Robot, Fuzzycube and Remember Ensemble get social!
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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:
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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
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Yes, that really is a German beer garden in Texas
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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!
Robot Entertainment chooses the Trinigy Vision Engine for next game
Robot Entertainment’s lead programmer Vijay Thakkar has today revealed that Robot Entertainment has signed an agreement with Trinigy to use the Vision Engine for the studios next original IP game. The licensing agreement with Trinigy grants Robot Entertainment the rights to develop a multi-platform game for its new IP using Trinigy’s Vision Engine. Robot’s Vijay Thakkar had this to say on the matter:
“The Vision Engine has clearly been designed with a focus on a powerful set of engine features that do not compromise full developer flexibility,” said Thakkar, in a statement. “Throughout our evaluation of the industry’s premium engines, the Vision engine consistently stood out in terms of performance and how quickly our developers could see their ideas running in game. The stellar level of support, integration of third-party technologies and robust architecture made choosing the Vision Engine an easy decision for our studio and has allowed us to quickly build momentum on our new project.”
One might wonder why Robot is choosing to go down an external engine route. In the past Ensemble Studios has written engines from scratch including The Age 1 & 2 Engine “Genie”, Age of Mythology and Age 3 engine “Bang” and the Halo Wars engine. With the closure of Ensemble Studios it is not known how much support Robot and other studios have been given with regards to the old Ensemble engines the team has created. As Microsoft own the rights to all engines and designs under Ensemble it is presumed that Robot would need to have reached an agreement with Microsoft to use these old tools. However using a 3rd party engine is certainly not a bad thing as it reduces the time Robot has to spend developing a new engine. Instead they can get stuck right in with existing tools and framework allowing them to get the game ready more quickly than from scratch. – And we’re all looking forward to that!
In case your wondering what types of games have been developed using this engine here’s a brief sample:
| Helldorado | Spellbound / dtp & Playten | PC |
| The Show | 16Tons / Take 2 | PC |
| Dungeon Hero | Firefly Studios | PC, Xbox360 |
| ZedCity | Zed Group | PC (MMO) |
| Warlord | Neowiz Corp. | PC (MMO) |
| CrossRoads | Nassons Entertainment | PC, Xbox360 |
| Wii Relax | Frame Studios | PC, Wii |
One might notice there is alot of PC titles in the list! Perhaps a hint? You can find more details about the engine on the companies official website. They are handily have an office located in Austin, Texas – perfect for Robot Entertainment based near by.
The whole press release can be found below and a link at the bottom to the GamesIndustry.biz article – well worth checking out for those interested!
Austin, TX – July 28th, 2009 – Trinigy, an industry leading 3D game engine provider with over 100 licensees and offices in Germany and Austin, TX, today announced a licensing agreement with Robot Entertainment, Inc., a world-class independent entertainment software company located in Plano, TX. Robot Entertainment will use the Vision Engine on a new, undisclosed IP currently in development.
Started by many of the original founders of Ensemble Studios, Robot Entertainment has a staff of 45 developers comprised entirely of former Ensemble employees. The new company’s team developed the hit franchise Age of Empires™, which sold over 20 million units worldwide, and the recently released hit Halo Wars for Xbox 360™. Robot Entertainment recently announced it will continue working with Microsoft Game Studios to create additional Halo Wars content and support online gaming and communities for both Age of Empires and Halo Wars. The company also announced ambitions to create its own original IP, though no specifics are available yet.
The licensing agreement with Trinigy grants Robot Entertainment the rights to develop a multi-platform game for its new IP using Trinigy’s Vision Engine. In doing so, Robot Entertainment joins a growing list of outstanding developers worldwide that have licensed the Vision Engine, including Ubisoft, Take 2, Firefly and the recently announced MunkyFun, Nitro and Spellbound.
