Category Archives: Inside Look

Scrum

Today, we’re doing something a little different, and talking about Scrum! In the development of Eden Star there are hundreds of factors to bear in mind, as well as assigning tasks and tracking progress of around fourteen members of staff, yet keeping to a unified direction takes a lot of good management, and cooperation between all of us at Flix. To make this challenge into something manageable, we use a production workflow called Agile Scrum, which is a tried and tested methodology that a great many Games studios use.

The Agile Scrum methodology may seem counter-intuitive to people familiar only with traditional top-down management styles, but believe us, it saves us a huge amount of time, and greatly helps Eden Star’s continued evolution and ongoing improvement.

Our Lead QA Tester, Andy shares his account below:

When I hear the boss mutter the words “training day” I think of three things, the awesome movie starring Denzel Washington and Ethan Hawke, an enthusiastic but ultimately boring middle aged guy rambling on about the power of Excel, and a day of doing essentially no work.

I am, I’m sure, not the only person who has this kind of mindset so you can imagine my surprise when a young guy in a smart/casual jeans and blazer combo emerged from his car carrying a large box of ping pong balls and said to our Producer Kyle “can you grab the Lego from the boot?”. This smart/casual, ping pong ball sporting gentleman was Steve Stopps and he was here to talk to us about Scrum, utilizing the power of ping pong balls and Lego which peaked my interest from the get go.

We started the day the way most training days start, no I’m not talking about paying for Denzel Washington’s breakfast, but with a presentation.

flix scrum theory

We all hunkered down in our seats, notepads on laps, sombre looks on our faces and settled in to what we assumed was going to be yet another day of listening, taking notes, answering questions and taking more notes. The excitement of ping pong balls and Lego was now just a fleeting memory when we were suddenly hoisted from our chairs and handed the box of ping pong balls.

The task was simple, ‘process’ as many ping pong balls as we could in two minutes. To process a ball every person had to touch it at least once, it couldn’t be passed to the person directly next to you, there had to be air between the ball and the hands of the person receiving it when passing it, the person who started the process (touched the ball first) had to end the process (touch it last). We were given one minute to plan out how to approach this task and then we had to make a prediction on how many balls we thought we could process in the two minutes. Sounds Simple right? Wrong.

Our first prediction was 10, we only processed 3. our second prediction was 5 and we processed 12. Over our 8 iterations we got better and better finally processing 102 balls to which Steve proclaimed “This is Scrum”. The sceptics were converted, the advocates were vindicated, the heavens opened, and all was right in the world

flix economics established

After the activity, Steve showed us a breakdown of what happened in each ‘sprint’, and what the most commonly uttered phrases were. These included:

  • “Why can’t people catch?”
  • “Kyle. Kyle. Kyle!”
  • “Let’s try my system!”
  • “Can our system be improved?”
  • “Leave it!”
  • “Slow is smooth, smooth is fast”
  • “There is no order!”
  • “We are not a machine!”
  • “Sorry about your balls”
  • “Need to breathe”

Well not quite, but we did learn that with small sprints and regular iterations we were able to vastly improve our ability to process balls. This was the basics of Scrum. Allowing a team to be self-managing while being supported by the laws that govern Scrum.

Having been shown Scrum’s ability to improve our own ability to estimate how much work we could manage as well as showing us that we can use its simple rules to increase our productivity, we moved on to a somewhat more complex project…

Our Lego city.

We started this process by splitting into two sprint teams, because although working on the same project (our Lego city), we had different tasks or deliverables. Steve then asked the question “what would you expect to see in a city of the future?”

This may be a relatively simple question for many people to answer, but it wasnt quite that straightforward for the creative guys here at Flix. We had the weird and wonderful, the simplistic and the grand, and from a few of the guys, the just plain creepy. However, you want to look at it we had more ideas that you could shake a stick at and after hand picking his favourites Steve, as the Product Owner, assigned preliminary values to all these buildings, then set us on assessing the relative difficulty and priority of the individual tasks.

flix interactive sticky notes

Now there may have been a little misunderstanding as to what this meant, and there certainly were some toys thrown out of the pram when people moved buildings that had already been placed on the list, but after a few minutes we had all the buildings placed on the list and everyone signed off on it.

It was at this next stage where two things happened. Firstly our producer got shouted at for trying to manage the team (lol), and the second and more important thing was that we started planning our sprint for the Lego city project the way we would if we were utilizing Scrum properly. The team making the decisions about which sprint our deliverables would go in, what measure of priority our deliverables had and ultimately which we felt we wouldn’t be able to deliver.
Then the fun part: playing with Lego.

I have to be honest, initially it was mayhem. Everyone scrambling through their teams individual boxes of Lego to supply their own needs. It was like a Lego based zombie apocalypse. After our first sprint we had three buildings made, but only one was placed in the city (which was a wonderful looking control tower made by our PFX artist Marcin, who gloated ever so slightly).

Steve wouldn’t accept the other two as completed in that sprint, so, in the next sprint we had to decide not only which buildings each person was going to build from sprint two, we have to factor in incomplete and unimplemented buildings from the first sprint.

flix robot fighting arena

Robot Fighting Arena

This led to a revaluation of how much we could achieve in each sprint. It was these reviews between sprints that allowed us to spot our problems as well as our strengths early on and become much more efficient. It was using this Scrum technique that moved us from one building at the end of sprint one, to our completed city at the end of sprint four.

The way Steve ran this training day enabled us to see the distinct advantages of true Scrum and, for myself and others, opened our eyes to the positive implications of using this production method. Everybody in the team had a great time and it was by far my favourite training day ever.

flix finished city

 

A ma-HU-sive (For our overseas, readers: massive) thank you to Steve for this great insight to a method of production and for being an all round badass.

