Last Time Up

VANQUISH

Filed: Community, Games, PlatinumGames, Vanquish

Well, this is the last entry for “my blog”…

For this entry, I think I’ll let you in on something that went on behind the scenes, and that is what we originally wanted Vanquish to become.

In our original vision for Vanquish, no one was actually inside Sam’s suit. Instead, it was a remotely operated robot with three different pilots who would take turns controlling the unit from afar.

(These are character designer Makoto Tsuchibayashi’s original designs.)

The robot would change forms according to the pilot in charge, as each pilot had been specially trained in areas such as shooting, melee, or hover and snipe. This single robot was capable of being battle effective in a variety of situations. I thought we could make something interesting out of how these three different pilots interacted with each other, much like Kamen Rider Den-O. This idea died a quick death early in the project, but personally, I still think the idea has its merits.

When making a game, there are plenty of ideas like these that get rejected, but they build up and can end up finding their way back, like in a sequel for instance, so you can never say that an idea is completely out of bounds. I don’t know what I will be making next, but considering how fickle I am, it will probably end up being a game completely different from Vanquish.

Well, until we meet again, in the realm of the video game.

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Working as a Game Programmer

VANQUISH

Filed: Community, Games, PlatinumGames, Vanquish

Hello, I’m lead programmer on Vanquish, Kiyohiko Sakata.

It’s been about a month since Vanquish hit the streets; is everyone is having fun with the game?

I wanted to write this blog entry about what it is like to work as a game programmer. I think that people have a vague idea of what game programming is like, as some sort of difficult job where you just write a whole bunch of code that makes the computer work.

Of course, they are right. Most of the job is staring at a computer screen and writing code. If we consider what sort of code gets written, there is a nearly endless list of different types, and in making a game, these stretch from the tools needed for artists to the development environment needed for game designers to create the game itself. There really is code is in every direction.

But to accomplish an endless list of work, you have to establish a set of clear goals. If you try to pour all of your strength into everything at the same time, all you will end up making is some wishy-washy junk, so you have to figure out where to focus your efforts and what challenges you want to step up to. Doing this allows you to create something of incredibly high quality. Also, if you have too many goals, it won’t work out, as many failed projects fail because they either did a poor job of setting the bar or they were simply too ambitious.

We had two goals for Vanquish. One was to make a true-to-form third person shooter. The other was to develop this game as a multiplatform title for PS3 and Xbox 360.

Since we are a company that has created many action games, we didn’t really have a collective knowledge on how to make a TPS, so we approached initial production as an extension of creating an action game. However, we quickly found this wasn’t going to pound out. The way AI works in a shooter is a different beast, so we played all the major titles made overseas as research, read white papers written by foreign developers, and even talked with some of them directly during development of the game. Each individual enemy’s AI is important in the overall scope of a TPS’s AI, but so is situational awareness of the stage and scene that is playing out. To strengthen this, we created a system that gave us minute control over the situations in the game, making the effort put into the tool chain and development on Vanquish far greater than the norm for us.

Of course, the foundation for the AI lies in our core of our action game skills, so while the game is a “real” TPS, you can also enjoy an action-game-esque feeling, which I am proud to say makes our game a fun experience that is probably something that you don’t see elsewhere.

As for multiplatform development on the PS3 and Xbox 360, the most difficult part about making the same game for two platforms is the technical differences between those two pieces of hardware. Both systems have places where they excel and are deficient, and even if you set out to make exactly the same game on both, you may end up developing to the least common denominator and ending up with a mediocre game on both platforms.

This isn’t a problem if you can fit everything you wanted to make into this lowest common denominator, but we wanted to do a lot with Vanquish, and this type of development quickly showed its limits, so we had to make some decisions on how to move forward. We decided to work on the places where the hardware exceled, then we put a huge amount of energy towards compensating for the places where each piece of hardware is lacking, remembering that the most important thing was to maintain the same visual look and feeling to the gameplay.

