| Article Taken from Gamasutra |
July 2, 2008
Q&A:
Aristen's Gladwell On FxStudio's 'Special' Debut
Middleware developer Aristen,
founded by ex-Monolith developers Toby Gladwell and Andrew Kaplan, has announced
FxStudio Creativity Suite, a cross-platform special effects sequencing solution,
and that it is also to be integrated into the Gamebryo platform.
Aristen also announced today that as a Certified Partner of Emergent Game
Technologies, FxStudio is being integrated into Emergent’s Gamebryo platform.
Toby Gladwell was one of the original founders of Monolith Productions (No
One Lives Forever, Tron 2.0) but he's since co-founded Aristen, where he now
serves as CTO.
Gamasutra talked to Gladwell and he introduced us to the company's new
middleware solution. he explained: "FxStudio is a cross-platform special effects
sequencing system built to provide artists and engineers a way of sequencing
special effects, tapping both the creative spirit as well as any existing
technology."
"When we talk about special effects in games people so often think of a particle
system," he said, but "the reality is an effect needs sound, models, screen
effects, user interface interaction, controller input and more."
Intending to offer solutions for both artists and engineers on development
teams, Gladwell described how one module, the FxStudio Designer, "provides a
sequencer building special effects from components that represent interesting
pieces of functionality such as a sound, particle systems and screen wobble" and
that the FxStudio Runtime module "provides an optimized core for working with
banks of special effects and the functional components."
Why found Aristen?
Toby Gladwell: Monolith marked my transition from home brew development into the
“real” games industry. During my tenure at Monolith I developed many tools in
close conjunction with the content and engineering teams, and ever since I can
remember I’ve been into game development with a particular focus on tools and
technology. I’m constantly driven to find solutions that boost a game team’s
ability to be both creative and prolific.
After leaving Monolith I was with Secret Lair Studios for a couple of years, and
I left to realize the dream of building professional production ready tools and
technology for the games industry. Starting a company was the only way to really
devote the time, attention and money that great middleware require.
How was it to move from developing games to developing middleware?
TG: We found the transition to be a quite natural move really. I’ve always
managed tools development to be product focused and to that end I’m constantly
visualizing a product with box, website, and support.
Moving away from internal development, there are obviously differences such as
the support requirements. You also need to have an open mind for middleware
development. You can’t make assumptions about what your customer wants and you
have to be very careful about imposing your own rules and regimens.
What do you see as is the
importance of middleware?
TG: It just makes sense to avoid reinventing the wheel each time a new game is
developed. In my experience, a great deal of time and money gets burned on
in-house development when there are perfectly good off-the-shelf middleware
solutions. You want trees in your game? Use SpeedTree. You want user interface?
Use Scaleform.
But I do think that it’s up to a game team to discern what they should use. They
should definitely do due diligence on any middleware they are considering and
estimate what it will take to tune it for their own specific needs.
In general, the more technology that is being encompassed by the middleware
package, the more likely it is to take time, money, and effort.
So what makes great middleware?
TG: There are several key factors that make great middleware. The obvious first
factor is that you need to solve an existing problem or need that is widespread,
and do it very well. “Well” in this case means easy-to-use tools that are
intuitive, solid implementations for SDKs that are clearly documented, and
finally, awesome support to look after the customer.
Of course, a few “gotcha’s” in designing middleware spring to mind. This should
go without saying but when building middleware, you have to understand clearly
what the goal is. What problem are you solving, what need are you fulfilling?
You have to also make sure that those problems and needs really do exist!
Even if you’ve figured out the goal, if you are unable to define a clear line of
delineation between what is game team responsibility and what is yours, then you
are in trouble. This is probably the trickiest part and I think it often reveals
how much (or little) you really understand the problem.
Designs should also call for easy integration. No one wants to spend months of
development time trying to get your middleware working. The design of middleware
should embrace the fact that game teams may already have existing technology
that they’d like to keep. One of the core values we’ve used to build FxStudio is
to minimize impositions and maximize empowerment!
But how can you make middleware that fits different studios and game designs?
TG: Creating middleware that suits different studios and game designs is
essential. One of the reasons there are very few special effect middleware
solutions speaks to this very question. Designing a system that is powerful
enough to build the next AAA first person shooter as well as a great RTS or
platformer is no easy feat. Everyone has a different engine architecture, art
requirements, and game design.
What we’ve done is to break down one big problem into pieces and solve each one
at a time. For example, everyone needs to solve the problem of efficient use of
rendering so we implemented a fully data driven Level of Detail system that our
licensees define in their own terms.
Do the different platforms make a difference?
TG: Yes. One of the biggest problems found in today’s middleware is the lack of
consideration for cross-platform support. Sure, a lot of middleware provides
runtime support for multiple platforms, but do they really consider the impact
cross-platform support means to the artists’ content pipeline? Often tools force
artists to duplicate their work just to make small changes for one platform or
another.
FxStudio was designed from the ground up with cross-platform support in mind.
Each property within an effect can be “specialized” and targeted to a specific
platform. This specialization extends to the LOD system as well. Cross-platform
support is a requirement in today’s middleware market, unfortunately only a
select few really do it well!
What is your advice for middleware creators?
Understand the problem domain! Find out what game teams are having issues with
and see if there’s a place for a middleware package. There’s still a great deal
of pain in game development, and shipping great products seem to be a somewhat
unnatural process.
And whatever you do, don’t develop in a vacuum. There are many developers out
there who will share their needs and help with direction. Be realistic about
what you can produce and define a release through a concrete set of features
that you know the product needs. You can burn through a great deal of time
second guessing what game teams are going to want. Feature creep, like in all
products, is a killer!