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Splash Damage >> Blog >> Brink Developer Diary #1: Paul Wedgwood

Splash Damage Blog

Brink Developer Diary #1: Paul Wedgwood

Back in June I was on a flight to London returning home from E3 2009. We had just completed three days of non-stop, behind-closed-doors demos of Brink, to standing-room-only crowds of journalists and industry veterans. The response at the show was phenomenal and very humbling; at one point I had to ask someone not to sit between my legs while I was presenting! What really struck me more than anything was simple: “People get it, they want to play this way too, and we’re not completely mad!” Since the show, the interest in the game has continued to grow. All these ideas we’ve brought together into one game are resonating with audiences.

It’s been a fun road to get to this point.

Blurring the Lines


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First up, we knew that we wanted to make a game that worked as a fantastic online competitive shooter (that appealed to our roots as hardcore shooter fanatics), but we also wanted to make an immersive and cinematic single-player experience. But, above all we wanted to create BOTH - in the same game.

So, for the first time in the history of Splash Damage, I stepped back and handed the design direction of our game over to someone else, and that someone was Richard ‘rahdo’ Ham. Richard had come to us after successfully completing Fable 2 (which we loved) but even before that, he was the lead designer on and co-creator of the Syphon Filter games - one of the most popular shooter franchises on the original PlayStation.

Richard presented us with a great set of ideas that built on our initial goal of blurring the lines between single player and multiplayer. It was through a combination of unique match making rules, branching narrative structures, rigorous anti-griefing safeguards, and robust AI, that the game would achieve this blurring effect. In the end, Brink becomes an experience that you can play online or offline, by yourself or co-operatively with friends or competitively with strangers, and get a seamless and contiguous experience as you advance your character’s skills, upgrades, and look. When Richard gets going about it, he talks so fast and waves his hands around so enthusiastically you have to fear for your life :)

Playing it SMART


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It started out as a simple attempt to make a shooter that had the same kind of fluid motion you feel in a really good platformer, but when Aubrey ‘bezzy’ Hesselgren (our Technical Designer in charge of character motion, and a real life parkour practitioner) sunk his teeth into the issue, it became an even greater challenge. In the end, what he and our team put together with his “Smooth Movement Across Random Terrain” system (or SMART for short) is something we’re really excited about.

Of course, I was a bit concerned when I saw Aubrey skulking around the office basement, brandishing a real AK47 (modified to be un-shootable, of course) with a video camera taped to his head “for research purposes.” But then when I saw the footage he taped at home during weekends (again, all first person with the aforementioned camera and duct tape) wherein he had his Dad repeatedly knocking him over after scrambling up 15 foot walls and doing summersaults off of trampolines, I knew he was the right man for the job. His passion and enthusiasm for kinesthetics (the “feel” of a game) has all worked out for the best, and after having spent so much time with Brink, I now find it weird playing our past shooters where my progress is constantly blocked by obstacles that I should be able to jump, vault, or climb over.

Whether using an analog controller or mouse and keyboard, Brink uses those traditional shooter controls that you’re familiar with - walk, run, jump, lean, crouch, shoot, etc. - but without several frustrating artificial constraints. As a slightly chubby 200 lb guy, I’m pretty confident I could get over a five-feet-high wall, or vault-slide over our board room table, and yet in our past shooters I’d be stumped! SMART solves that - when you indicate to the game you want to get somewhere fast by using the sprint button, it will help you mantle, vault, slide, climb, wall-jump and step-up in a really intuitive way, taking in to account at all times the direction you’re looking in. This is not an autopilot, you’re in complete control at all times and there are no canned animations that you can’t interrupt. If you point up, you’ll mantle, or look down and you’ll slide, and if you want complete manual control, you’ve got it.

Persistence


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One of the great things about partnering with Bethesda has been getting to work with the people who’ve made some of our favorite games of the last decade, including Oblivion and Fallout 3. Both of these games served as great inspiration for the persistent character advancement system in Brink.

First person shooters don’t traditionally allow players to have very much control over how their player looks while also advancing what he can do. In the rare case that they do, your character in single-player is distinct from those rewards you might earn online. We want to give players the freedom to advance their same in-game character, irrespective of whether playing offline or online. This is incredibly important to us because we want players to enjoy Brink for hundreds of hours. After the Resistance and Security story campaigns are over, you’ll find yourself enjoying new experiences, still earning XP and being rewarded with the next great ability, special item or cool piece of gear.