This was the hardest goal we set for Vanquish, and with the title being our first shot at PS3 development (we had no prior know how in this area), I was honestly worried as to whether the bar was set too high. We had a really talented staff on the game, but even then, we still had to go outside the company to some really talented engineers at SEGA and elsewhere to help us make up for any areas where our technical expertise was lacking. They stayed with us for a few months, and thanks to their help, we were able to finish up production. As a result, we ended up meeting our goals with a very high quality product, and I feel we were able to pass on that product to gamers around the world.

Finally, I wanted to thank each and every one of you who have played Vanquish. For those who haven’t played it yet, you obviously have some interest if you are on this blog, so I really hope you give the game a shot. At the very least, I am confident in recommending the game as something you will not regret playing, so definitely give it a try!

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The Art Pipeline in Vanquish

VANQUISH

Filed: Community, Games, PlatinumGames, Vanquish

Hello and good day. I’m Kenji Irie, an artist on Vanquish.

Vanquish was my first gig in the highly desirable game industry, and I was able to work on a big game right out of the gate, with a really fun team to boot.

For Vanquish, I worked on backgrounds towards the beginning of the game, and the main vehicles and space ships during the latter half. At the end of the project, I worked on promotional art pieces. I think you’ve most likely seen my work in the DARPA logo, the friendly and enemy transport ships, and Burns’s flagship at the beginning of the game. Amongst those, it was great fun to make the enormous objects we threw into the stages, like Burns’s flagship, because of just how much presence they have on-screen.

There are lots of things I’d like to tell you about Vanquish’s development, and I’d like to start by giving you a look at how our art pipeline worked.

When making some of the promotional art for Vanquish, we used the base in-game models and worked with them further in 3D software packages to create new images that let you into the game’s world a bit deeper.

The in-game visuals are more than adequate; however, if you were to blow it up and print it, you need much higher resolution. Also, there has been a rash of really high level art assets being put out by some rival titles. To make sure Vanquish didn’t play second fiddle, I thought that I needed to make sure everything was set up perfectly and retouched.

Art Pipeline 1
First, I took a composition drawn by Usui-san, one of our concept designers, and created to be an art asset. Then, with the help of other team members, I decided how the pose and composition of the work should look in 3D and finalized the layout.

So using this as a base, I refined the pose and composition of the shot.

Art Pipeline 2
Rendering out a single frame of a model at this high quality would take too much time, so I split up things into elements and rendered them individually.

Finalized layout from the 3D package.

Art Pipeline 3
At first, the atmosphere of the work and the details are still a bit rough, so I use a painting program to go in and add small touches/retouches to the work.

This is a before and after of the retouch process. You can see things look more atmospheric.

Art Pipeline 4
Here I keep on adding in lighting, atmospheric elements, and other various effects to make the shot pop.

This is the finished image. You can tell it has changed a lot from the original data.

Art Pipeline 5
For a large image, it is easy for there to be over one hundred layered individual elements. I keep playing with tweaks to this really complicated data pool as long as time allows, finally producing the fixed art asset.

A look at the layers of the image.

I took great care in creating all of the art assets for Vanquish, such as character images, that found their way into magazines and the game’s homepage.
I spent time to add a lot of little details into things, especially in places like the exterior materials and parts of the robots, so once you are done with the game, I hope you turn your attention to these places.

It has been a month since Vanquish was released, so even if you’ve completed the game, there is still plenty to do between the Tactical Challenges and God Hard mode, so make sure you give them a try! As for me, I finally completed everything in the game! I can’t even write the number of continues it took me to beat God Hard… LOL.

Well, that’s it for now. Until next game, have fun!

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Telling the Story in Vanquish: Cutscenes

VANQUISH

Filed: Community, Games, PGTV, PlatinumGames, Vanquish

Hello. My name is Kunihiko Tsuda and I was in charge of creating the cutscenes for Vanquish.

With a game a speedy, well-paced game like Vanquish, we had to take care to make sure that cutscenes didn’t bring down the tempo of the experience. Normally, cutscenes take a game’s script and expand upon them with direction and ideas; with Vanquish, the focus was on two main types of scenes – the areas where we wanted to show incredibly explosive shots, like the action scenes and opening, and scenes where we needed to push the game forward with exposition. Ultimately, there was a good variety in the scenes when you look at the total volume of what we created.

