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- <f1><c000> THE DEVELOPMENT OF AVP <f0>
- <f1><c000> The Untold Story <f0>
-
- exclusive article by Andrew Whittaker
- ----------------------------------------------------------------- -- - --- ----
-
- AvP was the single most rewarding and yet unusual game that I have ever
- developed in my career! Unusual in that the game was already late before
- I started it and it was, during its development cycle, developed on three
- separate continents. This article is the first time the full story has been
- told!
-
- A game design for AvP was developed long before coding started and the start of
- coding was actually heavily delayed. It is the first time I had ever made a
- game without a computer or console system for it to run on! as the design of
- the Atari Jaguar itself was delayed thus I was commissioned to make a project
- for a computer system that did not yet exist! A first in any game designer's
- career as we normally like to make sure that we have a computer on our desk to
- work with, but hey you cant have everything and development, albeit on paper
- continued in lieu of an actual machine.
-
- When my Jaguar first arrived it looked like something from a 50's science-
- fiction B movie, a spaghetti mass of wires, duct tape, weird and wonderful
- components all hanging over the edges of a desktop PC case that became the
- temporary home for this creation!. It was very obvious to me that this was not
- the finished article, or if it was the stylist in the marketing department had
- come up with an interesting aesthetic shape for this console! The two custom
- chips "Tom" and "Jerry" had not yet grown into adulthood and had not been
- committed to silicon, so "chips" was something of a misnomer for wires and
- capacitors, diodes and transistors in a humongous mass! But hey, ever the
- brave, or the foolhardy I plugged the beast in and lo and behold it actually
- worked. Thus started the AvP legend, my association with the Jaguar, something
- that will probably live with me for the rest of my life, then a wad of
- scribbled notes next to a mass of wires!.
-
- Next on the shopping list was some sort of software guide so I could actually
- work out how this thing worked. A quick phonecall of course confirmed there was
- no documentation for the hardware, hardware registers or anything else for that
- matter as the machine was so fluid its design was changing daily! In those
- heady early days it wasnt even called Jaguar, it was a "Flare" machine named
- after the design group headed by John Mathieson in Cambridge who had created
- it, whom later were merged into Atari. Everything was so top secret that the
- machine was referred to by different code words on a weekly basis and printed
- circuit boards were deliberately mis-labelled to look like another type of
- product, such is the risk of industrial espionage. I remember once carrying the
- thing on the train and being carefully reminded that I had only one of two
- machines in the world and that I had hundreds of millions of dollars in my
- hands!. I quickly told Atari that was no problem, I wasnt called Butterfingers
- Whittaker for nothing, so everything would be fine!.
-
- So coding started slowly and painfully with regular calls to the hardware
- developers to actually find out how the machine worked (which changed often by
- the hour rather than by the day!). Every developer knows that sudden delight
- with a new machine when they blit a pretty backdrop to the screen and have
- something move over it and the sense of achievement and milestone it brings.
- It wasnt very long before I had this achievement, the only slight snag was the
- very next day after mastering the video hardware as it was then I was told the
- whole thing was going to be redesigned again and that the current code would
- break!. All credit to John and his team he was doing his best to make the
- machine the best he possibly could and these revisions were criticial in the
- optimisation of the hardware and adding of new features. In reality the game
- was coming too early in the life of the hardware, but it brought a regular
- adrenalin rush living life at the cutting edge and I was enjoying it
- enormously.
-
- Through the first half of the game development the code works then code breaks
- cycle continued as changes were implemented and things were getting finalised,
- then I hit upon an idea, I would think of some great features, write the code
- as if they were there and ask the hardware guys if such hardware could be
- implemented. At that point AvP started to influence the shape of the hardware
- as much as the hardware shaped AvP with us often meeting in the middle. It was
- fascinating to see a machine moulded around a game as much as a game around
- a machine! Mike Beaton and I suddenly found ourselves hardware guys as well as
- software guys! and a lot of late night conversations were held that often
- lasted through the night. I often think that we should have a thank you letter
- from the people of Brazil for the extra sales of coffee over the development of
- this game!
-
- With constant through-the-night phonecalls across the Atlantic and even to
- Japan, days and weeks of working through the night in a twilight world where
- day and night had no meaning, where home was my programming chair or a sleeping
- bag under the desk life had taken on that energetic frenetic round-the-clock
- rythym so familiar to game designers on key projects. It is lucky that early in
- my career at the age of 16 I had met a programming veteran who told me always
- to work in a pair of tights as in this trade your day clothes are also your
- pyjamas in which you crawl into your sleeping bag or sit wrapped in a blanket
- at your keyboard in a bitterly cold office at the dead of night. The advice is
- good and has lasted me through many projects when others have found they cant
- take the strain and moved onto other jobs after just one stressful project. AvP
- was game number 22 in my catalogue, so I owe that guy a debt of gratitude to
- keeping me in a career! I recommend it to aspiring game programmers along with
- a strong sense of humour and the knowledge that the game comes before personal
- ego.