A whole new world


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If someone were to ask me, “Why make a game set on a city, floating all by itself hundreds of miles out to sea, cut off from the rest of the world, whose look is inspired both by the soaring architecture of Dubai and the favela slums of Rio de Janeiro?” I’d answer, “because it will be completely unlike anything players have ever seen before!” and I’d add, ”And it will be cool!” But even with a compelling story, the city still needs great art, and I’m no Art Director! :)

So we hired Olivier ‘nosebone’ Leonardi, the Art Director behind Prince of Persia: The Two Thrones and Rainbow Six Vegas, and he’s taken that idea and really ran with it. As a result, I think we’ve got a game that looks like nothing else (I hope that’s a good thing!). And our character designs, developed by our Concept Artist Laurel ‘Tully’ Austin, our Lead Character Artist Tim ’spacemonkey’ Appleby (the man behind the lead character of Mass Effect) and his team, stand out too!

Olivier and I didn’t all see eye-to-eye at first, and heading to E3, ready to show the world the look of our game for the first time, I was still a little nervous. Would players like our stylistic direction? Was it okay to be different? Did everyone just want realistic art? I’m happy to say, my fears were completely unfounded as Brink’s unique look appears to be a success and one of our strongest features, and of course, Olivier was right all along! In the coming months, you can look forward to Olivier talking more about the inspiration for his designs.

What’s Next?


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If you watch this space in the near future, I’ll be asking other members of the team to bring you new and exclusive info about the game. We have a great team working day in and day out to create what we hope everyone will find to be a unique and really fun experience.

But for now, I’ll just say that when I think about how successful E3 was, and how excited everyone was to get their first look at Brink, it was all I could do to bite my tongue at the show and not spill the beans about every cool and special feature we’ve got planned. The same is true for this diary — and I hope I’ve wetted your appetite for more details on the game.

Do let us know what you want to hear about in the next entry. We know that no matter how much love and sweat we pour into this game, it won’t be a success unless we keep you in mind while we’re burning the midnight oil.

Well that’s the end of my first diary entry for Brink. I’m here for id Software’s QuakeCon 2009 - the ninth year I’ve attended! And I can’t wait to give the first ever public demo to all the attendees!

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Comments

Read article, saved pic, going to bed
thanks bad!
hope to see a vid in the mornin :P
Posted on 14 August, 2009 - 16:21
Good article, and locki was indeed wrong to be worried about the art direction - from what i have seen in screenshots the style is brilliant!
Posted on 14 August, 2009 - 19:12
can you talk more about the character customization? i always thought that people would like to have avatars that look cool. some of the characters in brink have much too small heads in my opinion. with their big body and small heads they look kinda stupid. especially zippy. tbh i'd never want to play with him. what possibilities are there?

also: each dev diary should come with at least two new screenshots!
Posted on 14 August, 2009 - 20:01
This is usually an after thought for every game, yet seemed to be amazingly embraced in Halo 3 and other console games.. but will demo playback/control and video recording be more user friendly and more indepthly implemented?
Posted on 14 August, 2009 - 20:29
I, too would be interested in hearing about this.
Posted on 14 August, 2009 - 20:35
I have just watched some footage of player movement, a question would be during these "smart" movement moments (which i think look silky smooth much like mirrors edge) can you fire your weapon? or reload your weapon or anything like this?
Posted on 14 August, 2009 - 20:41
Quote Originally Posted by engiebenjy View Post
I have just watched some footage of player movement, a question would be during these "smart" movement moments (which i think look silky smooth much like mirrors edge) can you fire your weapon? or reload your weapon or anything like this?
At the risk of getting slapped by our friendly PR department, I'm going to answer this right now.

Yes. Yes you goddamn can.

From very early on starting here, I drew a line in the sand: fluid movement is there to support gunplay, not to interrupt it.

This tweet from someone watching the demo hopefully reinforces the point:

@DavidEllis Just pulled off a really cool move where he ran by an enemy, slid by him, and blasted him with shotgun. #BrinkDemo
Posted on 14 August, 2009 - 20:44
nice! this is ****ing exciting!
Posted on 14 August, 2009 - 20:59
Quote Originally Posted by Bezzy View Post
Yes. Yes you goddamn can.
Brilliant! I can see myself trying to "slide frag"

Another question i thought of, the sidemissions such as interrogating someone - are these always in the same spot? so you would always know where the guy to interrogate will be?

also if you get some intel, how would this help the team? would it act like the radar in etqw and add the enemy positions to the map?

also if you were playing offline and did this interrogation would it do anything for the team?

Posted on 14 August, 2009 - 21:05
what about leaning during SMART movement?
Posted on 14 August, 2009 - 21:08
When does the beta start?
Posted on 14 August, 2009 - 21:55
You didn't get your invite? I'm actually quite bored of Brink now, don't want to play it any more.. im over-awesomed out.
Posted on 14 August, 2009 - 23:21
Quote Originally Posted by engiebenjy View Post
Another question i thought of, the sidemissions such as interrogating someone - are these always in the same spot? so you would always know where the guy to interrogate will be?

also if you get some intel, how would this help the team? would it act like the radar in etqw and add the enemy positions to the map?

also if you were playing offline and did this interrogation would it do anything for the team?

