Monday, November 09, 2009

The Torch is Burning

Torchlight is a wonderful game. Very well polished and fun. Made by the guys who have their roots in the creation of the Diablo series. I really like such RPG styles and I remember the good times with Titan Quest and Dungeon Siege.

It is nice for us to know that Torchlight uses OGRE as its rendering engine.

The new Slayer album is out. It is great, not super great but just great as usual, I wished they had a bit more magical melodies in there. Rammstein, very strong, very nice and artistic ... the track "pussy" should be dedicated to all music video clip directors.

Sunday, November 08, 2009

The invisible fire of projects

Interesting times. It is always nice to know when you can interact and cause certain things to happen, you feel alive and meaningful but only if you have a role in this action that you are going to take. Is it possible to take actions which you do not have a role? Certainly yes and what we are doing most of the time, just reflecting, doing x because of y. Doing x again if we were to take back time and sense y again and again. However, there are times which you have a choice and we talk about selection. The very essence of creativity comes from the deep power of choice. Running into the multiple paths of selection and following one is the core that builds our freedom and this is where we find our meaning, the rest of the times we are just sleep walking with the ghosts.

Such a stage has been reached at this time for Fanafzar Games. Garshasp is coming to an end and a new beginning is on the horizon. We need to select on the next project and plan ahead for our next commitment which will be at least for a 2 year period. Multiple paths lie ahead and I have a feeling that each will have big differences as far as their outcomes. Selecting the platform to develop for, whether sticking to PC or trying ways to enter the Console development is one, planning ahead for the technology and tools we have created so far is two, selecting the game genre and title is three, evaluating different middle-ware technology is four, doing research on some areas to include in the next version of the engine is five, redesigning the development process and methodology is six and finding new talent to work with is choice group number seven.

The above choice groups have options and combining them properly to lay down the path towards our goals is in itself an art form. The big puzzle which needs to be solved with many dead ends and a few paths to higher grounds.

The overall feeling is interesting and the challenge for each choice group is very exciting but there is one which is still quite a mystery for me and that is the last item. We have some ideas about the first six, at least we know ways to try out our ideas and assess and evaluate and decide but regarding the people working on the team or joining the team, there are quite a lot of mysteries. Interestingly enough the issue is not with the technical skills and abilities of these people, it is with their mindsets and attitude. The last thing on earth that anyone trying to assemble a team to work on high tech would ever think of, the last thing I ever thought of when I was trying to form a team to do something which none of them had done before in their areas of expertise and never done by our team or even any team close to us. Something with a lot of technical uncertainties and a process never experienced. People thought it was impossible because we couldn't find the specialists needed, we didn't have technology necessary, we couldn't secure the necessary budget, we lacked the experience and that their would be external pressures to prevent us from finishing a product. No one ever speculated that our biggest problem is going to be from within, inside the simplest behaviors of us human beings, being able to manage the self, being honest, having control, being there and believing. Such issues have been covered very well in books such as "Herding Cats" but in the case of our project, really the best thing that happened was the people and the worst thing that happened was the people again. When people showed to be people by following the internal wave of self management, honesty and believing, they tackled the technical issues and all mission impossibles and did miracles and whenever they lost control of the self and polluted their minds with simple nonesense, all their magic was taken to the point which they could not even deliver the simplest values to the project and became a big burden for the rest of the team to carry on their back with their bleeding bodies. This is the miracle of us human beings, something which has been talked about a little in some books, something never talked about in the Universities, something we had to experience the hard way in our project, something for us to think about every day during the next project and something which makes all the technical risks and unknowns suddenly seem really easy to tackle.

Risk analysis helps project management but the basic elements for risk analysis are the probabilistic variables which model the system and in the case of the above mentioned parameters, no proper mathematical variable or probabilistic distribution can define them and so what we need to rely on in this case is not risk analysis techniques but pure magic.

Saturday, October 31, 2009

DWGE 2

We're back from the second Dubai World Game Expo. The exposition was not very crowded, the same as last year, however we managed to find a few new contacts which should be quite valuable.

The Fanafzar booth was right across from the Crytek booth and we got to know a few of their developers who were quite fun and nice guys.

