Meeting Report -

Borderlands: Production, Consistency & Change

By Pierre-Alexandre Garneau

Video of the presentation available here.

Lulu LaMer came to Montreal to give an insightful talk on communicating and evangelizing for a project during its development, using the upcoming game Borderlands as an example. Her role in this project was as a producer on the publisher’s side, where she served as the bridge between the developers and the publisher. With a background in game development, this was her first project on the publisher’s side of a project.

mtl_sep09_01.jpg
2K's Senior Producer, Lulu LaMer, came to Montreal to open this season's IGDA presentations.

She introduced the audience to Borderlands, an upcoming role-playing shooter with 87 bazillion guns. Beside the large number of guns, Borderlands is being recognized as a game with a very unique art style.

She told us how this new art style came very late during development – about 9 months before shipping. The reason for this change was that it made an ugly and monochromatic post-apocalyptic world look beautiful. This new art direction was a more achievable visual target than photo-realism, avoiding the uncanny valley. It also distinguishes the game from all the other post-apocalyptic games currently on the market. They discovered that the over-the-top stylized visuals were a much better fit for the existing over-the-top gameplay, making the game funnier and more enjoyable. It was a big change, but Lulu said that during development, “You discover your game through change.”

To enable such a large change to take place so late during development, clear communication is necessary to facilitate understanding and trust between developer and publisher. This meant that Lulu had to communicate with many people from backgrounds that were different from her own. To do so effectively, she says you must first notice how people are responding to what you say, then react to how people are responding. By talking in a jargon that the group is unfamiliar with, you create a barrier that excludes them.

mtl_sep09_02.jpg
Lulu talked about being a publisher-side producer for the upcoming Borderlands game.

When it comes to evangelizing for a project, she says that the most important thing is to make the concept resonate through feelings and emotions. You need to find a way to make people want to believe in the project and support it. Communicating the concept objectively is secondary in this marketing effort. Producers are the emotional touchstones of a project: stressed producers make for a stressed team and a stressed publisher.

She finished her presentation by talking about how moving up in the hierarchy of the development ladder has changed her perspective on the project. By going to the publisher’s side she now has a better view of the big picture. Now, she has to use a new vocabulary to talk to people in various departments, all of them with different perspectives.

mtl_sep09_03_nosweat.jpg
Bioware's Jonathan Cooper and Joel MacMillan hung out for some post-presentation socializing.

Here’s a quick recap of the questions and answers that followed the talk:

Q: How did you get marketing to understand the concept of the game?
A: For a long time they didn’t, because she was using developer terminology. But one day in a marketing meeting, she described it as “Less epic, more white trash” and they finally got it.

Q: How costly was the art change?
A: There were changes to the rendering pipeline and some light clamping, but the bulk of the work went into hand-drawing all the textures instead of using photos. It wasn’t that costly, because the team had suggested the change in the first place and had already done a lot of work on a demo level so that they could pitch this new direction to the producer who then took it to the publisher.

Q: How would you have handled it if the new art style hadn’t worked?
A: “It would have been a problem.” But the style inspired people and made them believe in it.

Q: How was it experiencing the publisher’s side for the first time?
A: The surprise was how much work there is on the publisher’s side (dealing with the ESRB, manufacturing the disks, etc.) From the point of view of the people at the publisher, she represents the whole development team and everything, good and bad, that happens during development.

Q: Is the box art representative of the game?
A: “The game really is that crazy.”

Q: How much proof was needed before the publisher green-lit the new art style?
A: The team came with a full area done in the new style to Randy Pitchford – he was convinced and it also convinced the publisher.

Q: How did you manage the tension between the publisher and the developer?
A: There wasn’t too much tension. The publishers were pretty open-minded (they’re the same people who approved the dystopian Bioshock).

mtl_sep09_04.jpg
Lulu has drinks with Clint Hocking, Charles Lavigne and Pierre Yves Savard from Ubisoft.

Meeting Sponsor

Trinigy

Chapter Sponsors

3pod   3vis
Artificial Mind & Movement   Bug-Tracker

Autodesk   Alliance numerique

Blake, Cassels & Graydon S.E.N.C.R.L./s.r.l.   EA Montreal
Eidos   Grip Entertainment
Desgraff   Ubisoft

Posted by RaynaAnderson on October 7, 2009 10:09 AM | Comments (0)

Meeting Announcement -

October 15 : GameCafé - Games in the New Social Media Era

 

Event Details

When: Thursday, October 15th, 6:00pm dinner / 7:30pm discussion
What: IGDA Montreal Chapter "GameCafé"
Where: Hurley's Irish Pub (upstairs room), 1225 Crescent Street
Why: Lively discussion with your peers
Who: All IGDA members
Entry: free for members, must RSVP

Note: Each member is responsible for covering any personal food/drink consumption.

