Showing posts with label wheelman. Show all posts
Showing posts with label wheelman. Show all posts

Sunday, 10 June 2012

What Noonan did next…

I couldn’t have asked much more than to progress from one good open world title to another. Wheelman had it’s fans, and Crackdown 2 recently broke 1 million sales with it’s praises being sung by fans of the franchise and genre alike. I also contributed to Kinect Star Wars, which is well on the way to hitting the 1 million mark.

During the last two years I’ve worked on some great pitches and prototypes. Unfortunately a lot of this won’t see the light of day, and that’s a shame, as it’s some of my best work. I wish Ruffian all the best with it’s current and future projects.

However, it’s time to move on.

I’m moving away from the country I was born, from the family that brought me up, from the friends that I spent my free time with and the companies that kept me afloat financially. Thanks for the opportunities, but it’s time to leave for foreign shores.

My days at Ruffian will be coming to a close sometime in the next month or so – I’ll be around for a bit for anyone who wants to buy me a drink or give me a high five...

Out with the old, in with the new.

In August I will be starting at Ubisoft Montreal to work on Watch Dogs, a game that got a more than positive response at E3.

Lookin’ good…

I will try to document my move away and settling period through my youtube channel for the benefit of friends, family, and most importantly, myself.

…and yes, this is why my UDK projects (Shootan and On The Run) have seemingly been put on hold – getting a new job and moving country kinda gets in the way of hobbies. I might get back to them when I’m more settled over the pond.

Wish me luck!

Sunday, 13 June 2010

Savygamer Podcast, Evolution Festival, Croatia Holiday, etc.

The last few weeks have been crazy busy - though for the first time in a 12 months it is not for work reasons. We at Ruffian have now finished work on Crackdown 2, as confirmed by our company twitter account. Crackdown 2Exciting, huh? It’s less than a month until release - it’s hard to believe it’s over in such a short time. It’s been hard work, but the results have been worth all of the struggles and pain (getting a “AAA” game out in just over a year is no walk in the park). I’ve played through the game’s campaign start to finish a couple of times recently – it’s a huge improvement over the original title and still manages to innovate in areas where competing titles do not. The drop in/drop out four player co op is seamless – I don’t think I’ve played an open world title that has managed to pull that off. The multiplayer is great fun too – reminds me a lot of Quake 3. I’m pretty good at it too.

I addressed the short development time and other such subjects when I was interviewed on the Savygamer podcast, which can be found here.

…and if you don’t like listening to podcasts, then fellow designer Martin Livingston answered some questions over at Gamasutra.

Anyway, back to why I have been busy outside of work.

I do go on, don’t I?

Evolution Two weekends ago I attended the Evolution festival in Newcastle along with another Crackdown 2 designer, Graham Wright who took that photograph you see over to the left. I found the event to be a pretty sobering experience. I felt really out of touch with modern music and I didn’t quite understand what was going on with the “fashion” adorning “the kids” around me. The seemingly random mix of materials, clashing colours, trousers dropped to their ankles and luminous elastoplasts on their faces, all just struck me as rather odd. Despite these borderline “old man” complaints I managed to scrape some fun out of the event. Not only did I get to taste salt and vinegar flavoured shredded potato on a stick, but I was exposed to some music that had previously passed me by; De La Soul and The Horrors. Though completely dissimilar in genre, both had the correct audio credentials to keep my ear holes happy. These are likely going to be hitting my Spotify playlist very soon.

That same weekend I got my iPhone fixed! Cost a hefty £139 – I went for a brand new one, rather than letting the apple store workers fob me off with a replacement screen to accompany my already scratched iPhone body. At least now it’s all pretty and new again… I must buy a case/cover for it this time.

CroatiaThe following weekend I joined some fellow ex Midway employees on a small weekend away in Croatia. I got suitably drunk, tanned and penniless from the whole experience. Well worth it. Got to shoot the shit about old times and what we are all up to nowadays…

…which is a good opportunity to “pimp” the work of some of my previous co-workers at Midway.

