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Posts tagged ‘Ensemble Studios’

7
Jun

Graeme Devine working at Apple’s iPhone group on mystery project

graeme

Graeme Devine who was Ensemble’s Lead Designer and Lead Writer for Halo Wars has now confirmed that he is working for Apple in the companies iPhone group. It seems yet another ex-Microsoft employee is working for products on Apple’s iPhone along with the Bettner brothers (NewToy) and FuzzyCube software.

What is Graeme working on at Apple? Well we wont have much longer to wait to find out as he is currently preparing for the WWDC on Monday. Perhaps he will be leading a new in house Apple games unit? Who knows, but hes certainly someone to be looking out for at the WWDC.

More news tomorrow when we should find out what hes up to! Good luck at the WWDC Graeme!

Link: http://kotaku.com/5281682/halo-wars-7th-guest-dev-lands-job-at-apple

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4
Jun

DevelopMag writes about Shane Kim’s statement “Ensemble wasn’t the right studio for Natal”

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To continue from my last blog post where I picked up on Shane Kim’s explanation about the cutting loose of Ensemble Studios a magazine has stepped forward to formally express the same viewpoint. I would direct Ensemble fans to the link below for a write up by a professional magazine.

http://www.developmag.com/news/32096/Report-Axed-Ensemble-not-the-right-studio-for-Natal

Update: Here’s IGN following suit :

http://ve3d.ign.com/articles/news/47943/Ensemble-Studios-Denied-Natal

It is possible more information develops on this over the next few days and I shall keep readers informed. I will be adding these news articles into the press archives.

As mentioned before, I think Microsoft made a big mistake in not having faith in the Ensemble guys, those prototypes we saw could of been made into great Natal games.

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3
Jun

Shane Kim: “Talent at Ensemble wasnt right for Natal”

ensemble_studios_logo

With the E3 expo coming to a close today and after some very interesting announcements at Microsoft one of these was the revolutionary controller free full body motion capture device called “Natal“. Shane Kim an executive at Microsoft Game Studios discussed in an interview with Venture Beat that they have put significant investment behind the project. I imagine the cost of implementing hardware and software into Project Natal must be very expensive. But what other costs would there be for having this motion free technology. It seems as though to make way for Natal Microsoft’s internal studios Flight Sim and Ensemble Studios were the casualties.

The Venture Beat interview finally demonstrates the financial reasons why Microsoft decided to close its incredibly successful internal studio Ensemble Studios. Quoting from the interview Shane Kim responds:

VB: You cut some studios like Flight Simulator and Ensemble Studios.

SK: We also acquired Big Park Studios. I don’t know how constant the ebb and flow will be. It’s not unidirectional. We made some hard decisions in the past. We made good decisions. We are still committed to first party. The Big Park acquisition should demonstrate that to folks. We were positioning for things like Natal and I don’t think the talent at Ensemble or Flight Simulator were necessarily the right studios for that.

So there you have it – Project Natal is one of the reasons Microsoft thought was better to invest more in than its long standing internal studios. Will it be the right choice? I am confident that the talent at Ensemble Studios could have made things work with Natal. The studio has some industry visionary legends including Bruce Shelley, Graeme Devine, Sandy Petersen not to mention the rest of the team. Some of the prototypes could have been modelled to work fantastically with Natal including the prototype “Agent”.

It is sad to be blogging about the closing of Ensemble Studios again but it is interesting to find out about the thought process behind the decision. Moving forward though we must support all these talented individuals who have formed new studios. No matter what, we will still see great games from these talented people.

You can read the full interview here:

http://venturebeat.com/2009/06/02/microsoft-games-executive-describes-origins-of-project-natal-game-controls/

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2
Jun

Halo Wars artwork amongst “Into The Pixel” Winners

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Congratulations to Corey Butler, Ensemble Studios and Blur who today found out that their image of Professor Anders landing on a flood planet in Halo Wars has been selected in the Top 10 best artwork of 2009. There has been alot of excellent artwork demonstrated in Halo Wars and I am sure you can appreciate that this is a well deserved recognition. You can view the other winning art pieces and an enlarged image of the Halo Wars artwork below:

http://www.intothepixel.com/artwork/2009_contest_winners.asp

Congratulations Corey Butler again!

