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Marble Blast Ultra... Finally Complete
Marble Blast Ultra... Finally Complete
| Name: | Alex Swanson | ![]() |
|---|---|---|
| Date Posted: | Jan 26, 2006 | |
| Rating: | 4.8 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Alex Swanson |
Blog post
The journey to Marble Blast on the 360 has finally come to an end. Today at around 2:30pm PST, the game went up on XBox Live Arcade servers. Since then, over 1000 people have posted high scores on the leaderboards, and the online forums have lit up with discussion of the game.
As we'd hoped, it has been really well received so far. People are already posting time challenges for the single player levels and having a blast in multiplayer. I watched over Mark and Pat's shoulders as they layed down some smack on upstart live players. Even after just a few hours though, some users were starting to be able to give them a run for their money.
When we first started this project, it seemed fairly strait forward - Microsoft wanted Marble Blast with added multiplayer race functionality for the Xbox 360 launch. As it turned out, that was easier said than done, and we learned a lot of lessons along the way. There is a lot that can be said about coding, gameplay, scheduling, and management lessons that we learned from the project, but I am going to leave that to other team members and focus on the art design.
You might have noticed that MB Ultra looks a little bit different than MB Gold and other previous incarnations. The original art design by Brian Hahn of Monster Studios was starting to show its age. Because of its flat patterns and bright colors, there wasn't an easy way to show off the 360s capabilities while sticking with the same style.
While we knew that a change was needed, there was a lot of confusion early on with the art design. Unfortunately some of that confusion carried through much of the project. Spending enough time solidifying the look and getting the entire art team to buy in would probably have saved a lot of trouble in the long run. However, there was a deadline hanging over our heads, and at the time it looked like we really didn't have much time to get the look up and running.

Many of the great designs our team came up with really relied on curved surfaces to look good. We knew that we would not have time to create an all-new interior format that would allow for more organic construction than DIF was capable of, especially considering that we didn't want to rebuild all the levels from scratch. We followed many potential routes, from dark matrix-ish worlds, to mechanical mad science looks.
Ultimately, things started to get very tight time-wise, and I pulled together the first version of the look that ended up in the final game. My goal was to give the game a greater sense of realism, material-wise, but to enhance the very simple, almost mathematical feel of the levels without too much additional work. These ideas, combined with some comment Mark had made about some kind of "music of the heavens" type look contributed to the creation of the astrolabe background animation and the extensive use of circular arches that support the in-game geometry.

The circular geometry help to reinforce the strong circular profile provided by the marble, as well as creating a very diagrammatic effect, which, along with the astrolabe skybox further reiterated the mathematical precision of the physics based gameplay. As it turns out, rings and circles are some of the few "organic" shapes that are easy to build with DIF tools, so this was also very convenient considering the technical restrictions.

This pseudo-realistic look really finally came together right before we were submitting our first code-complete milestone, and evolved from then on. The key was in getting all the materials to look right - the tile had to be convincing tile, the metal convincingly metal, etc. A lot of tweaking was done on both the art and code sides to get these just right.

Ironically, the marbles were one of the last areas to get graphical love. Fortunately by the time we got to them, the project had consumed all GarageGames employees (well, nearly all) - so Brian, Ben, Tim, and Adam were able to team up to do a completely awesome job on Marble special effect. It was really the last piece of the puzzle visually. I had done a lot of tweaking on the interior shaders and color schemes for the different difficulty levels (not fun when dealing with the color vagaries of NTSC displays!), but it was not until the final marbles started getting checked in that everything really fell together.
This just underscores the importance of a consistent level of realism across a title. Having the realistic environments with flat marbles had never quite clicked, but as soon as the marbles started reflecting, refracting, and fresneling... well, you can seed the results - I hope you like them!

