Halo Wars DLC 2v2 map “Memorial Basin” detailed
Justin Rouse and Duncan Stanley are here again to talk about the 2v2 Halo Wars DLC map Memorial Basin.
Memorial Basin, the map based on a design of “excess”. The goal, instant action. First, the close proximity of players starting locations is the number one driving force causing players to mix it up with each other early. Second, hooks! There is an abundance of them littered all over the map. There are Reactor hooks tucked safely behind each team’s starting location, while Supply Elevators and extra Building sockets line the sides of the map between enemies. Cover locations scattered throughout the middle are good for mixing things up defensively or offensively.
Says Justin Rouse skirmish map designer at Robot Entertainment. Community Manager, Duncan Stanley continues with:
Memorial Basin is a great DLC map, a real change up from other maps in terms of strategy. Both teams are directly across from each other, making it really easy to hit and run. The open bases are great to grab early and get it going. I usually try to make my second base my economic base and my first base my unit producing base. All of the extra hooks lying around the map are also great to grab giving you a good bonus, and denyng your opponents any advantage.
You can experience Memorial Basin and three other brand new maps in the Halo Wars DLC “Historic Battles” for just 800 points available today on Xbox Live!
For the full blog post head over to HaloWars.com :
Watch out Medusa’s about!

Wait dont leave! I know thats a scary looking image but its nothing to worry about! Medusa hasnt escaped from Age of Mythology either. This is infact and outstanding art piece from Robot Entertainment’s Chris Moffitt as part of the Clash of the Robots theme “Clash of the Titans”. Its amazing how the above came to light from starting out like this:
It goes to show just how talented the ex Ensemble artists are at Robot Entertainment and we look forward to seeing more excellent pieces from the Art Bot team! Be sure to check out the blog over here! :
http://www.robotentertainment.com/Blogs/Detail/ClashOfTheRobotsPT3
Matt Pritchard in classic Gamasutra Age of Empires interview archive
Gamasutra has lifted the lid on a classic interview with Ex Ensemble graphics engine programmer Matt Pritchard. Matt joined Ensemble in the early days of Age of Empires development, so early that the game was called “Dawn of Man” before being renamed “Age of Empires” later on. The archived interview is an excellent read for Ensemble and Age of Empires fans. Reading the article you should recognise many names including Tim “timotron” Deen who has worked at Ensemble since Age 1 right up until Halo Wars and the studio disbandment. Tim Deen is now working at Robot Entertainment. Matt Pritchard went on after Age of Mythology to work on BlackSite: Area 51.
The interview talks about some of the choices made at Ensemble about the games design, multiplayer and testing along with details about how the game was programmed. Matt’s primary role was developing the “Genie” graphics engine which powered Age of Empires 1 and 2. Matt’s efforts with the engine managed to increase the initial framerate of 7-14FPS right up to 55FPS. The remainder of the interview discusses things that went well such as the games database driven design, staying in close contact with the publisher (Microsoft) and how Ensemble’s management truly respected its employees. Many of the good points that Matt talked about in the article remained true right up until the end of the studio including the database driven design and employee morale, maybe not so much the publisher relations aspect, though.
Of course a large scale game development like Age of Empires comes with its bugs and these are also talked about in the article. A late beta test, lack of multi player testing on residential modems and not planning for a patch rank highly. In the original release of the game some players found online play unsustainable due to lag time and drop outs over slow 56k modem speeds. Due to the whizzy and fast equipment at Ensemble Studios the testing which took place internally did not necessarily reflect the speeds players would get on the outside. Luckily the good communication with management at Ensemble and Microsoft allowed for the creation of the 1.0a patch which duly rectified most of the multiplayer issues.
Alongside a retro article comes a retro picture of Ensemble Studios staff in 1997. See if you can spot some familiar faces in the picture below:

