Thursday, February 12, 2009

The genesis of Destroy All Humans!

Pandemic Studios Australia was recently shuttered. While there's a combination of feelings there, the important one is that almost everyone there is going off into more awesome new territory, which is great news.

Anyway, I was going through old emails last night when I found the email thread genesis of Destroy All Humans. The basic backstory was that we were pitching around games to make after our last project was cancelled, and one lunch a bunch of us designers came up with the concept of causing havok as an alien invading earth. Matt then sent out the one-liner, and the rest is history.

"Strike" means Desert Strike in this context - at the time, there was another team at Pandemic working on a sequel, which eventually turned out to be the game 'Mercenaries'.

This is a classic example of how things can both skew off vision quickly, and at the same time be recovered if you have a good project lead.



Matt Harding (Lead Designer/Dancing around the world guy)
alright:

Fly around in a UFO sucking rednecks and cattle onto your ship.

Anyone? Anyone?


Brad Welch (Lead Artist, future Design Director on DAH)
Is there a reason that a more adult style of humorous game is no good?!?

Doing a funny abduction game could actually be a laugh, or even doing a game that's all sort of spoofing cliches...

I have no idea what the game would be...adult party game perhaps?!?


Dan Teasdale (me!)
It'd be similar to Strike - you'd have a whole bunch of mission goals that you have to complete, getting more and more complex (military, etc) as time goes by. Just without the mass amounts of guns and terrorists, and with a comical retro sci-fi story.


Brad Welch
Maybe.

Wha about a setup where some of the major historical events of the 20th century were actually committed by aliens on a conspiracy to control the puny earthlings?!?

JFK - faked he's living on Mars

Marilyn - glamming it up on Alpha Centauri

John Howard - well he looks like an alien

Brendan Andrews (ex-Studio Manager)
How about ...

Where you are a time traveller / alien whatever.. who is the conspirator in all of the events that evoke conspiracy theories?
You pull the trigger for JFK, kill Marilyn, James Dean, Princess Diana, Princess Grace, kidnap Elvis - or perhaps you try to *stop* this happening and in so doing discover a new twist on each.

For each there is a story, people and associated environment already and the plots are already hugely popular.

Brad Welch
SO I guess it would be a mission based, third person game - sometimes a shooter (grassy knoll Warrior might be a bit sensitive in light of the Washington events), sometimes stealth, sometimes action..

Could be kinda fun, if it kept a sense of humour about itself...would the end boss be the weird alien parasite that is attached to Britney Spears spinal column forcing her to sing (when she plainly can't) and control the money spending teen masses?!?

Brendan Andrews

Well - I think the hook is *very* strong and the stories are already part of the culture. You could call it 'Conspirator' if you were the baddie, and Conspiracy of you were the goodie trying to stop the baddie. It might also need a gimmick, though - something that ultimately makes sense out of all of what was formerly a mystery. But as you said, certainly the different events lend themselves to variety on the 1st / 3rd person shooter. But the mechanic is basically that.

Lachlan Creagh (Lead Animator)

how did we get from abducting cows in a space ship to a fps with jfk?

Brendan Andrews
Just be thankful it's still on topic of game designs! ;-p

Do you think it's any good?

Brad Welch
Sorry about that!

Fiona Francois (Senior Artist, future Lead Artist on DAH)
What would the visual style be - realistic? Hmmm.

Adam Iarossi (Lead Programmer)
conspiracy theory interests me

the game could be you travelling around the world over the course of many years, as a spy or hired mercenary, trying to piece together some puzzle while finding yourself in the middle of these major events. something like "where in the world is carmen sandiego" meets "ronin".

Craig James (Senior Programmer)
What about in 'Stupid Invaders' style - without the crappy gameplay.

http://www.stupidinvaders.com/

Adam Iarossi
oh, and you are being hired by aliens

Christie Peterson (Office Manager, future Studio Director)
I like that a lot – this is a game that will hold your attention and you can incorporate many of the elements previously discussed.

Brendan Andrews
There may be concerns on one of :

Gritty / Realistic / Mature / Edgy

.. or perhaps all of them ;-p

Andrew Payne (Project Lead)
I think there's something pretty cool about getting to fly a UFO.

Maybe you could start as a lowly pilot in an alien invading force, where your missions are to abduct specific people from farms and towns without being detected. If too many people see you then the military gets called in and you battle tanks, choppers or whatever other crazy stuff we throw at you.

As the story progresses, you get promoted, get better ships, get tasked with putting 'adjusted' people back into the community to take over American state by state. Try and abdjuct the president? Missions could then be more "strike-like" and your upgraded kick-ass ship would become important. Just to steal more stuff from Strike, perhaps you could get out and drive cars or fly planes into towns to avoid being 'detected' and abduct people thru stealth.

I think if you made the aliens deadly serious then it could be funnier than the more obvious humor in Stupid Invaders.

Geoff Suttor (Animator)
If we could art direct it similar to Mars Attacks, that would be cool. :D

Lachlan Creagh
you could have parrappa style press conferences at the end of each incident where your alien government stooge has to explain why theres no cause for alarm,

a later mission could be abducting an entire us statelike nebraska or idaho- where there could be bewildered farmer types (you place antigrav lifters at each corner and lift the whole thing off the planet)

or is there an invader zim licence we could get?-nah forget licenses altogether

Dan Teasdale
Heheh…

"The Nor---thern lights, just--a weatherballon"
X X A B L L X


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The first Destroy All Humans! build

----

The name "Destroy All Humans!" was all Matt though, it was an epiphany when he was walking home one day:


"yes, DAH was an epiphany while walking home from work. I text messaged it to Andy. I remember passing by Family while I was sending it. By the time I was opening my front door I had one from him saying something along the lines of "Perfect. Done." And that was pretty much the end of it, huh?

