Archive for the 'Tales from the grind-stone' Category

Expanded Team

Posted in Tales from the grind-stone on October 10th, 2010 by MrCranky

So it is with great pleasure that we can welcome a new member of the Black Company Studios team. Daniel Holden is joining us part-time, while he also works towards his degree at Edinburgh University.

Team Photo (Dan, Tim and Chris)

Our new and slightly larger team, at Ghillie Dhu in the West End

Dan brings much needed artistic ability to the team, and even though he’s only working a few hours a week, should give us the ability to make our prototypes look much, much prettier. Certainly much prettier than the photo above, taken in poor light conditions on an iPhone as we partook in a celebratory drink. We’re not that blurry really. Well, Tim and Dan aren’t at least; since my beard has reached full thickness, all of my edges are pretty fuzzy now.

WordPress 3.0.1

Posted in Links from the In-tar-web, Tales from the grind-stone on August 9th, 2010 by MrCranky

It’s probably entirely escaped your notice (or at least it should have done), that we’ve upgraded to WordPress 3.0.1 recently. Everything should be exactly as it was before, externally at least. Please let me know if anything looks off of course. Doing that little bit of maintenance has reminded me that it’s probably time to update the website in general though. I have been meaning to make a little section for our iPhone games and applications, although probably that’s easiest done in the blog itself. More importantly however will be to update our About pages to include more recent endeavours.

In other, unrelated news, I’ve been answering questions over at the beta of the GameDev StackExchange site. It reminds me of all the reasons why I would get annoyed at gamedev.net et al; basically that since there is no barrier to entry, anyone can both ask stupid questions and give stupid answers. So you get people replying who aren’t professional game developers and have a very limited set of experience making ‘games’, but who have a very high opinion of their ability. However, since the original StackOverflow site has become a useful resource in its own right, despite the equally large numbers of “please help me with my homework” questions, and poor quality answers, I thought I would give this one the benefit of the doubt. I would heartily recommend any of my peers who have some free time to go over and contribute as well: while you can’t do much to begin with (new users can’t even vote good answers up), it only takes a couple of questions answered sensibly to elevate you from the rank of untrusted outsider to someone who can contribute. And as long as it’s people with real knowledge of the industry voting up the real solutions, I think there’s a good chance that there gets to be some content there that’s useful to the games industry in general.

iPhone @ Stanford U

Posted in Tales from the grind-stone on July 27th, 2010 by MrCranky

It’s very strange, after having had so much to do solidly for so long a time, to be able to pick and choose what to work on again. There was a big stack of paperwork, of course, including our end-of-year accounts for 2009/10. And my desks had degenerated into a big pile of letters, both spam and ham. So clearing that was a requirement, not just a nicety. But aside from clearing those backlogs, the decision as to what to work on next has been quite tricky. In the end I opted to try and catch up on Tim in terms of iPhone knowledge. Tim has done the vast majority of the work on our iPhone apps so far, and despite working on the UI design with him, I’ve not had any time to get my hands dirty with implementation. So with some free time to play with, it was time to get some serious crash-course learning done.

Cue some virtual attendance of CS193P, the iPhone Application developer course from Stanford University. Taught by developers from Apple, and with all of their lectures videoed and put online, it has been a great way to get quickly up to speed with Objective-C and Cocoa Touch development. Of course that’s not the only way to develop for iPhone, you can (and in my opinion, should) implement the large part of any game or simulation app in standard C/C++. But for working with the iPhone operating system, and implementing interfaces (arguably where the real challenge and value in an iPhone app lies), it has to be done in Objective-C.

Stanford University

Stanford U

So while Tim was busy with some other work-for-hire, I took the opportunity to bash through the majority of the CS193P course, and start to tackle an app idea we’ve been talking about for a while: the Drunk Compass. More on that in later blog posts. Actually watching the lectures brought back a load of memories of university: it was nice to remember a time when all I had to do was take in as much knowledge as possible and try to retain it long enough to pass exams with.

Thankfully, as this was just one course, condensed, it didn’t last long enough to evoke the things that annoyed me about university: the feeling that I was always doing throw-away coursework. I’ve always preferred the hands-on approach, and by the time my university career ended, I was already itching to make something real, and loose it on the world. A shame then that my first shipped title with VIS didn’t see the light of day until 5 years later (although technically i-Race shipped much earlier than that).