Steve Lee, a fellow mission designer on Wheelman is working hard on People Can Fly’s new first person shooter, “Bulletstorm”. It’s looking very pretty and appears to tap into the same kill/score mechanic that I was so addicted to in The Club/50 Cent Blood on the Sand. Really looking forward to it.

The second, a game being worked on by two ex Midway guys – Chris Rowe and Rob Hale over at Ninja Theory. They’re currently in the latter stages of development on “Enslaved: Odyssey to the West”, third person action-adventure set in a post apocalyptic world. It promises to deliver in the story department thanks to being penned by 28 Days Later’s Alex Garland. I’ve yet to play Ninja Theory’s previous title, “Heavenly Sword”, but it’s on my shelf in a long-ass queue of PS2 & PS3 games I need to play.

Rob Hale gets a second shout out for his work on his own personal project (under the pseudonym, Squid In A Box) known as “Waves”, a modern take on the design that made Robotron so great. It’s looking very reminiscent of Geometry Wars (not a bad thing). Check out the videos over at the Waves moddb page.

Another fellow ex Midway designer, Evan Michaels along with a large chunk of the Wheelman QA department are celebrating the announcement of the next Driver title. I’m sure they are all currently crunching their collective arses off on an E3 demo. Have fun with that :D

And finally the old Midway guys at Warner Chicago have announced their new studio name, NetherRealm Studios and their first game, a new title in the Mortal Kombat franchise. Shout outs to Shaun and Hector (both of whom worked on Wheelman).

So given that lot, I am really looking forward to E3 – I won’t be there (sad face), but I’ll be sat at work watching it on my secondary monitor from Tuesday onwards. Wondering what Sony, Nintendo and Microsoft have up their sleeves…

Oh and as a last minute bonus, my wrasslin’ obsessed pal just spotted this in UFC…

UFC

WRASSLIN’!

Tuesday, 27 April 2010

I’m back!

It’s been some time since I’ve updated, but that’s because I’ve been busy working on Crackdown 2. It’s been a whirlwind project with little to no time to really look around and take in the scenery. This month marks my final month working on the project and I have to say I’m quite pleased with the result.

Crackdown 2I find it amazing how quickly the game has come together in these last few weeks – it now looks and plays like a finished game. There’s obviously a lot to do for the rest of the team (read: programmers) but as far as I’m concerned, my work is done. Time to move onto something new…

…which I can’t talk about right now, but the future is all very exciting. As is the past. I’ve recently been working through a rather large backlog of games spanning various platforms, one of those games was Metal Gear Solid.

It’s a game that needs very little introduction, Metal Gear Solid was released in 1998 to critical acclaim - though I personally didn’t play it until 2000 when I finally realised what I was missing.Metal Gear Solid I had missed out on one of the most cinematic experiences of the decade - an experience that still stands up today; from it’s excellent voice acting, rich characters, it’s deep and engaging story to it’s ground breaking graphics and convincing environments.

The game had it all and offered an unprecedented level of interactivity for a console game, sometimes even breaking the fourth wall. Moments such as placing the controller on the table for the mind reading boss, Psycho Mantis to manipulate the controller using the dual shock’s force feedback, and having to check the back of the CD case for a code required to progress the story - though the latter was possibly an attempt to foil piracy. Metal Gear Solid There are too many moments to list where Konami broke the mould, my personal favourite being the first time I played around with the genome soldiers – placing my back to a wall just around the corner from said unsuspecting guard, rapping my knuckles on the wall to get his attention, and then sneaking around behind him as he cautiously investigates my knock. Awesome.

The only flaw I could find playing it today was regarding the use of the analogue sticks which don’t appear to take into account the sensitivity curves, so any first person action feels clumsy, and although that is a nitpick, it did make one of the final battles more difficult than it needed to be. Saying that, the controls for all other player actions are excellent.

I think I will always go back to MGS when I’m looking for character inspiration or a reminder of how varied the design of a game can be. A reminder that you can change perspective for dramatic effect, you can limit a player’s movement when the situation demands it, and again, you can break the fourth wall whenever you want to ‘play’ with the player.

Also, it’s worth playing to hear Sniper Wolf’s ridiculously sexy voice. Schwing!