GameCafé

"Games in the New Social Media Era "

The GameCafé concept is a discussion format with an emphasis on intimate interactions in a casual setting. For our next GameCafé we will focus on the intersection of games and social media. Social media isn’t just limited to Facebook and iPhone. It’s actually a lot broader: Xbox Live, Home, achievement systems, sharing videos the Spore way, creating game modules and rating them, promoting your game via Twitter and recruiting via LinkedIn, etc… All of that is part of using social media and networks within the games world. Specifically, we'll look at these three areas:

  1. Use of social media for "traditional" games (eg, Spore, RockBand, Achievements, etc)
  2. Designing social media specific games (eg, FarmVille, Mob Wars, Zynga, etc)
  3. Broader applications of social media in the games biz (eg, PR, recruiting, training, etc)

Each participant will have the opportunity to explore and discuss all three topics, as well as participate in a group-wide "debrief" at the end.

GameCafé Hosts:

The following members will serve as discussion "hosts" for the evening:

  • Eric Chartrand - Lead Designer, EA Montreal
  • Chris Crowell - Creative Director, Tribal Nova
  • Dorian Kieken - Development Director, BioWare Montreal
  • Ken Schachter - Founder/President, trapdoor
  • Ollie Sykes - Creative Director, EA Mobile

 

Dinner

For those who want to enjoy some delicious Irish cooking, please arrive early at 6:00pm. Note, this is optional and at your own personal expense. If you only want to participate in the GameCafé discussion portion, please arrive no later than 7:30pm.

 

RSVP

Please RSVP to montreal@igda.org your intention to attend this GameCafé. Note, you must be an IGDA member in good standing to attend or become one prior to attending. Contact us if you are uncertain of your membership status.

Note: Space is limited to the first 50 members who reserve.

 

Chapter Sponsors

3pod   3vis
Artificial Mind & Movement   Bug-Tracker

Autodesk   Alliance numerique

Blake, Cassels & Graydon S.E.N.C.R.L./s.r.l.   EA Montreal
Eidos   Grip Entertainment
Desgraff   Ubisoft

Posted by della on October 5, 2009 02:29 PM | Comments (2)

Meeting Report -

Video: "Borderlands: Production Consistency Through Change"

Here's the complete video recording of Lulu LaMer's September presentation and audience Q&A on the Borderlands production process. Big thanks to Leland Miller from Electric Playground for recording/editing it!

Posted by della on October 2, 2009 10:34 AM | Comments (1)

Local News -

Montreal International Game Summit Early bird registration ending soon!

You only have two days left to take advantage of the “Early Bird” special prices. Don’t delay! Click here before September 25 to register and click here to book your room at the Hilton Montreal Bonaventure hotel.

You could save up to 210$ by registering today!

Posted by RaynaAnderson on September 23, 2009 01:20 PM | Comments (0)

Local News -

GameX Industry Summit in Philly

GameX_Summit_trans_medsml.png

IGDA Philly would like to extend an invite to the Montreal IGDA Chapter to the GameX Industry Summit taking place October 24-25 in the Greater Philadelphia area. GameX Industry Summit is a 2-day conference with game development-focused lectures, panels and keynotes from more than 40 games industry leaders, designed exclusively for game industry professionals.

Keynote speakers include Chris Foster, Design Director for Harmonix Music Systems; Clint Hocking, Creative Director for Ubisoft Montreal; Jason Della Rocca, President of Perimeter Partners; and Richard Rouse, Lead Designer for Kaos Studios/THQ. You can read our entire list of sessions and the speakers at http://gamexpo.us/summit/sessions.html.

As a bonus: IGDA members get a discounted price on Summit passes! Early registration prices end on September 29.

Also taking place on-site at the Industry Summit is the 2nd Annual Philly Game Jam. The Philly Game Jam is open to any team that is able to attend and participate, regardless of where they hail from! You don't need to be from Philly to participate.

For students, a GameX Career Forum will be taking place as part of the consumer show on Sunday, October 25. The GameX Career Forum is an informative one-day conference for young people and industry newcomers to learn the ropes from industry experts and educators.

You can purchase tickets at http://gamexpo.us/summit/pass.html. Space is limited so we recommend you register early. If you need travel information, you can find that here at http://gamexpo.us/summit/travel.html.

Posted by RaynaAnderson on September 9, 2009 01:18 PM | Comments (0)