Anyway, learning is good, and I think it’s been a welcome change of pace after the hectic nature of Crackdown 2 or our other client work. Hopefully now that I’m comfortable with the Cocoa interface tools, I can prototype our most promising app idea, and get it one step closer to reality.

Crackdown 2

Posted in Games, Tales from the grind-stone on June 20th, 2010 by MrCranky

And so it has arrived. Finally, and after much Herculean effort from all involved, we have given life to a healthy baby game. Okay, so it’s more of a hulking 250 pound armoured law enforcer than a baby, but I’m still proud of it like a child. It’s occupied more than 14 months of my time so far, so it’s a great feeling to know that it’s soon to see the light of day.

Crackdown 2 Box Art

Crackdown 2

It’s weird, I’ve spent the last month and a half working with the MGS and Ruffian teams to take the game they’d made and turn it into a demo form; I thought I wouldn’t want to play the demo again. I’d play the full game, sure, because I’ve never actually made it all the way through without cheating, and it’s a game where the pleasure is in the journey, not in the destination. But the demo is 30 minutes from the start of the game, and your progress isn’t saved, so I thought I’d just skip it and go to the main game. My wife and family finally got me an XBox 360 for my birthday on Friday, along with a stack of games (Halo 3, Halo: ODST, Forza 3, Bioshock 2, Assassin’s Creed 2), so I wasn’t short of things to play.

But like a digital drug, I found myself using my demo preview code, and playing the demo. I knew what to expect, and that didn’t make it any less fun. Shooting, punching, kicking, driving, exploding, all over the island. Not just once either. Four times through, to get 7 out of the 10 possible demo achievements. I even got my wife to play it through as well. That one I pretended was research for work: you don’t get much more inexperienced at 3rd person games than Vicki, and I wanted to see if we’d pitched the demo opening right. We had – she picked it up surprisingly quickly, didn’t die until much further into the demo than I’d expected. More pride – we’ve made something that can appeal to not only the hard-core, dedicated Crackdown fans, but also to newbies as well. Crackdown for everyone!

Ruffian Games Logo

Ruffian Games

Not that I can take much credit for that really, it’s the stellar team at Ruffian who have done a fantastic job on the game. I’ve been privileged to work with them, and the wider team at Microsoft. This has been the biggest budget game I’ve worked on to date, with the highest aspirations, and the highest quality bar. It’s been a real eye-opener, and a great experience. Both teams are chock full of talented, enthusiastic folks, and my passion for the title they’ve matched and exceeded at every turn. I’ve got to give a special appreciation to our ex-colleague Peter Mackay as well – who went to Ruffian after leaving us last year. He’s done a great job on the audio for Crackdown 2, allowing the quality audio design to shine through. I was sorry to lose him as a team-mate, but I think he’s found a great new role at Ruffian.

The demo you can get your hands on tomorrow (June 21st), and the full game will hit the shelves from the July 6th. Get to work Agent!

Year Six

Posted in Tales from the grind-stone on April 11th, 2010 by MrCranky

Wow. Five whole years. In games industry terms, that’s practically ancient. And even more strangely for me, I’ve now been running my own business for longer than I spent working as an employee for anyone else. The work we’ve done over the past five years has been so varied that I struggle to remember all of it; there are some projects from when I first started out that I forgot all about it until I was digging through our backup archive recently. Of course, we’ve had our ups and downs – this past year has been especially hard on me in particular, what with all the travelling around, and working away from Edinburgh. But the very fact that we’re here and still beavering away I think says a lot. And I must extend my heartfelt thanks to my associate Tim for doing such a great job here in Edinburgh while I’ve been kept busy with Crackdown 2.

Year Six will, I think, be far more eventful for us than Year Five. It’s too early to say yet what it will consist of, but I think there will be less X360 development, and a load more iPhone work. Of course, my prediction skills are fairly awful, so I should probably not try to guess in advance. What we do know is that we want to get our own projects out there and selling, and the iPhone is a far better opportunity for us to do that than, for example, WiiWare. And there will undoubtedly be work-for-hire as well, which is almost always interesting in itself, getting a chance to help out on other fun projects, and do what we do best – give our clients the software development help they need to ship. And if nothing else, we shall see just how furry the beard can get…

The Crackdown 2 Crunch Beard

The Crackdown 2 Crunch Beard

Newly an uncle

Posted in Random Stuff, Tales from the grind-stone on March 15th, 2010 by MrCranky

So after a weekend up north in Glencoe, trying to get my head back in some kind of productive space, I hear from my sister that she’s given birth to not one, but two miniature people today. So I’ve raised a glass or two to my sister’s new family, which pretty much excludes the possibility that I’ll do anything useful tonight.