 

– Andy – QA Tester (And check shirt clad genius)

Speed Painting Pharus 7

Hello everyone!

Because we had a lot of great feedback and kind words the last time we showed you a concept art speed-paint, Gavin has kindly been recording his progress on some more amazing environmental concepts!

These ones are explorations into what kind of environmental features and terrain layouts would contribute the most to gameplay possibilities, and of course, look the coolest!

The video is 10x speed, and shows Gavin working on two concepts that go through many iterations and variations.

A few words from Gavin, our brilliant (and slightly eccentric) Concept Artist:

 

Hey guys I’ll make this brief because my postman literally JUST knocked and he’s waiting at the door for me to hold his package – that’s not a euphemism by the way, I’m really going to hold his package.. (yet I’m still typing)

In the video I’m drawing super fast in real time because my art director Matt is constantly in a God Of War, attack build-up position in case I slack. We start with a couple of in-game screenshots, a brief and reference imagery by our Level Designer Chris K. and Artist Joe.

As you might be able to spot from the video, there’s a couple design changes in artistic direction which happen as per feedback from the team who kindly drop in and keep the design on track to anticipate any game constraints or clashes with established features. Then after about two easy hours of painting–BOOM! … Another nine hours left of painting until there’s only 13 hours of painting left to reach the halfway mark. Or something like that, I don’t know – you do the math. Seriously do the math; it’s something crazy like two days of slaving away at a tablet. Who does that?! (ME.)

Either way I hope the video will enrich your life . Aaand the postman’s gone. THANKS guys. (Really, thanks – I probably love you all)

 

– Gavin

 

Here are the latest concepts for the pleasure of your eyeballs.

 

eden star canyon path concept

This image shows the entrances to caves, and monolithic overhanging rocks. The earth is cracked, possibly by tectonic activity, or perhaps by the passage of something of staggering size

eden star canyon path concept

The gorge offers itself as a natural choke-point, making it the ideal place to construct defenses. The rocks are suffused with veins of luminescent crystal

We hope you were as blown away by Gavin’s mad painting technique as we were, and would love to hear your comments and questions!

Head over to the forums to talk to the Devs!

A Look Under the HUD

Hi all!

Tonight, I want to show you some things we’ve been doing with UI and some of the process behind it!

All images and video footage in this post do not represent the quality of the final product, and represent only work in progress.

In designing the HUD for our UE3 Tech demo, we wanted to create all the graphical elements in the angular style of Eden Star, taking inspiration from some of the best FPS games of the last 20 years including the original Metroid games, Deus Ex, Crysis, and Half-life.

Our ultimate goal is to make the most teal HUD ever created by man.

Jokes aside, Eden Star is not a typical run-and-gun shooter and therefore the form of the HUD needs to be tailored to the gameplay. For instance, outside the center reticle, we have the curved Energy and Resource meters, displayed prominently so they are always accessible. Based on player feedback, there has been a bit of confusion about what the bars represented, so this is being amended in the new HUD design.

On the subject of our center reticle, most games make do with one reticle to aim. Eden Star has two, therefore making it twice as good as the average first-person shooter!

 

reticle dance

Actually, we did not decide on this without a good reason! The current reticle system is projected in 3D space, and enables the player to make fine aiming movements without needing to rotate the player’s whole view. All of our UI is being developed with stereoscopic vision in mind, and while the classic aiming system has worked very well on flat-screens for the last few decades, aiming with your face in virtual reality is probably not the best method! Rest assured, this UI method works brilliantly on a normal monitor too.

flix whiteboard game design

All our in-game UI is located in 3D space, as materials on planes. This method is not as processor / memory intensive as you might think, and opens up a huge range of possibilities for cool visual effects we can create.

Our construction system in the UE3 Tech Demo was very basic, and did not require HUD elements, but the expanded construction system in the UE4 game will have many more features we need to communicate to the player, so this involves build-mode HUD elements, and a full-screen Construction UI and Inventory system, which we are trying to design to have a balance between utility and simplicity, and still look and feel as good as they can do.

eden star construction UI

The in-game menus of some games can overload the player with information, or be too much like accountancy programs, so our Lead UI designer has to plan our UI carefully, and mock up systems first on paper, then ideas are fleshed out in Photoshop and After Effects. We then work out the most basic and universal mechanical components that can be implemented on a first pass and these elements are built in the engine. The After Effects mockups act as useful references for the UI programmer, allowing us to review how elements should relate to one-another, and how the animated elements flow in sequence.

After feedback has been received, tweaks are made, and the UI Designer and Programmer work together to get all the elements boxed-out inside the Unreal 4 editor. Pretty much all of the UI can now be done inside UE4’s Blueprint system, using its visual node-based programming, and can be rapidly prototyped and continuously evaluated and tweaked as the process goes on.

When the UI is laid out correctly and the basic interactive elements, animations, materials and functions, gears, pulleys and rubber chickens are in place, the new system can be integrated into the rest of the game, and tested to see if it all works the way it is supposed to.

Usually there are a few changes that must be made, but when the UI element is developed to a satisfactory level, the Blueprint is then tidied up, commented, and made so any one of the team can see exactly what happens where inside the Blueprint, and make modifications if necessary. It’s an amazingly useful tool that enables even lowly Artists to mess about with things that would normally require a Programmer

After the Artist breaks the Blueprint, the Programmer then fixes it, thus balance is restored to the Universe.

I’ve enjoyed writing this overview for you, and it’s probably a little too long, but I hope you found it interesting!

We’ll be going into other elements and processes in future posts, so check back soon!

If you’ve got any questions for us regarding the UI or anything else, please post on the the forums!