Metal Gear Solid is available for download on PSN and is playable on both Playstation 3 and PSP.

Wikipedia Article

I must address some sad news. On July 14th, 2009, my previous employer Midway Studios – Newcastle closed it’s doors as a result of Midway’s continual financial woes. Subsequently this also resulted in the death of it’s project, “Necessary Force”, a game which I had a personal attachment and a great deal of faith in it raising Midway’s reputation. Alas this was not to be.

Not all was lost, as most of the team went on to other development studios. Several designers had already joined Ruffian Games before the collapse, and a large portion of the programming team moved to CCP. Others scattered to Ubisoft, Sega, Sumo Digital, People Can Fly and Ninja Theory. Shortly after the closure some artists banded together and formed Atomhawk Design, a studio specialising in concept art.

I wish everyone involved the best of luck.

Friday, 15 May 2009

From Midway to Ruffian

On May 22nd 2009 I will leave the Midway Studios – Newcastle offices for the last time. The majority of my time was spent working on Wheelman as a designer (particularly in mission design). I started working on the title on  November 17th 2007 and quickly blended into the team making a couple of good friends along the way. I’m glad to have worked with them and am proud to have Wheelman in my portfolio.

Wheelman wasn’t a perfect game, but given the circumstances in which it was given life, it was never going to be. It’s always difficult to sell new IP and even more so with the Midway logo on the box (thanks to journalists). The game was seen by many as a poor Grand Theft Auto clone and declared ‘last gen’ visually – both statements came generally from the ill informed and the ignorant.

Wheelman didn’t offer an open world in the GTA sense, but it didn’t intend to – the title offered a lot of varied game content over a large game space in the form of a digital Barcelona (with some artistic license). The graphics themselves may not have been top tier but the focus was on the technical achievement in providing a streaming, colourful, high detail open world at a high frame rate in the Unreal Engine 3.0.

Wheelman’s primary achievements were with the driving (on foot was only ever for pacing purposes). The game had one of the most accessible driving models and some of the most fun/inventive driving mechanics I’ve ever witnessed – I am happy to have been a part of their development (vehicle melee needs to go in the next Burnout).

Sceptics should download the demo (available on Xbox Live/PSN) and see for themselves.

A couple of Midway shout outs are in order (and their twitter accounts). The following people helped me most throughout the project – firstly with settling into the company, then later helping and inspiring me in the area of design…

Mark Thompson (Lead Mission Designer)

Simon Woodroffe (Creative Director)

Dean Smith (Mission Designer)

Steve Lee (Mission Designer)

Midway was fun while it lasted and I learnt a lot along the way. I’m mixing things up a little now, and on May 26th 2009 I start as a designer at Ruffian Games in Dundee.

Wish me luck!

Friday, 13 March 2009

50 Cent & Vin Diesel up a tree…

Coming off the back of the lovely miss Jessica Chobot's IGN Strategize section on Xbox Live I felt inclined to share my initial impressions of the wonderful 2009 title, "50 Cent: Blood on the Sand". My hat is well and truly off to Swordfish Studios, for they have crafted a genuinely fun experience that isn't ashamed to call itself a game. Unfortunately it's quite ludicrous, obnoxious and somewhat repulsive to most at first glance, which will put a lot of people off - this being down to the 50 Cent license. Fact - I'm about as 'hip' and 'with it' as John Major so there are no biased views here. So, if like me you can look passed the fact this is a 50 Cent vehicle you will find a competent Gears of War 'clone' with lashings of Bizarre Creations', 'The Club' and a hint of Midway's somewhat under appreciated, 'Stranglehold'.

It's an honest game. The plot is fully aware of it's ridiculous existence and comes across as nothing more than tongue in cheek, sometimes resulting in genuinely funny moments. Could a rap act fighting terrorists in the middle east ever be seen as serious? It's just an amusing and palatable method of stringing together set pieces without getting in the way of game play.It's not pretending to be deep or compelling - it's just some light hearted, foul-mouthed fun featuring Curtis "50 Cent" Jackson and the members of G-Unit (no, I don't know what G-Unit is, but I'm sure they're behind the viral outbreak in Raccoon City).