Suffice to say that while I’ve continued to work on CruiseControl.NET plugins, I’ve yet to write up anything useful that could be condensed into a blog post. My article on employee Terms and Conditions for IndieVision.net has been shunted to one side, again. I had a productive meeting on Friday with one of the developers of Visual Studio, making an effort to persuade them to include some games development friendly features with their next version (not 2010, the one after); hopefully one or two of them will make it in and I’ll have improved the development eco-system just a little bit.

But in general I’m still struggling with the long commutes to Dundee, and the limited amount of time in the evenings to be productive. So on that rather downbeat note, I shall finish up, and place a tick in the entry on my task list for “Development Blog”. Hopefully future entries will be more avuncular and jolly. Wow, how long have I been waiting to use that adjective to describe myself… :-)

On the move

Posted in Tales from the grind-stone on March 8th, 2010 by MrCranky

Aha! Just downloaded the WordPress app for iPhone, we shall see if writing blogs on the move lets me be more reliable with my posts. As I write this particular draft (lamenting the iPhone’s keypad) I’m on a bus on Princes St, moving between Microsoft at the East End and our own office at the West End. This afternoon I’ll be talking through our ideas for iPhone apps with Tim.

That’s right folks, we’re now all set up for iPhone development, MacBook, iPod Touch, iPhone, and a raft of ideas. As I’m swamped at the moment, Tim’s taking the lead on all this, and our first project will be a small productivity app that he came up with. More details and screenshots as we get closer to completion…

Lovely cold winters

Posted in Tales from the grind-stone on December 5th, 2009 by MrCranky

Maybe it’s the Scotsman in me, but when the yearly cold-snap hits Edinburgh in late November, it always cheers me up. It’s the time of year when the weather changes from being mushy and wet into being cold and dry. Scarves and hats are no longer a choice to make, they’re simply required. So even the weekly trips up to Dundee become pleasant trips out in the brisk cold. Mind you, in weather like this, the office heating becomes a must. Thankfully, the Microsoft office, in all it’s newness, has great heating.

Unfortunately, the heating in our office is less than stellar at the moment. Our part of the office is fine, but the people we share an office with (Alban Books), have little to no heat at all. They’re all huddled around electric heaters, and still cold for it. Worse still, the thermostat for the entire office is out in the hall, which is poorly insulated from the outside. So the thermostat is convinced that the entire office needs heating up, so our part of the office gets baked, and Alban and the hall remain frigid. And if I’m up at Ruffian, their heating is all screwy as well – with people wandering around with hats and gloves and scarves on all the time. But sadly I keep forgetting  my hobo gloves, which are in the office with Tim! So Waverley Gate is the only place with a reasonable temperature at the moment.

So to brighten up the blog, here’s a picture of the lovely rooftop garden at Waverley Gate. I don’t spend much time out on it, due to the aforementioned cold, but I do like to look out onto it while I’m making coffee or reheating last night’s leftovers for lunch.