-
- As the hardware started to finalise, and this was a long long away from the
- introduction of such things as alpine boards for developers my mind could focus
- more on gameplay issues. This thrust me fairly and squarely into the world of
- the Alien movies and that awesome hunter the Predator. I was handed lengthy
- research materials from Fox, lots of different versions of the movies,
- enhancements, cuts, out-takes, sketches, access to the movie development teams
- and a wealth of information. I suddenly had to become an expert on these movies
- and I spent day after day night after night in the office with the movies
- noting every nuance as I really wanted this game to be as close a replica to
- the atmosphere and style of the original movie work as I possibly could. For
- instance how many of you know what Weyland Yutani is from the movie and the
- associated symbols?. I knew and implemented them into the game world. Little
- throw away features of the movies became key points in my recreation that I
- wanted to appeal to both casual gamer and Alien fan purist. Primary amongst my
- research was the behaviour of both the Alien and Predator and of course, the
- Marines and I tried to add these nuances into the software. I spent long hours
- discussing what these characters would and wouldnt do under certain
- circumstances with Fox and HR Giger the designer of the Alien. Even when it was
- time to sleep that was usually done in the office falling a sleep whilst
- watching one of the movies!
-
- Looking at the characters, the pixellated actors of the piece, take for example
- the character traits of the marines in the movie, tenacious sure, brave sure,
- but not necessarily the worlds brightest, when you consider they were just
- pawns of the Weyland Yutani company and bravado often took the place of common
- sense. Watch the actions of the marines in the game and I hope you begin to
- realise that their artificial intelligence was carefully modelled on how I
- perceived the Marines in the movie!. The Predator on the other hand is a
- cunning skilled hunter who likes to taunt and toy with his prey before moving
- in for the final kill. Again, this can be seen in the game with a Predator that
- happily hunts you taunts you and drives you insane trying to hide from him,
- whilst all the time he stands back and laughs at your actions, yet a predator
- has a twisted honour system in that he will always become fully visible before
- a kill (this is straight from talking to the guy who invented this creature for
- the movies) giving you a chance at survival. Look at the Aliens who prefer to
- work collectively rather than singly, often one alien will deliberately herd
- you into an ambush. If an alien gets away from you it transmits information
- about your whereabouts to others in the pack. Whilst the Predator is a lone
- hunter, the Alien is a creature of the collective, one of the pack, and its a
- pack that is hunting you with careful choregraphy of their actions in the game
- not loose individuals but a pack with shared strategies and purpose.
-
- Because of the heavy delay waiting for finalisation of hardware my personal
- plans were also well behind track. I had promised to visit my parents before
- flying out to Malaysia, Singapore and Borneo where I had agreed to sign copies
- of my previous games, some interviews for local newspapers such as Kuala
- Lumpur's New Straits Times and a bit of a holiday in the Borneo rainforest.
- Plans had already been made with stores, newspapers etc, so I had to hold the
- commitment. Development of the game switched to my parents house, with Mike
- Beaton and the artists setting up shop for a couple of weeks too, so my parents
- home became the focal point of Atari's key project!. In fact its a little know
- secret that the scripting of the hints on the computer screens in AvP was
- actually done by my Dad and my parents fed an army of developers and visitors
- from Atari! Then it was off to Asia and my commitments, where I was met at a
- hot and steamy Kuala Lumpur by my guide for the trip, Sean Yew Wai Meng (whom
- you can see credited in the game credits), who offered me his home to set up
- yet another development outpost. So production of the game now switched to the
- suburbs of Kuala Lumpur where screeches of Aliens were interspersed with the
- morning calls to the mosque for prayer! I had no choice but to take my devkit
- with me and continue working around my commitments, so now AvP had reached its
- second continent for development.
-
- It was getting to the stage whereby I needed to liase more and more with Atari
- Sunnyvale and it was decided that I would fly from Kuala Lumpur to San
- Francisco instead of back to the UK to finish the product there. So this was
- going to be an around-the-world development trip encompassing three continents
- in a UK-Asia-USA-UK marathon!
-
- I thoroughly enjoyed life at Sunnyvale where I shared an office with Jeff
- Minter and massive progress was made as we were on the same timezone as the
- artists at Atari and in the same building rather than 5000 miles distant.
- However, Mike Beaton who was working on the project with me had a UK commitment
- he couldnt avoid, and again we packed our bags and Mike came to stay at my
- parents home before one again returning to Sunnyvale. Boy did this game travel!
- But all credit to Sam Tramiel, he personally made sure that we fly first class
- all the way!
-
- The game finally reached the testing marathon which had me locked into
- the testing suite with sleeping bag and chair yet again for some weeks. One of
- the more amusing traits that was found that required me toning down was that
- the Predators were too clever and would happily dispose of every Alien in the
- world to make it easier to get the player. Players ended up walking around
- masses of Alien acid without an Alien in sight and a very smug predator
- somewhere in the complex with an overinflated view of his self importance.
- I dealt a blow to his ego by making him less aggressive to the Aliens in a
- psuedo alliance against the player rather than just a killing machine that
- decimated all in sight. The Predator never told me if he approved of my
- modifications to his behaviour, but the testers and player's certainly did.
-
- The game producer Purple Hampton rates a special mention for outstanding
- support during the life of the project, both when developed in Sunnyvale and at
- other places. He was an unsung hero at Atari doing a great deal for many
- projects including AvP and Tempest2000 and he deserves the support of the fans
- as he brought much that is good to the games. Lance Lewis, Ted Taquechi, Sean
- Patten and John Skrutch also were invaluable in the development.
-
- For me however, the biggest thank you go to all of you who have bought and
- enjoyed the game and supported me over the years. The success of the game and
- the enjoyment people derive from it make all those nights of a sleeping bag on
- the office floor worthwhile and I thank you all.
-
- Andrew Whittaker
- August 2003
-
- andrew_whittaker2002@yahoo.co.uk
-
-
- -- - --- -- -------------------------------------------------------------------
- CHOSNECK 4th appearance contact us:
- done by the dream survivors greymsb@poczta.fm
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