The Time Harmonix Made a Non-Music Game “Our most challenging development experience” The Time Harmonix Made a Non-Music Game Eric Malafeew Director of Engineering
Rock Band Karaoke Revolution Guitar Hero Dance Central The Beatles Frequency Amplitude
Race by land, air, or rail Camera-only input! Big world physics Avateered character (Dynamic orchestration) Released in 2004
Instancing and Culling Object Scripting Collision Detection Level Builder Physics NEW ENGINE TECH AI Background Loading Could reuse basic rendering and character animation and OS from KR Dynamic Camera Instancing and Culling
IMAGE PROCESSING Wrist bands Pattern Recognition Camera FOV Background subtraction Interframe differencing Pattern Recognition Adaptive search IMAGE PROCESSING Wrist bands Steering, tricks, acceleration/braking, jumps/ducks, grabbing targets, flying Lighting Conditions Background noise Camera FOV
PLAYER CONTROL Steering Fly Tricks Jump/Duck Recentering Grab Targets Gas/Brake/Slide Steering Tricks UI Fly PLAYER CONTROL Jump/Duck No Visual Feedback Grab Targets Recentering Hands off-screen
Artists aren’t designers Camera lag Slower than gamepad Overlapped race modes LEVEL DESIGN U cross-sections Artists aren’t designers Curvy not angled
PERFORMANCE 300 Mhz 60 fps 32 MB Long Visuals Camera Overhead Dense Worlds PERFORMANCE Unconstrained Travel Camera Overhead Other Racers
Lulled by internal adeptness Difficult repros Lots of room Physical skill TESTING Don’t use gamepad Perfect lighting Lulled by internal adeptness
SCHEDULING 18 people (5 coders) One year of development 18 people (5 coders) SCHEDULING First time we had other projects in parallel
LEGACY First game to profit Lasting engine buildout Best seller before Guitar Hero First game to profit LEGACY Deep foray into camera control Lasting engine buildout Strengthened our approach to “alternate controllers”