photo

A Married Man’s Thoughts On Policy

Posted in Tales from the grind-stone on November 17th, 2009 by MrCranky
This week’s blog entry finds me back on a train to Warrington to visit Evolution, a newly married man. My honeymoon, last week, was spent pleasantly disconnected from the wired world, in a forest cabin in Argyll. Not totally electronics free, of course, the laptop went with me and I had a chance to play through some Sam & Max, Spore, and replaying Call of Duty: Modern Warfare in advance of picking up the sequel which should be out around now. Other than that though, I left things in Tim’s capable hands. My boss at Microsoft, in addition to the shiny new laptop and office provision in Edinburgh, kindly consented to giving me a couple of weeks off around the wedding. I’m not really accustomed to taking time off any more though, so the weeks leading up to the big day I was still remotely monitoring the build systems down in Reading and keeping things ticking over. Happily the systems I’ve set up in the previous few months don’t require much maintenance, so this time away has been good in that it’s proved the reliability of the build setup.
Near the end of October, I also attended a panel discussion at the Scottish Parliament that TIGA was pushing. This was partly for them to push their tax-breaks agenda in amongst Scottish politicians, but also a good opportunity for the Scottish games industry to show their faces to the wider world. We do tend to suffer from our normally clandestine dealings; if you’re in the industry everyone knows each other, but it was usually hidden away from the media or non-industry observers, except in small, tightly controlled PR moves. I’m glad to see that the industry has reached a level of maturity where discussing our needs with politicians and other interested parties is feasible and useful.
I’ve been down-beat about the merits of TIGA’s tax-break lobbying, both from a personal political viewpoint (I don’t like subsidies) and from a small business perspective. The tax breaks proposed seem to be of most benefit to larger companies, to encourage them to set up large studios in the UK. While I like that idea from the point of view of improving the general health of the development community here, it’s unlikely that we as a small outsourcing studio would see any direct benefit from these policies. I was uncomfortable to think that I would be the only nay-sayer in the room, but I was glad to find that the other smaller studios are similarly cynical about the policy.
More interesting to me was the other topic dwelled on in the panel – the push towards better education and training for new developers, and better opportunities for students to secure a role in the games industry. I’ve been worried for a long while about talent draining from the industry, for various reasons, and recent business conditions are making developers less and less likely to take risks on graduate developers. Anything we, the government, or the educational institutions can do to make it easier for developers to take on graduates is a win in my book, both in the short and long terms. I was very interested to hear some of the programmes that Abertay has been developing along these lines; reaching out to industry with prototyping teams (I’d imagine making use of the White Space facility), helping students get placements inside studios, etc. While I’m not in favour of any one institution being the only place to go to get into the industry, it’s good to see them leading the way. I made a point of saying to the politicians in the room that if they wanted to really support the long term development and stability of our industry, they’d do well to support and extend these programmes. Especially if those programmes were also made available to students/graduates across the higher education field. I’d love to see an avenue for straight Computer Science students to get into the industry, without them having to take the risk of doing such a specialised degree as a games industry course.
Anyway, it was a good panel, with interesting points all round, and while I don’t think that anything new or earth-shaking was said, I think I’m more positive about the long term prospects of the industry as a result of attending.
This week is back to work properly though; this day down with Evolution to demo the stuff that Tim’s developed the last few weeks, and the rest of the week settling into my new routine with MGS. That will be splitting my time between Edinburgh (I’ll try to get a few pictures from Microsoft Edinburgh’s lovely roof terrace with its wonderful views over the Waverley valley) and Dundee. As is usual with any time off, especially when I’m disconnected from the Internet for any length of time, I’m itching to get stuck back into things and start delivering useful stuff again. There were quite a few things on my list leading up to leaving Reading, but none that could be started in earnest until I was back. Hopefully now that I’m not exiled in Reading, I can settle into some sort of sensible routine, and still leave time for more regular blog posts hereThis week’s blog entry finds me back on a train to Warrington to visit Evolution, a newly married man. My honeymoon, last week, was spent pleasantly disconnected from the wired world, in a forest cabin in Argyll. Not totally electronics free, of course, the laptop went with me and I had a chance to play through some Sam & Max, Spore, and replaying Call of Duty: Modern Warfare in advance of picking up the sequel which should be out around now. Other than that though, I left things in Tim’s capable hands. My boss at Microsoft, in addition to the shiny new laptop and office provision in Edinburgh, kindly consented to giving me a couple of weeks off around the wedding. I’m not really accustomed to taking time off any more though, so the weeks leading up to the big day I was still remotely monitoring the build systems down in Reading and keeping things ticking over. Happily the systems I’ve set up in the previous few months don’t require much maintenance, so this time away has been good in that it’s proved the reliability of the build setup.
Near the end of October, I also attended a panel discussion at the Scottish Parliament that TIGA was pushing. This was partly for them to push their tax-breaks agenda in amongst Scottish politicians, but also a good opportunity for the Scottish games industry to show their faces to the wider world. We do tend to suffer from our normally clandestine dealings; if you’re in the industry everyone knows each other, but it was usually hidden away from the media or non-industry observers, except in small, tightly controlled PR moves. I’m glad to see that the industry has reached a level of maturity where discussing our needs with politicians and other interested parties is feasible and useful.
I’ve been down-beat about the merits of TIGA’s tax-break lobbying, both from a personal political viewpoint (I don’t like subsidies) and from a small business perspective. The tax breaks proposed seem to be of most benefit to larger companies, to encourage them to set up large studios in the UK. While I like that idea from the point of view of improving the general health of the development community here, it’s unlikely that we as a small outsourcing studio would see any direct benefit from these policies. I was uncomfortable to think that I would be the only nay-sayer in the room, but I was glad to find that the other smaller studios are similarly cynical about the policy.
More interesting to me was the other topic dwelled on in the panel – the push towards better education and training for new developers, and better opportunities for students to secure a role in the games industry. I’ve been worried for a long while about talent draining from the industry, for various reasons, and recent business conditions are making developers less and less likely to take risks on graduate developers. Anything we, the government, or the educational institutions can do to make it easier for developers to take on graduates is a win in my book, both in the short and long terms. I was very interested to hear some of the programmes that Abertay has been developing along these lines; reaching out to industry with prototyping teams (I’d imagine making use of the White Space facility), helping students get placements inside studios, etc. While I’m not in favour of any one institution being the only place to go to get into the industry, it’s good to see them leading the way. I made a point of saying to the politicians in the room that if they wanted to really support the long term development and stability of our industry, they’d do well to support and extend these programmes. Especially if those programmes were also made available to students/graduates across the higher education field. I’d love to see an avenue for straight Computer Science students to get into the industry, without them having to take the risk of doing such a specialised degree as a games industry course.
Anyway, it was a good panel, with interesting points all round, and while I don’t think that anything new or earth-shaking was said, I think I’m more positive about the long term prospects of the industry as a result of attending.
This week is back to work properly though; this day down with Evolution to demo the stuff that Tim’s developed the last few weeks, and the rest of the week settling into my new routine with MGS. That will be splitting my time between Edinburgh (I’ll try to get a few pictures from Microsoft Edinburgh’s lovely roof terrace with its wonderful views over the Waverley valley) and Dundee. As is usual with any time off, especially when I’m disconnected from the Internet for any length of time, I’m itching to get stuck back into things and start delivering useful stuff again. There were quite a few things on my list leading up to leaving Reading, but none that could be started in earnest until I was back. Hopefully now that I’m not exiled in Reading, I can settle into some sort of sensible routine, and still leave time for more regular blog posts here than I’ve managed recently. than I’ve managed recently.

