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Posts tagged ‘Ensemble Studios’

9
Aug

About Windstorm Studios & Dusty Monk

 

With Atomic City adventures launching in under a week, Windstorm sole employee has taken to his company webpage to describe the journey taken so far to bring Atomic City to market. Dusty Monk had previously worked at Ensemble Studios since 2000 where he first worked on Age of Empires 2, The Conquerors. Before Ensemble Dusty worked at Midway on games like the incredibly popular Hydro Thunder. Read moreRead more

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15
Apr

Charles Tinney begins Age of Empires Online animation blogs

Charles Tinney an animator at the late Ensemble Studios who worked on Halo Wars has recently started a blog about his awesome animation work with Age of Empires Online. Charles or “chazbot” Tinney has been taking care of most of the animation on AOE-O while the game was developed at Robot Entertainment.

My initial role, once the art style was finalized, was to concept and visualize the animation style that best complimented the game’s art direction. It was great pulling reference from Looney Tunes and old Disney shorts. Through animation reference, exploration, pushing, pulling, trial, error, I eventually hit a style that was wacky and exaggerated in some circumstances, and kind of an overly animated subtlety for most cases; both with an overall defined timing and spacing that melded the extreme and subtle together

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4
Mar

Halo Wars beat MGS sales targets and could work on Kinect says Frank O’Connor

Halo Wars has recently cropped up in conversation between Computer and Video Games and 343 Industries creative director Frank O’ Connor. Frank talks about Halo Wars as being ”a huge success” and rightly so as he also revealed that the Ensemble Studios developed game “beat our sales forecasts, so it was a bigger success than we expected” and that:

“It was a big critical success and it’s still the number one selling RTS on consoles this generation. In that regard it was a huge success but is the will to do a sequel there? Who knows. We could do something that works on Kinect, for example. There’s no will against it but we’re not working on it right now.” Read moreRead more

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26
Feb

Chris Taylor of Gas Powered Games talks to Venture Beat about Age Online

Chris Taylor, CEO of Gas Powered Games who have recently took over the Age of Empires Online development from Robot Entertainment has given an interesting 6 minute interview to Venture Beat on his thoughts regarding Age Online. Chris Taylor re-affirms the community that his studio are excited about the game and post release content. There will be a number of booster packs post launch including vanity packs to jazz up capital cities and packs to unlock premium civilizations. Check out the video interview below: Read moreRead more

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6
Feb

Graeme Devine describes the past and present game industry

Graeme Devine has recently given a presentation to the Baskin Engineering School in Santa Cruz, where he now resides talking about the past and present state of the gaming industry. Graeme describes the previous generation of the gaming industry as “dead” and that the industry is moving forward into new business models. Stepping away from the “four year dev cycles, massive teams and publisher budgets” and moving towards smaller teams, indie development and “creation games”. Graeme kicked off his presentation with a mention to his time at Ensemble Studios working on Halo Wars. Ensemble had a 120 strong team working on the Halo Wars project (although there were other projects in development along side). Graeme made note that 120 is alot of people to work on a game and questions whether such a team size is sustainable. Read moreRead more

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22
Dec

Microsoft to take over Age Community

Unfortunately, the time as come for Robot Entertainment so sign off on Age Community and hand over day to day support for community operations to Microsoft Games Studios. The transition starts today, with Ryz0n Ryz0n is not online. Last active: 12-22-2010, 2:12 PMtaking the reins as community support moderator. Ryzon commented:

The folks here at MGS are transitioning into supporting the AOE community.  Along those lines, I’ll be working on forum administration, account support, and generally keeping everything running as well as possible.  Our goal, as we move through the transition period, is to make the user experience change very little and have the service chug along without any issues into the foreseeable future. I’ll be coming up to speed and working with Robot on the community, server issues, and support for the titles. Read moreRead more

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20
Nov

End of the road for Halo Wars as Microsoft shuts down community website

Earlier this week Cocopjojo of the Halo Wars community moderation team at 343 Industries announced that they plan to close the Halo Wars community website in its entirety as of December 15th 2010. No doubt this decision is part of Microsoft “exciting plans” for the community. Read moreRead more

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10
Sep

Are you a Vintage AgeCommer?