At least that part was easy :)"

Wednesday, January 7, 2009

101 Things I Learned in Architecture School

I received an awesome book from Sylvain, another senior designer here at Harmonix. It's 101 Things I Learned in Architecture School, and despite the title it actually has a bunch of really useful, spirit-raising and enlightening things about the creative design process in general:





I highly recommend it, even more so if you're doing any kind of level design.

In other news, GDC Speech is coming along. I'll probably post some small chunks of it over the next few weeks. Content reuse!

Sunday, December 14, 2008

The Road to GDC

My speech proposal for GDC was accepted this week! "Dirty Deeds Done Dirt Cheap: Design Lessons Learned from Rock Band" is what I'm delivering, and it's war story retelling under the lens of how to ship awesome games in no time and less resources.

First step: Celebration
Second step: Abject terror about talking in front of hundreds of peers

After a conversation with some friends, I realised that there a bunch of pitfalls that I need to avoid - for example, less talking about standard things like "more resources needed/Top 10 of x/scrum is great" and more talking about interesting stories and lessons that nobody else would be talking about.

So, I'm opening it up to both of the people who read this blog: what are the kinds of things that you'd like to hear in a design speech about Rock Band? And what are the things you hope to never hear at a GDC speech ever again?

Wednesday, December 10, 2008

Child's Play 2008

I've had a bunch of people ask me "So, what was the deal with the Harmonix Microwave that you guys were auctioning for Child's Play?".




It was the official Harmonix microwave, covered with signatures from everyone at Harmonix. It was then filled with loads of HMX games, swag, and band CDs. It also had a certificate of authenticity! It ended up selling for $1,800



My favourite item at the auction was the hand-painted guitar case that John Dee did. Dee is the guy responsible for a lot of the shell art in the game (like the tiger, eagle, and rocktopus), and he slaved over the case for days to hand paint a bunch of RB2 stuff onto it. Then, we signed the back of it. That was another $1,900 for Child's Play.



Oh, and then we gave them a $30,000 cheque.

Saturday, November 22, 2008

Eyeball Pics (science!)

I finally got my act together and went to get new glasses. Cool things to note:

* My doctor is a huge Rock Band fan. He was telling me about how he uses the Drum Trainer as exercise, for example. It's both awesome and scary seeing how deep Rock Band is sinking its tendrils.
* I had two choices for determining my eye health - either get eye drops to dilate, or get a camera to take a photo that could be emailed to me. No guesses for what I did:


My Right Eye. Perfectly Healthy!

However...

..my left eye has a freckle (or as it's called, a nevus) on the inside. Not a big deal, but they need to keep an eye on it over time to make sure it does tumorise.

After showing me the pics, my doctor's first words were "So, can I get that as a tattoo for my Rock Band character?". Awesome.

Sunday, November 16, 2008

Watson McPupperson's Etsy page is up!

Like the page says:

Watson McPupperson's Crafty Goods specialises in uniquely crafted everyday items made using unconventional canine construction techniques and household materials.


Translation: Stuff our puppy chews up goes here as art. There are some very "unique" items coming soon!

Monday, November 10, 2008

(rockband.com forums) On Tiering/Difficulty Numbers

(from the forums, regarding how we come up with our song tiering and difficulty ratings)

So, there's a bit of a difference between "tiers" and "difficulty numbers".

Internally, each song has a difficulty number for each instrument, as well as a "band" difficulty. For example, "Conventional Lover" is 235 on bass, 219 on guitar, 193 on vocals, 191 on drums, and 236 on band. These scales are different for each instrument, but it's not uncommon to see a scale range from 100 to around 500+.

For tiers: We assign these numbers to all the songs on the disc. Then, the tiers are determined by splitting up the songs on disc evenly into 7 tiers based on those numbers! For example: "One Step Closer" is #12 for bass at 165, and "Let There Be Rock" is #13 for bass at 171, but since 84/7 = 12, LTBR becomes the first song in the second tier.

"Well, what about those numbers? How are they determined?" I hear you pre-typing. There's a different process for disc songs compared to DLC songs:

  • For the disc songs, it was the design team's job to balance the songs. Sylvain, Casey and myself (with guest stars 100% GS guitarist Grace and expert vocalist HMXJohnlok) usually locked ourselves in a room for hours and argued about relative difficulties. Yes, that does mean we've played the Endless Setlist multiple times for the sake of work.

  • For DLC songs, these are handled by the audio team. They go through and try to figure out how difficult a song is compared to songs on the disc, and assign appropriate numbers.

    Some songs are hard to assign numbers for band ratings. Take "Let There Be Rock" - hard guitar, but dead simple bass. When this happens, we tend to trend towards the most used instruments (guitar, then drums, then vox, then bass) when laying down a number, as well as some personal fudge based on where we feel the song should lie.

    The basic summary is that it's a blend of science and gut, based on the other songs we've released. Sure, I think we've been a little off the mark on a couple of songs, but I think the vast majority available on the platform (500 songs by the end of the year!) fit a nice balanced curve.
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