This post contains content intended for mature audiences. Click more to verify your age.

More…

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Vanquish – On Sale Now!!

VANQUISH

Filed: Community, Games, PlatinumGames, Vanquish

Hi everyone. Vanquish Producer Atsushi Inaba here.

Finally, Vanquish is on sale now!!

It is coming out globally at almost the exact same time…
From today on, Sam will be boosting around like crazy all over the world.
From today on, Sam will be triggering AR mode all over the world.
From today on, San Francisco will be blowing up. All over the world.

So, what do I have to say for those of you who have bought Vanquish and are turning on your consoles right now?

Once you’ve done the tutorial and come to grips with Sam’s Augmented Reaction Suit (ARS), you are going to be thrown into a battlefield where the bullets are coming in all directions. Your heart will race and your controller will be wrapped in sweaty palms, all because of the intensity of what plays out on-screen. “This is war.”

But once you play the game for a while, you will be captivated by the power of the ARS suit, and it will put you in the game. Then it will be nothing to flash across a pitched battlefield, exhilaratingly eliminating enemies along the way…

Of course, some of you might also find that it is a bit hard to stay on target. If you’ve ever played a shooter before, you shouldn’t have too much trouble, but for those of you who are less experienced in the genre, try Casual Auto, with its liberal auto-aim function, and you should be able to fight your way through the battlefield with little worry. This mode is actually fun on its own, so give it a try…

Finally, for those of you who may have already tried the Vanquish Challenge Mode demo, it is sort of a “condensed battlefield,” different from what you would find in the game. Actually, the Challenge Mode demo is one part of the Tactical Challenge Mode in the final game, content that you unlock as you proceed through the campaign mode. This mode is INCREDIBLY addictive, and it will keep its hooks in you for a long time, so once you’ve got your skills polished in the campaign, you will have plenty of fun playing Tactical Challenges long after the story has been told.

With that, I hope you all get sucked in and have a blast playing Vanquish every day!

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The Birth of Boost

VANQUISH

Filed: Community, Games, PlatinumGames, Vanquish

Hi. Takeo Kido here again. I was in charge of effects on Vanquish.

For this blog, I thought I would talk a little bit about Boosting in the game.

One of the unique gameplay elements in Vanquish is the main character, Sam, and his ability to boost at high speed across the stage. Our original development name for this feature was simply “sliding.”

During production, it was said that moving across the stage wasn’t fun, and that we needed something both visually appealing, and relevant as a special gameplay element to spice things up. That’s when we came up with the idea…

“Why don’t we modify the big protrusions around the hips like this, then shove some jets out of the back and have him go flying around! That’d be cool. “

“And if we made it so that jets could fly out of multiple directions, it would be a great excuse to have Sam do some really unbelievable actions that would look visually stunning, don’t you think?”

And so it went…

The effects team went to Sam’s modeler, Hattori-san, who did a great job of adding on the little pluses that we were looking for, and the end result is the Boost function you see now. Making games at PlatinumGames is often like this, where the staff start rolling with ideas and don’t stop until they’ve made their way into the game.

Boost may stand out most for its enabling of high speed movement, but it is also integral when Sam is jumping over things, or when he does other, more subtle, quick actions. Moreover, they don’t stand out as much as the jets on his legs, but Sam also has the same jets on his arms, which allow him to put even more force behind his punches. Kind of like a rocket punch where the hand doesn’t go flying off! It looks like something dangerous enough that if he misused the function of the suit, Sam would end up with two dislocated shoulders.


There are tons of these little details in Sam’s ARS suit. If you are into this sort of thing, keep your eyes peeled!

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Vanquish GC Trailer

VANQUISH

Filed: Community, Games, PGTV, PlatinumGames, Vanquish

Check out the Vanquish GC Trailer in pristine HD.

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Augmented Reaction Suit System

VANQUISH

Filed: Community, Games, PlatinumGames, Vanquish

Hello to everyone reading the blog. I’m Yoshifumi Hattori, and I was in charge of character modeling on Vanquish.