“The Vision Engine has clearly been designed with a focus on a powerful set of engine features that do not compromise full developer flexibility,” said Vijay Thakkar, lead programmer at Robot Entertainment. “Throughout our evaluation of the industry’s premium engines, the Vision engine consistently stood out in terms of performance and how quickly our developers could see their ideas running in game. The stellar level of support, integration of 3rd party technologies and robust architecture made choosing the Vision Engine an easy decision for our studio and has allowed us to quickly build momentum on our new project.”
“Robot Entertainment has the experience and talent to make groundbreaking games that set new standards in the industry,” said Daniel J. Conradie, president and CEO at Trinigy Inc. “Our success and momentum continue to be validated by distinguished AAA teams like the one at Robot Entertainment. We are excited to support this extremely talented team on their next eagerly awaited title.”
About Trinigy
Based in Southern Germany, and with an office in Austin, TX, Trinigy is a privately owned company committed to selling groundbreaking game engine technology and first-class support to video game and serious game development studios across the globe. Engineered to provide more creative and technical freedom, the company’s Vision Engine is currently in use in more than 100 commercial game productions by well-known companies such as Ubisoft, Take 2, Dreamcatcher, NeoWiz, Spellbound, Nitro Games and more. The Vision Engine has proven its versatility in a multitude of game genres, including real-time strategy, racing, first-person shooters, role-playing games and massively multiplayer online (MMO) games. It is available and optimized for performance on PC (DX9, DX10), Xbox360™, PLAYSTATION®3, Nintendo Wii™, XBLA™, PSN™ and WiiWare™. For more information about Trinigy, its Vision Engine or its technology partners, please visit: www.trinigy.net.
About Robot Entertainment
Based in Plano, Texas, Robot Entertainment is a world-class independent game development studio owned and operated by many of the founders of Ensemble Studios. With a team that has proven experience and expertise in creating games that appeal to massive audiences, Robot Entertainment is focused on titles that set new standards for their respective genres as well as groundbreaking original IPs. Robot can be found on the web at www.robotentertainment.com.
http://www.gamesindustry.biz/articles/robot-entertainment-selects-trinigys-vision-engine-for-new-ip
Looking forward to hearing more about the games development!!
Dave Pottingers Lego mission is complete + NewToy launch new iPhone game “Words with Friends”
Kicking off today’s ex Ensemble Studios members updates is Dave Pottinger who has updated his blog over on the Robot Entertainment with the final installment of the Lego Robot Logo design. With a bunch of new pictures and text discussing how the board came to be mounted proudly on the wall of Robot Entertainment can be found on the website.
Carrying the Logo
In case you were wondering from the last blog what the mini lego adventures were on each letter of the logo I can reveal from the blog that the list is as follows:
• Star Wars for the ‘r’
• Indy for the first ‘o’
• Medieval for the ‘b’ (hey, we did do Age2 after all!)
• Pirates for the second ‘o’
• Batman for the ‘t’
And here’s what they look like:
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Mission Complete!
But of course all this wouldnt of been possible with out Mr “Lead Designer” Dave Pottinger and his family!
Standing proud with the family… away from the Bad Guys!
But thats not all!
Its been a little while but it looks like NewToy one of the iPhone development companies that formed out of Ensemble has released thier new game titled “Words with Friends” the game follows in the “With friends” series with NewToy’s last game, “Chess with friends” proving to be a real hit on the Apple App Store. NewToy is lead by the Bettner Brothers of Ensemble Studios. You can download thier latest game right now from the App Store!
Be sure to read all about it on the New Toy website!
Halo Wars bucket changes and Leader powers part 2
Great news for all the Reinforcements fans! Robot Entertainment has changed the setup of the Halo Wars buckets so that Tug of War Team 3v3 and Keep Away team 2v2 are no longer available. These have been replaced by the ever popular reinforcements in 1v1 and 3v3 modes along with the existing 2v2. Anyone with Strategic Options DLC can enjoy the most popular game type of the pack, Reinforcements on Halo Wars right now! I’ll see you there later tonight!