Have you been a member on Age Community before February 2009 when Robot Entertainment took over the reigns? Well if you were you can now get your very own “Vintage” badge on the Robot Entertainment forums. It looks pretty snazzy as below:

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10
Sep

Rob Fermier blogs about Age of Empires programming history

 

Hot on the heels of Ian Fischer’s blog about AOE-O design and Dave Kubalak’s blog about the vision behind the new Age of Empires game, long time Age of programmer come lead programmer at Robot Entertainment, Rob Fermier talks us through the history of the Bang engine which has powered each Age game since 3D graphics started with Age of Mythology. Before the bang engine came along Ensemble Studios were using another in house 2D engine called “Genie”. By around 1999 and before Ensemble acquisition by Microsoft, Ensemble were playing around with a new 3D engine which later became known as Bang. This engine was first used with Age of Mythology taking the Age series into 3D for the first time:

The first iteration of the Bang engine produced these graphics in Age of Mythology

The same Bang engine was used again for the expansion pack Age of Mythology - The Titans. When Age of Empires 3 came along the engine underwent significant improvements:

For Age of Empires 3 (2005) it received some major upgrades – a modern shader-based rendering system, physics integration, new particle effects, and numerous unit sim improvements.   Several expansion packs also were built to enhance those games, leveraging the extensibility and flexibility of the Bang engine.

After the extensive work put into the engine Age of Empires 3 turned out graphics looking more like this:

But its not all about graphics, a game engine comprises of many different parts which make up the whole thing. For example you have graphics, sound, music, UI, AI, scenarios, triggers, databases and more. There is alot going on behind the scenes of an Age game. In fact the engine is over 1.2 million lines of code. Although not all these lines are serious pieces of code, as Rob points out there is Ensemble humour buried in the code. -

(Click to enlarge)

I am certain this Ensemble style humour will continue into Robot Entertainment’s edits of the engine!

The blog finishes up with a few words about the future of the engine with Age of Empires Online and the new features it brings:

As you play Age of Empires Online (sign up for the Beta here), the technology powering your game experience is a mix of brand new online tech, new gameplay systems, and battle-tested core RTS mechanics that we have been constantly improving for over a decade.   It is always amusing to come across a comment from yourself in 1999.  Game technologies are often abandoned after a few years, so it has been very rewarding to work with this particularly robust game engine for so long.

As always, this is just a summary of the full blog post and I recommend everyone check out the full posting on the Robot Entertainment for more information and “fun facts”!

 http://www.robotentertainment.com/blog/detail/Brief-History-Time-and-Age-Engine

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8
Sep

Creative director Marcus Lehto of Bungie Studios thoughts on Halo Wars

Picked up on a Computerandvideogames.com interview with Bungie’s creative director Marcus Lehto today which looks back at Bungie during the Halo years and the future of the studio going forward. The interview does touch on Halo Wars and the studios thoughts about Ensemble working on the title. -

Looking back, were you happy with Microsoft’s decision to make Halo Wars? What did you think of the game, and its reception? What’s your stance on Halo spin-offs in general?

For Halo Wars I can say that we weren’t involved with it at all, but at the time we figured – and it’s still true – that if anyone would want to take a stab at a Halo RTS, Ensemble had the pedigree and talent to do it.

Ultimately, all of us were happy with how it turned out; they would have been hard pressed to do a better job at an RTS on console. Certainly elements like the cinematics – how they enriched different parts of the universe – as fans it was really cool to see that.

Would you have liked Microsoft to come to you? We’re surprised you weren’t involved with Halo Wars at all…

Well, we didn’t have any room in our schedule anyway. We had a pretty rigorous schedule to get Halo 3 out of the door, so I think Bungie has a pedigree for making those types of games, but not to the extent Ensemble did. It made a lot more sense. We were focused on getting bullets on pixels, giving people a tight, fun, action packed world, It was the right fit.

It is clear that Bungie were very pleased to have Ensemble work on Halo Wars and felt safe the studio would do a good job with the Halo IP. Halo Wars turned out to be a great game and as Marcus says they would have indeed been hard pressed to do a better job for an RTS based console.

The full interview can be found below which also contains some interesting questions and answers about Bungie’s past, present and future plans.

http://www.computerandvideogames.com/article.php?id=261874

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