Looks like Christmas!
I encourage all fans to have a read of the Gamasutra article below, delving into some history of the studios early days. Ensemble Studios is sorely missed. 🙁
Nate Stefan adds his entry in Clash of the Titans
Nate Stefan, artist at Robot Entertainment has added his entry into the Art Bot Clash of the Robots. Hot on the heels of Dave Kubalak, Nate takes a more comic book approach with his very Age of Mythology looking entry below:
![clashfinal_large[1] clashfinal_large[1]](http://remember-ensemblestudios.com/wp-content/uploads/2009/08/clashfinal_large1-300x227.jpg)
Your comments are very welcome in the Art Bot blogs over on the Robot Entertainment website. I encourage you to leave a comment with what you think! Plus check out the blogs to read about the stages Nate went through when designing this art piece
Stand by for more entries in Clash of the Robots (Titans)!
How do Robot programmers boot up?
Ever wondered how Robot programmers start the day, or boot up in the mornings? Well Rob “Xemu” Fermier the Lead Programmer for Robot’s next IP details the morning start in depth. As the morning begins and charged over night Robot’s make their way to the pods for work they first gather round and exchange communication in the form of Morning Syncing. This is a 15 minute process where programmers talk to each other about what they did yesterday and what they are going to do today. Keeping in sync so that everyone knows whats happening. It sounds like a great idea as it enables programmers with particular talent areas to focus in on what they are good at and ensuring no overlapping of jobs. As this syncing happens every single morning its important to have some ground rules. Lead Programmer Rob Fermier details these below:
- Short: Each person has to be short and to the point, and the whole thing usually takes 10 to 15 minutes. It’s never allowed to go over 15 minutes, period. Discussions that crop up as a result of the morning sync are usually resolved in ad hoc meetings immediately afterwards.
- Easy: We sync right in the same pod where we are working, so there’s very little organization required. Everyone has a good sense of what they are doing and never has to “prepare” anything. One advantage of a daily meeting is that it can be pretty casual and folks fall into a routine with it easily.
- Reliable: The sync always starts on time, regardless of who is there. People can plan on it and it doesn’t drag on by starting late or hanging around.
- Open: Anyone is welcome to listen in on the sync meetings. But they don’t talk, since the meeting is focused on the people doing the work. By having them out in a common space, it promotes the idea that we want to share information to anyone who wants it.
Programmers engaged in the morning sync
Read more in the full blog: Robot Coders.
Robot, Fuzzycube and Remember Ensemble get social!
![facebook_logo[1] facebook_logo[1]](http://remember-ensemblestudios.com/wp-content/uploads/2009/08/facebook_logo1-300x112.jpg)
Great news for all you Twitter and Facebook fans! One of your favourite video game studios and favourite studio blog website have just got a bit more social! Remember Ensemble can now be found on Twitter at www.twitter.com/remember_es. Please show your support to Ensemble Studios by following the feed!
Robot Entertainment are jumping on the Facebook wagon and you can become a fan of the studio can kept up to the minute updates when new blogs, news and photos are available. http://www.facebook.com/pages/Robot-Entertainment/113092790195 is a must for any Robot Entertainment fan!
You can also follow ex Ensemble iphone developers Fuzzycube at http://twitter.com/FuzzyCube. Currently Fuzzycube are in the process of making new great sports games!
Social networking websites are great way to reach fans and its excellent ex Ensemble Studios people are following suit!
Vijay Thakkar completes the final part of the Halo Wars leader power blog
More exciting leader power development blogging from Robot’s lead programmer Vijay Thakkar. This time the blog post looks at the covenant leader powers Rage and Vortex along with some very interesting early screenshots of the development process including this early UI mockup of the Spirt of Fire menu:
![ob1[1] ob1[1]](http://remember-ensemblestudios.com/wp-content/uploads/2009/08/ob11-300x168.jpg)
Its come a long way!
It sure is interesting to hear about the background behind the design of leader powers and the hurdles Ensemble programmers encountered getting them to work. Warthogs pushing Brute Chieftain into his own Vortex, Rage taking out whole buildings etc.
Oops falling into his own Vortex wasnt intentional!
“It was certainly a challenge to try and create all the experiences we wanted to illustrate with the leader powers, especially under the gun of the inevitable deadline. We quickly learned that in order to make any of the powers live up to the intensity they needed to portray, a high level of polish was necessary. The meticulous details like adding a tenth of a second delay to an effect, a subtle controller shake, or Spirit of Fire chatter in the targeting UI may not have been overtly noticeable, but they were absolutely pivotal to taking the powers over that last step from pretty good to really great.”
Read all about it in the final blog!
David Leary speaks about fellow Robot’s plus new photos from the studio!