In other news Marcin Syzmanski has completed part 2 of his very interesting blog about leader powers in Halo Wars. In this part he discusses the MAC Blast (my favourite), the complexity of the transport power and some closing thoughts about his role at Ensemble Studios and the implementation of leader powers as a whole. Recommended read with two more parts to come!
One major element that we wanted to add to the leader powers was some sort of arcade-style timing. We actually brainstormed some cool minigames, unique to each power, that would allow a skilled player to add a small boost to each power. For example, we prototyped a “golf swing meter” input method for MAC Blast that allowed an expert player to crank out a perfectly timed series of max-quality shots. Unfortunately, the realities of scheduling meant that we had to cut this feature – implementing the full array of minigames, in a polished and fun way, would simply have taken too much time.
http://www.halowars.com/news/devblog/archive/2009/07/21/Leader-Powers-Part-Two.aspx
Aloysius sheds light on the OOS / Maphack bans
Just in case you dont want to read through all the threads taking place on Age Community ive included below some extracts from Robot Entertainment Community Manager “Aloysius”. This should help clear up the Robot position on these bans and demonstrates that accounts do get re-evaluated when an appeal is requested and that programmers have indeed looked at the code behind hack detection. Here goes – (and yes, ive added some emphasis on key points)
- We do not ban random people, we don’t just draw names out of a hat and ban people. No one has ever been banned because we didn’t like them or “just because,” or anything like that.
- We examine cheating reports and our server logs, and when an account has been using out of sync and map hacks, we take action against that account. If you get out of syncs all the time when playing multiplayer, try reinstalling the game, and checking with your ISP to ensure that your connection is working properly.
- We examine every account individually for OOS and Map hacking, and examine claims of innocence when the case warrants. We have never reversed a ban for OOS / Map Hacking. After this recent wave of OOS / Map Hacking Bans, the programmers who wrote the tools re-examined the code and ran tests and determined that the bans were valid.
- We cannot release source code, our diagnostic processes, give access to our back-end servers, release private customer data or anything else that would compromise the integrity of our online environment as well as satisfy our legal protection. We can’t really be “transparent” in our security practices so that we can stay one step ahead of the hackers.
- We already permaban the guilty, after investigation.
- We do not re-issue accounts for the people banned. We encourage everyone to maintain secure passwords and never give them out to anyone else, ever, under any circumstance. ESO will never ask you for your password.
- We can tell the difference between a normal OOS and one being caused by a hacking tool.
- Normal OOSs can happen for a wide variety of reasons, bad internet connections, bad installs, bad other software, virus scanners kicking in during a game, etc. We even had a case where every 600 seconds (10 minutes), someone would go OOS no matter what, 100% of the time. They eventually got it fixed by calling their ISP. They were not banned, even though they OOS’d in dozens of games.
All of this seems very satisfactory to me. Players should be reminded that the tools used to identify cheaters at Robot Entertainment are the same as those used at Ensemble Studios. For more information keep track of the discussion at AgeCommunity:
http://forum.agecommunity.com/forums/3/826478/ShowThread.aspx
Bungie CEO: “Ensemble didn’t build a game with a community that carried it”
Some interesting remarks from Harold Ryan the CEO of Bungie who in an interview with Brier Dudley at the Seattle times said:
Q: It’s interesting how you’re mentioning Bungie like that. Are you now trying to raise the profile of the studio? Is this a step toward additional games beyond Halo and saying hey, we’re not just ‘Halo, we’re Bungie’?
A: Yeah, definitely. When you go back to the divestiture from Microsoft, that was when we started paying more attention to the Bungie brand. It means something – there’s now an existing game, Halo Wars, that wasn’t built by Bungie. There’s a big difference in the success – in sales, in the review numbers of the title. The Ensemble guys (who made Halo Wars) are great guys, they did a great job with what they did, but I don’t think they made a Bungie game. They didn’t build a game with a community that carried it.