This week’s blog entry finds me back on a train to Warrington to visit Evolution, a newly married man. My honeymoon, last week, was spent pleasantly disconnected from the wired world, in a forest cabin in Argyll. Not totally electronics free, of course, the laptop went with me and I had a chance to play through some Sam & Max, Spore, and replaying Call of Duty: Modern Warfare in advance of picking up the sequel which should be out around now. Other than that though, I left things in Tim’s capable hands. My boss at Microsoft, in addition to the shiny new laptop and office provision in Edinburgh, kindly consented to giving me a couple of weeks off around the wedding. I’m not really accustomed to taking time off any more though, so the weeks leading up to the big day I was still remotely monitoring the build systems down in Reading and keeping things ticking over. Happily the systems I’ve set up in the previous few months don’t require much maintenance, so this time away has been good in that it’s proved the reliability of the build setup.

TIGA

TIGA

Near the end of October, I also attended a panel discussion at the Scottish Parliament that TIGA was pushing. This was partly for them to push their tax-breaks agenda in amongst Scottish politicians, but also a good opportunity for the Scottish games industry to show their faces to the wider world. We do tend to suffer from our normally clandestine dealings; if you’re in the industry everyone knows each other, but it was usually hidden away from the media or non-industry observers, except in small, tightly controlled PR moves. I’m glad to see that the industry has reached a level of maturity where discussing our needs with politicians and other interested parties is feasible and useful.