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27
May

Familiar faces amongst the Halo Wars developers play night

paragon

The Halo Wars developers play night has been buzzing with excitement as people from Robot Entertainment, Bonfire Studios and other Ex Ensemble people came to play with fans. One of those Ex Ensemble’s was ex community manager “Paragon”. The much missed moderator came out to play with fans as he greeted those on the message boards with:

*the cave door opens*

*a bearded figure of a man walks out blinded by the light*

*He is handed a 360 controller and grunts*

“paragon shall play”

Even though I am vastly out of practice, I will try and pop on for a few matches.  My gamer tag is ES Paragon (space between S and P no quotes)

Stick around Paragon!

Hopefully there will be more developer play nights in the future!

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27
May

Big Huge Games is not closing, picked up by 38 studios

BHG

A few months ago I posted that Big Huge Games who co-developed the Age of Empires 3 Asian Dynasties with Ensemble Studios was at risk of being shut down by its parent THQ. Good news now however is that the studio will live on under a new parent company 38 Studios. BHG will not be moving its offices although its not confirmed if there will be employee changes.

I wish them the best of luck under thier new parent. You can find more details here:

http://www.xconomy.com/boston/2009/05/27/big-huge-acquisition-for-38-studios-will-boost-its-copernicus-project/

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24
May

Designer Justin Rouse talks about Fort Deen iterations

halowars

Quick update. The Halo Wars “Fort Deen” map image and information is online complete with a full description from its designer Justin Rouse at Ensemble. Here’s an extract from the page and a link to the full article:

On this map I love to use Brute commando squads. Since they’re infantry I can put them into the wall towers and block off my enemies ground forces but because of my brute jump packs I can jump back and forth over the walls to get away from danger or to closer to juicy targets coming to shoot my units out of the towers”

http://www.halowars.com/GameInfo/maps/FortDeen.aspx

 

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16
May

Halo Wars Maps and Environments

halowars

Is that 3v3 maps ahoy? No, sadly not though for all the fans out there in need of them I expect them to be announced in the future. The good news is you can now plan you tactics using the HaloWars.com skirmish map page! The page talks in detail about each map (starting with 3v3 map, Exile) from the designers point of view. You can see an enlarged image of each map to see exactly where points of interest are.

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You can find the Skirmish Maps page here.

In other news – Bryan Hehmann an Ex Ensemble Studios artist talks in technical detail about the way he approached Halo Wars environment development and the blog post helps give an insight into the way graphics detail had to be adjusted for game performance. You can find the blog post below or on HaloWars.com

While working on Halo Wars I focused on creating the initial environments used throughout the skirmish maps and scenarios.The early phases began with our concept artist to get the look and feel of each world and working with designers on how these would be a part of the overall storyline. Also, brainstorming with programmers for terrain tools and understanding aspects of the new game engine to develop something we had never achieved before. Here are three of the major steps I would go though in creating our environments, although there were many more along the way.

Texturing-

The first step of creating a world would start with the terrain textures. This process was a definite change from the work I had done on the previous Age games. Halo Wars was a totally new game engine and our blend system had much more flexibility. Less textures were needed but the end result was much more dynamic and even the normal map generation had improved greatly. The number one obstacle for creating terrain textures was the vast difference in hue/saturation and compression from the PC monitor to the Xbox 360. What you see was not what you got. In an RTS game there is a fine balance in the complexity of textures and how the game units will read once placed on them. You have to make sure they are just the right brightness and saturation that add to the game experience and not distract from it. This part of the process is my favorite, because I enjoy making textures. Other artists like to make fun of my image files for having dozens of layers but I know what they all do. When I need to change the color of a single rock on the texture or the length of a grass blade I know just where it is at… well most of the time 😉

Sculpting-

The second step was sculpting and using the tools to manipulate the new powerful terrain mesh for the game. Before our games only used displacement on the Y axis, in Halo Wars we could move terrain vertices in all axes. While this gave us more freedom to create overhangs and more complex canyons and mountain ranges it did add more time to the sculpting. This step took the longest in our schedule and sometimes was the most difficult. To help us with the initial roughing out of the map we used a terrain generator that would create a displacement map and give us a nice starting point. Now that we had a mountain range or canyon we would go in with the finer tools and add the detailed characteristics for that particular environment. There were limitations though, and with all the new complex sculpting and higher tessellation we had to be efficient and optimized for game performance.