In conclusion, some hard learned lessons for all you aspiring Artists and Art Directors out there:
1) Give yourself enough time to really nail the look before going into full art production.
2) Remember your technical restrictions. Don't try to build something beyond the abilities of your tools or your artists.
3) Make everything consistent. Choose a level of quality and realism and BE CONSISTENT. It is just as important to make sure that you don't have objects that are too high of quality as too low.
4) Get the team to buy in - make sure you create lots of examples - or get them from google images - just make sure that the vision of the project is clear to every artist working on it. Otherwise they will spend a lot of time wondering if they are doing the right sort of thing, and you will spend a lot of time correcting things that go off-style.
As we'd hoped, it has been really well received so far. People are already posting time challenges for the single player levels and having a blast in multiplayer. I watched over Mark and Pat's shoulders as they layed down some smack on upstart live players. Even after just a few hours though, some users were starting to be able to give them a run for their money.
When we first started this project, it seemed fairly strait forward - Microsoft wanted Marble Blast with added multiplayer race functionality for the Xbox 360 launch. As it turned out, that was easier said than done, and we learned a lot of lessons along the way. There is a lot that can be said about coding, gameplay, scheduling, and management lessons that we learned from the project, but I am going to leave that to other team members and focus on the art design.
You might have noticed that MB Ultra looks a little bit different than MB Gold and other previous incarnations. The original art design by Brian Hahn of Monster Studios was starting to show its age. Because of its flat patterns and bright colors, there wasn't an easy way to show off the 360s capabilities while sticking with the same style.
While we knew that a change was needed, there was a lot of confusion early on with the art design. Unfortunately some of that confusion carried through much of the project. Spending enough time solidifying the look and getting the entire art team to buy in would probably have saved a lot of trouble in the long run. However, there was a deadline hanging over our heads, and at the time it looked like we really didn't have much time to get the look up and running.

Many of the great designs our team came up with really relied on curved surfaces to look good. We knew that we would not have time to create an all-new interior format that would allow for more organic construction than DIF was capable of, especially considering that we didn't want to rebuild all the levels from scratch. We followed many potential routes, from dark matrix-ish worlds, to mechanical mad science looks.
Ultimately, things started to get very tight time-wise, and I pulled together the first version of the look that ended up in the final game. My goal was to give the game a greater sense of realism, material-wise, but to enhance the very simple, almost mathematical feel of the levels without too much additional work. These ideas, combined with some comment Mark had made about some kind of "music of the heavens" type look contributed to the creation of the astrolabe background animation and the extensive use of circular arches that support the in-game geometry.

The circular geometry help to reinforce the strong circular profile provided by the marble, as well as creating a very diagrammatic effect, which, along with the astrolabe skybox further reiterated the mathematical precision of the physics based gameplay. As it turns out, rings and circles are some of the few "organic" shapes that are easy to build with DIF tools, so this was also very convenient considering the technical restrictions.

This pseudo-realistic look really finally came together right before we were submitting our first code-complete milestone, and evolved from then on. The key was in getting all the materials to look right - the tile had to be convincing tile, the metal convincingly metal, etc. A lot of tweaking was done on both the art and code sides to get these just right.

Ironically, the marbles were one of the last areas to get graphical love. Fortunately by the time we got to them, the project had consumed all GarageGames employees (well, nearly all) - so Brian, Ben, Tim, and Adam were able to team up to do a completely awesome job on Marble special effect. It was really the last piece of the puzzle visually. I had done a lot of tweaking on the interior shaders and color schemes for the different difficulty levels (not fun when dealing with the color vagaries of NTSC displays!), but it was not until the final marbles started getting checked in that everything really fell together.
This just underscores the importance of a consistent level of realism across a title. Having the realistic environments with flat marbles had never quite clicked, but as soon as the marbles started reflecting, refracting, and fresneling... well, you can seed the results - I hope you like them!