Ever wonders what goes on in the walls of Robot Entertainment? Well, its mainly two things.. 1) Playing games and 2) Beer. Oh! and of course not forgetting developing games at number 3. David Leary, Designer at Robot Entertainment today writes about the types of games fellow Robot-ers are playing including the shock and horror of Joe Gillum firing up the well past its sale by date MMO “eve”.
Firing up Eve again? That was just wrong – so very, very wrong.
The Robots are quite keen MMO players having previously wanted to develop an MMO under Ensemble Studios, leading to the cancelled Halo MMO. Another popular genre in the overly cool offices is FPS games including Battlefield Hereos. Find out more about whats going on in David “Learguy” ‘s blog!
But thats not all!
A blog is complete without a few snaps of the inside of Robot Entertainment and thankfully the good Robots have updated the gallery pages on the website! I refer to my earlier point about what happens at Robot and we’ve covered point 1, playing games and now its onto point two.. the beer.
Beer O’Clock
![Biergarten-is-christened[1] Biergarten-is-christened[1]](http://remember-ensemblestudios.com/wp-content/uploads/2009/08/Biergarten-is-christened1-300x225.jpg)
Yes, that really is a German beer garden in Texas
![PlayDohTable[1] PlayDohTable[1]](http://remember-ensemblestudios.com/wp-content/uploads/2009/08/PlayDohTable1-300x225.jpg)
No beer for the kids though, meet the PlayDoh table. But wait! Whos that?? Yes, its Robot CEO Tony Goodman. A kid at heart? I guess you have to be to set up a video game company!
And more..
Find a whole bunch of additional pictures on the Robot website. Sehr Gut!
Glacial Ravine map detailed by Justin Rouse on HaloWars.com
Skirmish map extraordinaire Justin Rouse is here to spill the beans on tactics and map information for Historic Battles DLC map Glacial Ravine.
Originally, our DLC2 pack (Historic Battles) was intended to contain only 3 maps: Barrens, Blood River, and Memorial Basin. After seeing the outcry for more 3v3 maps we took a look at what it would take to get one into the Pack. We did some due diligence and realized we didn’t have the time to create a new 3v3 from scratch, get it through testing, and put it into the map pack. So we compromised by repurposing an existing map, which allowed us to reduce developer time enough to get Glacial Ravine out the door with the others.
Check out the full blog including large images of the map here:




![cmofMedusa01th[1] cmofMedusa01th[1]](http://remember-ensemblestudios.com/wp-content/uploads/2009/08/cmofMedusa01th1-300x220.jpg)


![Perseus[2] Perseus[2]](http://remember-ensemblestudios.com/wp-content/uploads/2009/08/Perseus2-225x300.jpg)
![morningsync[1] morningsync[1]](http://remember-ensemblestudios.com/wp-content/uploads/2009/08/morningsync1-300x242.jpg)
![twitter[1] twitter[1]](http://remember-ensemblestudios.com/wp-content/uploads/2009/08/twitter1-300x110.jpg)
![vortex1[1] vortex1[1]](http://remember-ensemblestudios.com/wp-content/uploads/2009/08/vortex11-300x168.jpg)