Lighting-

Some of the final steps were tweaking the lighting to create the mood of the world. Lighting for RTS games can be an ongoing hair pulling ordeal. As an artist you want to have the most realistic, colorful and dramatic lighting. But also as a game developer you have to make sure people can tell what the hell is going on. Some units that appear smaller on the screen could come out looking unreadable black blobs if your sun direction, inclination, ambient light and shadow darkness settings were not correct. The big difference in an RTS and other genres of game lighting is trying to pull off a night time scene, we always want to do them, but have to pull back a little. Player color and unit recognition go out the door when you turn the sun off. Scenario 2 was probably the closest we did to a night time setting. I had to add a lot of local lights but that would hurt performance. Sometimes without anyone looking my artist instincts took over and I would add a few lights here and there to get it just right. Whether I created a bright and vivid mountain valley or a dark and cold wasteland, with the lighting done right, it pulled in the player that much more into our environments.

Artists, programmers and designers all played major roles in creating the Halo War environments from look, tools, layout and storyline. I feel these environments are some of the best in a console RTS that have been done.

Bryan “bimbosoup” Hehmann
Environment Artist

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9
May

Play Age of Empires 2 and Age of Mythology via Gametap

age2

A new agreement online games download company “Gametap” has signed a new deal with Microsoft Game Studios to offer classics such as Ensemble Studios’ Age of Empires 2 and Age of Mythology. The GameTap model allows users to pay $10 a month to access a library of classic games. You can find out more details on the website.

If you havnt played Age2 or Mythology then what are you waiting for? Head on over to GameTap!

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5
May

“Board” to Death: A Day in the Life of a Concept Artist

es_logo_mainsite 

Whats was it like to be a conecpt artist at Ensemble Studios? Aloysius today published a new article on the HaloWars.com website detailing the expierence of Bart Tiongson. The concept art team at Ensemble were responsible for some fantastic pieces of art much like this one below:  (click to enlarge)

halo wars conecept art

You might think that in order to produce such fantastic art the team at Ensemble would be under alot of stress but ho ho ho.. you might be mistaken! Ensemble Studios was well known for being a great place to work. But having too much fun means not so much work… so how did the team deal with work vs play? Well.. about 50/50 actually – sounds like a good ratio!

You can find out more by reading the insigtful blog post below:

“Board” to Death: A Day in the Life of a Concept Artist

Published Tuesday, April 28, 2009 3:02 PM by Aloysius 
When I was first approached to write something for the website from a Concept Artist’s viewpoint, I thought that I would just do a generic, “day in the life of an artist”, type of write-up that we’ve all seen before. I thought about it. I figured I could sum up in a few simple sentences how concept art gets created and eventually put into the game. I could write about how we receive a written description of a unit, building or environment; how we create rough drawings of what we think a unit might look like; and then when one “thumbnail” is approved, we polish it so that the 3D modelers can build it, animators can give it life and then that unit can get put into the game.

In a nutshell, that is what a concept artist does. Quick, clean and summarized in a tidy little paragraph with enough time to spare to go watch the NBA playoffs.

Then I thought about it again. And I realized that it wasn’t that simple; at least not on Halo Wars and definitely not at Ensemble Studios.

You see, in order to create artwork at the highest level, you not only need a team that is talented, dedicated and stays on schedule, but you also need a team that meshes with each another. For that team to be successful in what they do, they need to have chemistry. So instead of writing about our daily tasks and attaching images of artwork, I decided to talk about what the team did that wasn’t on the task list and include photos that illustrated the “chemistry” that we had.

Throughout the studio there are white boards that are used for a variety of things like jotting down tasks and ideas, descriptions of units and keeping track of deadlines. The artists, on the other hand, had a different use for them. The concept guys would draw caricatures and create “inside joke” drawings on a daily basis. I would walk in the office and at the end of each day there would be new and often inspiring drawings on the white boards. While these boards’ original purpose was to have drawings, diagrams and written statements to help keep the team on track, the random imagery, humorous and often non-work-related material, probably kept the team more focused than unit descriptions or schedule dates and deadlines. It wasn’t long before other artists joined in on the fun as well. It wasn’t unusual to poke fun at each other, or crack a joke at someone’s expense. The ratio of laughing and having fun to drawing was probably an even 50/50. I absolutely felt that this dynamic was essential to create the top notch artwork that was done on the project. There were a lot of late nights and long hours, and without a sense of humor the team probably would have driven each other insane.

I’ve always felt that if you enjoy what you are doing and who you are doing it with, success will ultimately follow. Take a look at the art-work in Halo Wars and I think that you’ll agree that we were successful in what we set out to do: create a beautiful looking game. Laughing the whole time.

During my short time leading the concept guys on Halo Wars, I realized something- I did a heck of a lot more learning than I did teaching. Thanks to the Halo Wars concept team.
-b

Below are some examples of the crazy pix that these guys did… I’ve “edited” a few of them. 😛

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conceptart_fun2 
conceptart_fun3 
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