In conclusion, some hard learned lessons for all you aspiring Artists and Art Directors out there:
1) Give yourself enough time to really nail the look before going into full art production.
2) Remember your technical restrictions. Don't try to build something beyond the abilities of your tools or your artists.
3) Make everything consistent. Choose a level of quality and realism and BE CONSISTENT. It is just as important to make sure that you don't have objects that are too high of quality as too low.
4) Get the team to buy in - make sure you create lots of examples - or get them from google images - just make sure that the vision of the project is clear to every artist working on it. Otherwise they will spend a lot of time wondering if they are doing the right sort of thing, and you will spend a lot of time correcting things that go off-style.
Recent Blog Posts
| List: | 06/12/08 - Rokkitball Q&A 10/04/06 - New TGB Demo Art Preview 02/16/06 - DTS & DIF Exporter Matrices Added to TDN 01/26/06 - Marble Blast Ultra... Finally Complete 07/01/05 - Learning to do many things at once 01/11/05 - GG at MacWorld 2005 09/03/04 - Marble Blast Xbox nears completion! 06/29/04 - Torque Exporter Matrix |
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Submit your own resources!| Vin \"japo\" Polston (Jan 26, 2006 at 03:13 GMT) |
Quote:
This just underscores the importance of a consistent level of realism across a title. Having the realistic environments with flat marbles had never quite clicked, but as soon as the marbles started reflecting, refracting, and fresneling... well, you can seed the results - I hope you like them!
Oh, I love it! keep up the great work!
| Bryan Stroebel (Jan 26, 2006 at 03:22 GMT) Resource Rating: 4 |
Very happy to see Torque on the xbox 360. Hope many more games are made for the 360 using TGE/TSE.
Edited on Jan 26, 2006 15:06 GMT
| Bob (Jan 26, 2006 at 03:27 GMT) Resource Rating: 5 |
| Steve M (Jan 26, 2006 at 03:31 GMT) |
Well done folks.
| Treb Connell(formerlyMasterTreb) (Jan 26, 2006 at 03:35 GMT) |
| Travis Wood (Jan 26, 2006 at 03:45 GMT) Resource Rating: 5 |
Love the art work. Good job team. This is the greatest arcade game I ever played.
I still am playing!!!
| Pat Wilson (Jan 26, 2006 at 04:12 GMT) |
| Jeremy Alessi (Jan 26, 2006 at 04:25 GMT) |
Edited on Jan 26, 2006 04:41 GMT
| Ian Roach (Jan 26, 2006 at 04:30 GMT) |
Amazing stuff. Marble Blast Ultra PC with the same art style ? Gimme!
| Joe Bird (Jan 26, 2006 at 05:12 GMT) |
| Jeremy Alessi (Jan 26, 2006 at 05:15 GMT) |
| Anders Linder-Noren (Jan 26, 2006 at 05:42 GMT) |
| Vashner (Jan 26, 2006 at 07:36 GMT) |
BTW Is there a PC version?
| fireVein (Jan 26, 2006 at 10:16 GMT) |
Quote:
Looks awesome, I may get a 360 just to play this game!
I second that!
-Jase
| Nick Zafiris (Jan 26, 2006 at 12:08 GMT) |
Nick
| Korpos (Jan 26, 2006 at 13:27 GMT) |
| Travis Wood (Jan 26, 2006 at 15:05 GMT) Resource Rating: 5 |
| Aaron Ellis (Jan 26, 2006 at 15:38 GMT) |
| Philip Mansfield (Jan 26, 2006 at 15:39 GMT) |
Congrats :)
| Nauris Krauze (Jan 26, 2006 at 15:55 GMT) |
| Florian Ross (Jan 26, 2006 at 17:48 GMT) |
Got it already ... its fun :)
| Chris French (Jan 26, 2006 at 18:23 GMT) |
| Alex Swanson (Jan 26, 2006 at 19:39 GMT) |
In response to some of the comments above...
Most of us here at GG don't have Xbox 360s yet either - aside from the dev kits, which won't play final content. We're all waiting for more to get back in stock locally so we can play our own game without having to borrow a console!
There is no PC version at this point, there probably will be eventually, but it will be 360 exclusive for a while.
And if you were wondering about that nice reflection shot - it was taken with a build that Ben Garney hacked together that takes screenshots at 10x screen resolution, allowing you to really see the effects up close.
| Alan Hembra (Jan 26, 2006 at 21:17 GMT) Resource Rating: 5 |
I am not a fan of puzzle games but this is way cool. I am going to recommend it to my xbox 360 owning
friends.
I can't wait to read some reviews.
Edited on Jan 26, 2006 21:17 GMT
| Weston (Jan 26, 2006 at 22:04 GMT) |
| Seth H. Park (Jan 31, 2006 at 22:30 GMT) Resource Rating: 5 |
| Seth H. Park (Jan 31, 2006 at 22:35 GMT) Resource Rating: 5 |
| Seth H. Park (Feb 02, 2006 at 02:41 GMT) Resource Rating: 5 |
Edited on Feb 13, 2006 18:04 GMT
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4.8 out of 5