All the sidemissions are dynamically generated by the gameplay itself, not pre-scripted. For example, if you got downed by the enemy team, and you decide you'd rather wait for a Medic to revive you than respawn in the next respawn wave, then Medics on your team will get a mission and waypoint to revive you. But enemy Operatives will get a mission to come and interrogate you. Hilarity ensues.

In fact if you just keep checking your mission wheel (which is up on the D-pad at the moment if you're using a console controller) throughout the game, you'll see the recommended mission keeps changing, based on what the most useful thing you can do for your team at that precise moment. Maybe you need to do the primary objective, or support someone who is. Maybe you need to change class to do the primary objective. Maybe there's a sidemission with a very brief window of opportunity, like interrogation if you're an Operative, or reviving if you're a Medic. But the more team-helpful a deed you do, the more XP you'll get.

How does the intel gained from an interrogation help the team? We're trying out a few things, we'll get back to you on that one but you're definitely thinking along the right lines.

And playing offline? Sure. It doesn't matter whether you're online or offline, whether the players are live and actual factual meat people or AI controlled players or you started playing that map as part of your Resistance or Security campaign storyline or buddies joined you to make it a Co-Op game, or it's a pure competitive multiplayer match, it's all the same game. Do good things for your team (and the game will always suggest the most team-helpy things you can do), and we'll shower you with XP.

Hope that answers your question : )
Posted on 15 August, 2009 - 01:26
full of wonder and awe, I is
Posted on 15 August, 2009 - 01:35
Quote Originally Posted by Bongoboy View Post
In fact if you just keep checking your mission wheel throughout the game, you'll see the recommended mission keeps changing, based on what the most useful thing you can do for your team at that precise moment.
Not sure about others but I found the stop, select mission, go in ETQW an unnecessary distraction. Especially so when I could play the game as/more effectively by ignoring it (HUD indicators being more informative and less intrusive).

Is there consideration for this or at least equal rewards for players that do the right thing but without selecting it on a mission wheel? (I'm embarrassed to say I'm not sure if ETQW rewarded bonus xp for completing selected missions over available ones).
Posted on 15 August, 2009 - 03:16
You'll still be earning XP whether you use the wheel or not, don't worry. But, the wheel serves one other very important purpose... by using it to "give yourself missions", you're also automatically communicating with your teammates (and in some cases, the enemy) about what you're doing. So it can still be a real boon to the overall game if you take a second to declare what your up to. And in some cases, doing this can create new missions for others.

For example, if you're an engineer and you use the wheel to set "repair the crane" as your primary objective, you've basically just made yourself an MVP (because that crane *needs* to be repaired. Other classes now get new objectives to support you with their abilities. And if they choose to do so by using their wheel, you'll hear VO from them letting you know they're going to help you.

The game works great without all of this, of course, but with it running, it just helps make teamwork that much smoother... :-)
Posted on 15 August, 2009 - 08:18
Sounds pretty much exactly like the ETQW mission system. Correct?
Posted on 15 August, 2009 - 08:40
It has some clear advantages to be sure but I still wonder if it is breaking the pace by forcing you to stop, read multiple missions, select, then get back to the game. If you're a newbie you probably just want to play and do whatever the game selects as the best mission for you, if you're familiar with the game you probably want to bypass the interruption. Perhaps it's just me though.

I wonder how it would work if you pressed a key and the missions appeared as icons on your HUD. Closest icon to your crosshair is selected as your mission. That way you can still be moving shooting and heading to a mission then declare your intentions when there is a quiet moment.
Posted on 15 August, 2009 - 08:44
There's another way to use the wheel. You can tap the wheel button instead of hold it. This makes the "most important thing you can be doing at the moment" be the mission you take... the wheel doesn't even come up... the GUI just flashes to tell you what the new objective is. So it's nice for newbs who don't want to have to make decisions about stuff they don't necessarily understand, but it also works for experienced players too. If you're a medic and you're going to revive someone, if you tap the wheel, the person to revive we tell you about will be the nearest teammate who is critical to winning the match (i.e. an incapacitated engineer when the core objective needs to be repaired), saving you the trouble of eyeballing everyone.

But again, in the heat of battle, if you see a man down, just go ahead and revive him. No need for the wheel if it slows you down. I tend to think of the wheel as having two uses:

--during a "quiet moment" (not that it ever lasts long ) when you want to stop and think for a second, get yourself into a hidey hole and bring up the wheel to get a real idea of what's going on in the big picture.

--after you've just finished doing something, if there's nothing immediately apparent to you that needs doing, but you want to keep moving, just tap the button and we'll recommend the best thing you can be doing for the team.
Posted on 15 August, 2009 - 08:59
Neat thanks
Posted on 15 August, 2009 - 09:00
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