It seems somewhat a harsh comment seeing as the Halo Wars community website has been online long before the titles launch and was lead by a fantastic community team at Ensemble Studios. One might like to point out that the community was damaged due to the Microsoft decision to close the studio. Obviously, any community will suffer when a company is closed. Today the community is lead by a sole community manager, Duncan “Aloysius” Stanley and Robot Entertainment has recently held a developers play night with the fans and a feedback thread asking for fan feedback on Title Update 3 fixes.
Seattle Times article:
Halo Wars artists blog – how to make Halo look like Halo… without Bungie!
Paul Slusser talks today about how the artists at Ensemble tackled the prospect of creating art for an existing IP. The blog notes that it was not a simple copy and paste from Bungies art files and that Ensemble had to put alot of work in from scratch designing art models for units and buildings. A good read, you can find an extract and link to the blog below:
First thing we always do is start gathering as much reference material as we can find; downloading screenshots from the internet, getting marketing material from Microsoft, and the most obvious one, asking Bungie for all their art files. That last one seems like a no brainer right? After all we are both part of Microsoft and they own everything, right? Nope. As it turns out it’s really hard to get in contact with someone at another studio to provide assistance, when that company was behind schedule on their latest installment of Halo AND we had no idea about the negotiations they were having with Microsoft about becoming an independent studio again. It didn’t take long to realize that our concept department would be on their own in figuring out this art style.
The UNSC and Forerunner had to maintain the same geometry angles throughout their structures and vehicles while the Covenant had to maintain the same curvy organic look in theirs. The UNSC vehicles and Spartan armor all had a similar green metallic look that we tried to emulate with our materials. Using a similar Army green with a broad, gold, specular highlight worked really well for our camera distance and sun angle.
Gamesindustry.biz interviews Peter Molyneux and Phil Spencer – says Ensemble and other studios “wernt the core focus of MGS”
The good folks at Gamesindustry.biz have a new interview between newly created “Creative Director Europe” Peter Molyneux and Phil Spencer. Indeed if you didnt know, studio head at Lionhead Peter Moloyneux has recently been promoted to look after all of the Microsoft studios in Europe along with Lionhead.
One question in the interview was as follows and refers to the reasons behind removing some studios (Ensemble, Flight Sim and cuts at Rare) to focus on Live, Natal and other “core focuses”.
Q: The past six to 12 months saw studios close and staff laid off across Microsoft. Is Peter’s new position an effort to refocus Microsoft Game Studios after such a significant shake-up internally?
Phil Spencer: That’s exactly right. I moved into the role of head of worldwide studios when I came back from London and one of the first things I did was try to think of all the strategic initiatives that all the different studios thought they were on and I drew this chart and had ten or eleven different things on there. And I recognised from that, as an organisation we need to focus. We have great talent in the organisation but we need to make sure that talent is really focused on fewer things that we can do extremely well.
The downsizing that we went through was more about removing things that weren’t a core focus of the organisation and creating scale and space for us as leaders to think deeply in the areas that are going to be critical in terms of our long-term success. Live is a crucial area for us, for example. And since that time we’ve hired a significant number of people back into the organisation and I expect we will refill all of those positions and even more. The acquisition of Big Park was perfect, we’ve been working with them for over a year on Joy Ride and what we found was a studio of people that were really committed to online, free-to-play, micro-transactions and building new IP. It made sense for us to work together more closely and that’s why we went through the acquisition. It’s about getting focus behind the initiatives that really matter.
So there you have it.. it basically confirms from other MGS leaders what Shane Kim was talking about a few weeks ago when he said that the talent at Ensemble didnt fit into the areas they wanted to explore.
You can read the full interview here:
http://www.gamesindustry.biz/articles/microsofts-peter-molyneux-and-phil-spencer
And more on the original Shame Kim interview about the ES closure over here:


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