During the production of Bayonetta, I was primarily working on enemy models, but mid-production I was shifted to Mikami’s team. Since I was the only modeler on the team, I have a feeling that I ended up making the player character and enemies at the same time. By the way, Sam’s character was designed by Makoto Tsuchibayashi.

We focused on having lots of volume with the back pieces of Sam’s suit, as well as placing plenty of moving/transforming parts around the suit. These transformations kept changing on me, so we were often deciding on Sam’s design as we were modeling. At first, the entire suit would transform into different shapes, and there was even an idea that a female android “partner” would transform and combine with Sam (I was a fan of that one). As the player would hoist her up, their bodies would change shape in various ways from forming an enormous gun to having the android change into a boomerang and be thrown into the field.

We also had a dog character that survived all the way through the modeling phase. The robotic dog would do various things to support Sam during the game, including combining with Sam’s suit to become a powerful piece of armor.

As you can see, we went through plenty of trial an error, but considering game controls and playability, things sort of “quieted down” to the design you see now. But if you look at the small details of the suit, you can see the remnants of the previous full transformation versions.

The transformation that takes place when the helmet opens up was really well received. I wanted to see where else we could put in these elements, so we ended up with having the weapons transform as well. Johnny (Weapon Designer at PlatinumGames who designed the weapons on Bayonetta and Vanquish) already had some weapons designed, but he created new designs that fit the transforming weapon concept.

So we kept working and adjusting things until the very end, so I hope you give the ARS suit a spin for yourself. I think that you will have a great time!

Until next time!

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The Graphics of Vanquish

VANQUISH

Filed: Community, Games, PlatinumGames, Vanquish

Vanquish was originally an open battlefield type of game, where the goal was to move around crushing enemy positions; however, once we got started with development, we quickly made the decision to change to a more linear structure. We abandoned the open battlefield and focused on making each stage as visually dense as possible. As a result, I think the graphics in Vanquish are really quite wonderful. It is one of the main points of Vanquish I want to recommend to people. (The only regret is that our decision decreased the amount of times the player uses boosting.)

Of course, arriving there was a struggle. Upping the visual density, increasing the contrast, making the special effects especially eye-catching, throwing tons of enemies on the screen… In an environment where we were doing whatever we pleased, it became pretty obvious that there was no good way of keeping your eye on the prize – the enemies you are targeting. I felt like I was being pin-pricked by the staff talking about how hard it was to see the enemies. Moreover, the enemy character that you see most often, a robot we call a Gorgie, was predominantly white. We had primarily gray backgrounds with white enemies. When you think about it from a realism standpoint, camouflage exists to make things difficult to see, so in that way things make sense, but from a game standpoint, it was not the best idea. I really liked the white enemies, so it took me a long time to come around to the idea of making them red. We also had to limit the number that we could put on screen at once due to hardware limitations. (This had the effect of limiting the huge amount of information we were throwing at the player, so I’m sort of on-board with this one.)

I’ve written quite a bit about it, but our art lead, Naoki Katakai and programmer Ryoichi tend to do whatever they please, and what they came up with was great, and I think our visuals are quite spectacular as a result. Thanks to all the staff that worked so hard on them.

This is the initial conceptual design for the enemy known as a Gorgie. At first, they had white bodies…

But they are red in the final design!

Once we made them red, they became much easier to identify in-game.

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Voice and Voice Acting

VANQUISH

Filed: Community, Games, PlatinumGames, Vanquish

Hello everyone, time for my second blog.

I’m actually not even sure how many of these I have to write…

Anyways, I’ll give it my best shot.

In Vanquish, each territory will have all the voice played in the appropriate language in real-time, so when you are in battle with your enemies, you don’t need to worry about reading subtitles.

When I’m working through a Western game, even one I really enjoy, I don’t have that great a grasp on what is going on and has left me with some unpleasant experiences. (This mainly only happens with shooters though…)

I also wanted to share with you one of my favorite voices in the game. I’m really hooked on the English voice for our main character, Sam. He is voiced by an actor named Gideon Emery. He has an incredible smoldering quality to his voice that I find really cool. I hope you all get a chance to listen to his performance.

(www.gideonemery.com)

And don’t worry, we have Japanese voice in as well.

-Shinji Mikami

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