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Meeting Report

 

Blitz the League: Postmortem

FEBRUARY  2006

 

Guests:

 

Mike Bilder – Executive Producer

Adam Boyes – Producer

Kraig Kujawa – Lead Designer

Dave Lang – Lead Programmer

Matt Gilmore – Lead Artist

 

Blitz History:

 

  • Award Winning Arcade Game debuted in 1997
  • Arcade: NFL Blitz, NFL Blitz 99, NFL Blitz 2000, NFL Blitz 2000 Gold Edition
  • NFL Blitz 2000, NFL Blitz 2001 - Dreamcast, PS1, N64
  • NFL Blitz 2002, NFL Blitz 2003, NFL Blitz Pro - PS2, Xbox, GCN
  • Blitz: The League – PS2, Xox

 

The Blitz franchise debut in 1997 and has spanned multiple platforms including both console and arcade. It began as an officially licensed NFL product but each iteration of the game saw more and more restrictions from the NFL and NFLPA. Eventually the franchised was pushed in the direction of the less than stellar simulation / arcade hybrid: NFL Blitz Pro.

 

It was time for a change.

 

Frustrated with the outcome of NFL Blitz Pro the design team set to “take Blitz back to its roots”. Shock value, over the top gameplay, and fast paced action defined the Blitz games. The design team wanted to make the Blitz game they’d always wanted to play.

 

The Pitch:

 

The game was pitched in two ways. One was a “Playmakers” style game. It would incorporate simulation style gameplay with all the drama and controversy that successful programs like ESPN’s Playmakers and Any Given Sunday contained.

 

The other pitch took a “Blitz meets Mortal Kombat” approach. A fantasy football game where extreme violence and injury rule. Players would be killed on the field, have their limbs torn of during play, etc.

 

In the end a hybrid of both was settled upon. A football game with Mature content that takes place in the realm of reality / possibility, and as that classic Blitz gameplay. The team decided on the tagline:

 

 

“The Game the NFL Doesn’t Want You to Play”

 

 

What Went Wrong?

 

- Aggressive Timeline:

A significant amount of time was spent justifying the game and once approval was granted the deadline was less than a year away.

 

-Story Mode Virgins:

It was the first time a Blitz title attempted a story mode, and it was underestimated how hard it would be to implement. A complex and difficult work flow and dependency tree ensued. Also the writer was introduced late into the project.

 

-Tools: Create As You Go:

The team was attempting to create a Cinematics tool and finalize their art pipeline while already in full production.

 

-Crunch Happened:

Despite their best efforts, copious amounts of planning, and a schedule that looked good on paper, the team ended up crunching.

 

-Frontloaded Gameplay:

The team focused on making sure the gameplay was just right before moving on to the Campaign mode. This meant the development of the Campaign mode was pushed to the back end of the schedule.

 

What Went Right?

 

-EA / NFL Exclusive Deal:

Although the team had decided to make this game many months prior to the EA / NFL announcement, it added a lot of internal confidence and support for Blitz the League. It also eliminated the competition.

 

-LT, Playmakers & NFL sold the game for us:

From Playmaker’s cancellation & Blitz’s acquisition of their writer, Ron Mexico and sex boats, hot FHM models, to LT’s dubious past. PR efforts were a breeze.

 

-A Mature Effort:

The team was able to go deeper into what happens behind the scenes of the NFL, while balancing on the edge of the “M” rating. There were many discussions about what’s too far and what’s not far enough.

 

-Shared Resource Model:

Having a large studio and many shared resource groups (UI, Animation, FMV, Tools, etc.) allowed the Blitz team to pull on those resources in times of need.

 

-Frontloaded Gameplay:

The team focused on gameplay prior to E3. They were able to create a visually stunning and compelling demo to show off to the press at E3. The team constantly added fresh eyes and made the game easy to pick up and play, as well as getting the feel of the classic Blitz.

 

IMAGES

 

ABOUT THE SPEAKERS

Mike Bilder is an Executive Producer with Midway Games.  He’s been with Midway for over 6 years and has shipped 5 titles with them, the most recent being the successful game: Blitz:The League.   When Mike isn’t busy corrupting the youth of America, he enjoys spending time with his wife and 16 month old daughter.

 

Adam Boyes has worked in the software development industry for 9 years, and started his journey working at EA in Vancouver so many years ago as a wee tester. He left EA after 4 years, and after a hiatus from the games industry in corporate software development, he returned to work on NHL Hitz Pro, MLB Slugfest: Loaded, and most recently Adam was the Producer on Blitz: The League. Adam enjoys walks on the beach, attempting to rock out to Guitar Hero on Expert, purchasing an Xbox 360 for arcade games exclusively, stealing wireless bandwidth, and most importantly, all things Canadian.

 

Art Director Matthew Gilmore has been a videogame artist in various roles for over 10 years, developing titles for Playstation, coin-op, Playstation 2 and XBox, and next-generation platforms.  During his career Matt has served as an Environment lead, Art Lead, Art Director, and is currently a studio FX director.

 

Kraig Kujawa got his break in the industry in 1995 as an intern on Madden NFL 96 on the Genesis. He has since served as Senior Editor of Electronic Gaming Monthly, the Editor in Chief of the Official U.S. PlayStation Magazine and is currently the Lead Designer of Blitz: The League. He also wears a football helmet to work, “just in case.”

 

Dave Lang is a Technical Director at Midway Games’ Chicago studio.  During the course of his ten-year career he’s been fired more times than Billy Martin, but even in the face of these numerous professional setbacks he’s tried to “keep things positive.”  Dave feels that Blitz: The League is the greatest game of all time, and he will gladly yell, scream, and flail about wildly until you agree with him.

 

 

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