I’ve been down-beat about the merits of TIGA’s tax-break lobbying, both from a personal political viewpoint (I don’t like subsidies) and from a small business perspective. The tax breaks proposed seem to be of most benefit to larger companies, to encourage them to set up large studios in the UK. While I like that idea from the point of view of improving the general health of the development community here, it’s unlikely that we as a small outsourcing studio would see any direct benefit from these policies. I was uncomfortable to think that I would be the only nay-sayer in the room, but I was glad to find that the other smaller studios are similarly cynical about the policy.

More interesting to me was the other topic dwelt on by the panel – the push towards better education and training for new developers, and better opportunities for students to secure a role in the games industry. I’ve been worried for a long while about talent draining from the industry, for various reasons, and recent business conditions are making developers less and less likely to take risks on graduate developers. Anything we, the government, or the educational institutions can do to make it easier for developers to take on graduates is a win in my book, both in the short and long terms. I was very interested to hear some of the programmes that Abertay has been developing along these lines; reaching out to industry with prototyping teams (I’d imagine making use of the White Space facility), helping students get placements inside studios, etc. While I’m not in favour of any one institution being the only place to go to get into the industry, it’s good to see them leading the way. I made a point of saying to the politicians in the room that if they wanted to really support the long term development and stability of our industry, they’d do well to support and extend these programmes. Especially if those programmes were also made available to students/graduates across the higher education field. I’d love to see an avenue for straight Computer Science students to get into the industry, without them having to take the risk of doing such a specialised degree as a games industry course.

Anyway, it was a good panel, with interesting points all round, and while I don’t think that anything new or earth-shaking was said, I think I’m more positive about the long term prospects of the industry as a result of attending.

This week is back to work properly though; this day down with Evolution to demo the stuff that Tim’s developed the last few weeks, and the rest of the week settling into my new routine with MGS. That will be splitting my time between Edinburgh (I’ll try to get a few pictures from Microsoft Edinburgh’s lovely roof terrace with its wonderful views over the Waverley valley) and Dundee. As is usual with any time off, especially when I’m disconnected from the Internet for any length of time, I’m itching to get stuck back into things and start delivering useful stuff again. There were quite a few things on my list leading up to leaving Reading, but none that could be started in earnest until I was back. Hopefully now that I’m not exiled in Reading, I can settle into some sort of sensible routine, and still leave time for more regular blog posts here than I’ve managed recently.

Tock Tick

Posted in Games, Tales from the grind-stone on October 21st, 2009 by MrCranky

2 more days in Reading, tick tock, tock tick. The new laptop MGS have ordered for me has turned up, and all in all it’s very shiny. Well not so much shiny as glowy. Seriously. There’s like a dozen different backlights, under the keyboard, around the trackpad, and the little alien logo on the top cover, all of which can be set to any colour you like. Which is absolutely overkill, and yet the loveliest little feature I’ve seen in a long while. All of mine are set to dark blood red of course, as it should be!

Windows 7 is working out really quite well as well – the new taskbar system is very much how I think of things when I’m working with many windows. I was always quick to turn off the grouping of windows under Vista, because it was just annoying. The grouping under the large icons in Windows 7 however seems a lot more natural, and I no longer have the “so many windows the taskbar gets flooded” effect I used to suffer from. I’m trying awfully hard not to be a Microsoft corporate shill, but it does feel like this is thankfully a better successor to XP than Vista was. We’ll see how things pan out with driver support and Nintendo, but I’ll probably upgrade the office soon enough.

Not much else to say really, I’ve been under the weather a bit, so fairly unproductive, but I’ve been fine with that for a while. I’ve been working on our Space prototype and sorting out some really interesting problems to do with scale and large objects, but I’ve reached the point where I need a few hours with some whiteboards, some loud music, and some serious thinking time, before I can progress to the eureka solution which feels like it’s hovering just beyond my grasp.

In the meantime, I’ve been killing time with Edge (the subject of the shenanigans from Tim Langdell, which are now thankfully almost done with – in case you haven’t heard, he’s losing), iBASS (a legacy from my younger days, which has been somewhat disappointing in it’s obtuse puzzle design), and a return to Left 4 Dead prompted by testing out my super-powered laptop (which by the way runs L4D like a dream, as long as I remember to put earphones in because the fans are super-loud).


Email: info@blackcompanystudios.co.uk
Black Company Studios Limited, 14 Belford Road, Edinburgh, EH4 3BL
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Last modified: April 29 2012.