numbers to 2D Flash games. Some of the latest Flash games include a bit of 3D (Café World). What will come next? Full 3D games of course! Games made using Unity, Torque, or ShiVa (or Java) all allow for a full 3D gameplay experience but require the player to install custom plugins. Unfortunately, without installing a custom plugin, players are stuck with the simple 3D experience that can be created using modern-day Flash. There are a few Flash 3D engines out there (Yogurt, Papervision3D, PushButton Engine), highlighting the growing demand for 3D on the web. There are also a handful of native 3D technologies for the browser under development currently. Which will break through? O3D? WebGL? ANGLE? NaCl? Over the next 12-18 months it seems certain that we will finally get hardware-accelerated 3D on the web. As the production quality of social games rises, budgets go up, making it riskier for companies trying to make money in the space. Smaller companies get squeezed out, and larger established companies find accelerated success via branding and co-marketing opportunities. It’ll be interesting to watch the space to see who survives! The increasing use of external technology. Whether it’s the use of licensed game engines or the use of freely-available open source tech, it seems that many people are overcoming their fear of using other people’s code. I still remember the arguments years ago about the idea of licensing someone else’s game engine. And the original idea for Game Programming Gems was to give people code and algorithms they could use to jumpstart their development. These days open source and licensed tech is all over the place. No longer are people rolling their own game servers, for example, they’re using LAMP: Linux, Apache, MySQL and PHP. Small game developers are looking for every advantage they can, and turning to the vast environment of open source software such as free engines (OGRE, Irrlicht, PushButton Engine), tools (Blender, Gimp, VirtualDub), and physics libraries (Bullet, ODE, Box2D). New students coming into the game industry recognize that they can more quickly bring their game to life if they start with someone else’s code, so using an engine and toolset like Unity is a smart solution. Traditional games companies have had issues in the past with the use of open source code in a game they are boxing up and selling – too many potential legal issues – so what will they do with the flood of open source use from the indy community? Increasing viability of game schools. I remember when the first few schools started teaching game development – at the time most people got into game development by dropping out of school and creating their own game, or perhaps they got in by spending time in the QA department. People going to school to learn game development? That was just a crazy idea! Thankfully, that was awhile ago now, and it has been a long road. But just in the past year, it seems a tipping point has been reached, and more people tell me about the GREAT students they’re getting out of schools now as opposed to the inept ones. The new graduates may not be able to code in assembler (and probably won’t need to), but they think about software engineering, engine architecture, and are creative in their use of data structures. They may not know how STL works and how to use it (or not use it) efficiently, but they can code up some really useful tools for your game, quickly. And those programmers you just hired also have design backgrounds, and have worked with other disciplines before, and shipped indy games, or iPhone games. Certainly there are good schools and bad schools, and good students and bad students. But this year I’ve been really pleased to hear about so much GOODNESS. – The past few years in the game industry have been tumultuous. But it always heartens me to see so many great games, and so many people playing them! Good news! This morning Nintendo announced that it will show off the successor to the Nintendo DSi, the Nintendo 3DS, at the E3 Expo later this year. The key part of the announcement is that the system will enable 3D viewing without glasses. Fantastic! Mobile devices are the sweet spot for stereo 3D, as far as I’m concerned. You know where the player’s eyes are probably at, so you can do glasses-less 3D using a lenticular display. This can be accomplished with a horizontally-interlaced stereo pair and a film over the screen which directs each of the player’s eyes to the appropriate image. Here’s an image (and link) that demonstrates what I’m talking about: I don’t have any insider knowledge that this is what Nintendo has done, but it certainly seems like an inexpensive way to do it! A curious question now is whether Nintendo will stick with a dual screen configuration. It has been very successful for Nintendo, they’ve managed to use it in many interesting ways, so I imagine they’ll continue forward with it. And today’s modern graphics chipsets are very capable of generating the images for two screens. Let’s say the new screens are 480×270 – the system would need to generate 2 screens of that size, but divided into four distinct camera views each of 240×270. This is definitely achievable by platforms such as the impressive Nvidia Tegra 2. It’ll be a lot of fun seeing what Nintendo comes up with. One thing is certain – there’ll be some magic in there that none of us expect. That’s the genius of Miyamoto… I’ll look forward to seeing what it is! |
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