We came up with a presentation to express the current state of game development in Iran with the help of Puya who is the leader of the Quest of Persia game series. Here is a link to the presentation:

The Rise of Game Development in Iran

Sunday, October 11, 2009

Post DMF

This year's DMF, Tehran went well. The fair is a real marathon, 10 days from 9am to 9pm but being able to have close contact with the potential players is always nice.

We have lots of feedback forms to study, and lots of application forms for jobs, hope to find a few gems among these.

Sunday, September 27, 2009

Garshasp at DMF

Garshasp and the team will be present at the 3rd Digital Media Festival in Tehran this year.
The development team will present a few workshops during the festival, here is the schedule.

Saturday (11 Mehr, 16:00) - Garshasp Development Process, the development team
Sunday (12 Mehr, 10:00) - Debugging Techniques for Games, Faham Negini
Sunday (12 Mehr, 11:00) - Post Processing on the GPU and Real-time GPU programs, Yaser Zhian
Sunday (12 Mehr, 15:00) - The new features of C++0x, Yaser Zhian
Sunday (12 Mehr, 16:00) - AI using HFSM, Amir H. Fassihi
Sunday (12 Mehr, 17:00) - The process of making a game level, Syros Pourlatifi, Hossein Hosseinian, Faham Negini
Sunday (12 Mehr, 19:00) - The process of creating a Game Characters, Syros Pourlatifi, Mohammad Modaress
Sunday (12 Mehr, 20:00) - Game Character Texturing Techniques, Syros Pourlatifi
Monday (13 Mehr, 10:00) - Serialization in C++ with Boost, Yaser Zhian
Monday (13 Mehr, 11:00) - Physics Engines and Nvidia PhysX, Amir H. Fassihi
Tuesday (14 Mehr, 10:00) - Life as a Technical Artist, Aidin Zolghadr
Tuesday (14 Mehr, 11:00) - Techniques for variety in Game Play Design, Hossein Hosseinian, Hadi Eskandari
Tuesday (14 Mehr, 15:00) - ZBrush Workshop
Tuesday (14 Mehr, 16:00) - The Design of a Board Game Workshop

An initial registration (free) for the workshops can be done here: http:://www.ircg.ir

Wednesday, September 23, 2009

A world of Magnets and Miracles

Now that is the anniversary, all that can be said is:

"The grass was greener
The light was brighter

With friends surrounded

The night of wonder

The taste was sweeter

The nights of wonder"

Alas we did reach the " ..dizzy heights of that dreamed of world" and are "Dragged by the force of some inner tide".

But I shall keep my "High Hopes", my weary eyes still stray to the horizon .. Forever and Ever ...


Tuesday, September 15, 2009

The good bad thing ...

A strange thing happened this week, something good and bad. With bad which can be good and bad again. Garshasp's work in progress video trailer was placed up on GameTrailers website. Well this is really good because the website is a really important place in world gaming and it has been where we always got our information regarding the new games and just seeing the name of our game in the list over there brings us some joy.

It was bad because the trailer which has been placed on the website is not what we wished to have there. It is very raw and un-professional, a work in progress video which we were able to put together the night we flew to GamesCom in order to have something up on the LCD's at the exhibition.

Game trailers which are going to be showcased as debut trailers usually need a lot more polish.

Now why did this happen? We don't know exactly either since the last thing we asked the guys from GT when we saw them was about the things we needed to do in order to have a trailer over there and they had told us to email it to them. None of our emails regarding the details for the video were replied until we saw that somehow they have downloaded that work in progress trailer and uploaded it over there.

We are still following the issue and trying to replace the video.

On the other side, there has been a lot of exposure for the videos, along with a lot of negative comments from the users. The good thing is that we agree with most of the negative comments and they are things that we have already fixed or have in our minds to polish. Its also very interesting to get some feedback regarding our work from the highest level, the level of comparison with the AAA titles out there, comparison with titles that spend at least 10 million dollars for their development. This experience is valuable for us since the people around us do not ever judge us on that basis and its always a bottom up approach. We clearly did not expect any comparison at this point in time but it just came to us.

The bad thing about this event is that the raw video from Garshasp is probably bad for the Game reputation in the long run, which we should try really hard to make better with the next trailers we make and the polishing we have planned.

A hard slap in the face is good if you can live more "alive", we have to learn from this opportunity to be evaluated directly with the big guys in the ring. Focus and patience can redirect all the negative comments towards our favor. Lets do it team ... we've got lots to do and need to come back better ...