It's no walk in the park though, the combo system (see: The Club) relies on Curtis executing as many terrorists in as short a time as possible to combo their deaths, but not only that, pull off as many cool moves and environmental deaths as possible, taunting all the while. This is where the game's depth lies. Money is collected from the numerous kills, item pick ups, and loot crates - this can then be used at various payphones placed in the world to purchase new weapons, CQC moves and taunts. The weapons aren't too dissimilar to those found in Gears of War and the CQC moves are simply strings of "B" button presses which when timed correctly will play a (rather nice) melee takedown sequence to execute the enemy - the real fun is found with the taunts. The taunts are simply verbal barks from our boy Curtis which when used in conjunction with a kill offer a cash reward. After the first 5 or 6 kills it becomes second nature. Think Gears of War's active reload - I think it's that good and that natural. Blind firing your hand cannon over the crumbling middle eastern walls whilst shouting one of the many colourful phrases included in the game is refreshing as much as it is amusing - it adds that extra level of interactivity with the play space, and the cash bonus reward makes it an essential part of advanced play within the game. Here's a list of inspirational quotes from Curtis courtesy of several clicks of the left stick:

  • Oh you fucked up now bitch

  • Game over pussy

  • I'm gon' fuck you up

  • Game over bitch

  • Hell yeah

  • You fuckin' with the best

  • It's over mother fucker

Wonderful. What's more is that the several unlockable 'phrase packs' are graded by their severity. It's juvenile but it's all in good fun.

Its not all rainbows and blow jobs though. As technically sound the game is and as beautiful it is to look at, there are some odd inconsistencies. The cash pick ups are cell shaded which looks a little odd in the otherwise photo realistic setting. The same goes for the rather strange Resident Evil esque pre rendered red blood cells in the backdrop of the 'You Died' screen, completely clashing with the tongue in cheek nature of it all. The animation is a little rough, popping regularly and missing details such as lip syncing - no, Curtis won't be mouthing bitch towards the screen when he is in cover. The co op man ladder and door sequences are also a little rough where the player must stand on (what I call) a G-Spot and hit "A" to perform an action. Whether this be the co op move or the door opening sequence it almost always results in the teleporting of Curtis - it just feels a little rough.

So the negatives are just me nitpicking because I don't want to come off sounding too positive (it's just not the done thing these days). If you like having fun, buy this game. If you can't look passed the presence of 50 Cent, then you don't deserve to have fun - go sit in the cellar and play with your fish head collection and may God have mercy on your soul.

On a lighter note, the Wheelman demo is now up on Xbox Live Marketplace and the Playstation Store. Please take the time to download it whether or not you currently intend to buy it - a lot of hard work went into it and many of my nights were spent at work finishing it off. Do it for the kids. It's completely new custom designed content for the demo; the first mission from Wheelman amalgamated with elements from later parts of the game and two new side missions (events).

Download the Xbox demo here.

...and for any stalkers out there some Midway Newcastle employees (including myself) will be demoing Wheelman in Game stores around Newcastle this weekend. Should be fun.

Keep it plastic.

Sunday, 4 January 2009

2008 has ended

2008 has been and gone, which means we are another year closer to the future... if  by definition the future is being able to state the year is "twenty-ten". Flying cars are surely just around the corner.

Left 4 Dead

We're in a forest.

Bert and Andrew run ahead, seemingly attached at the hip - it's a tactical relationship. Bert is crawling in the undergrowth wielding a shotgun, Andrew has his back with an Uzi resting over his shoulders. They're a two tier zombie killing unit. They appear unbreakable. I'm wandering in tow, a pistol in hand and a rifle at my side. I'm not sure what happened to CaLIGurlxx69. She left the group, stole some pain pills and ran into a horde. No loss.

Bert and Andrew run through the trees to a large barn. They waste no time in dispatching every undead creature along the way. They appear unbreakable. I follow cautiously behind feeling somewhat vulnerable relying on my sidearm as my primary form of self defence. We tentatively creep between the large barn doors and make our way inside - they check the corners for zeds, I grab a Molotov from the table and make my way to the roof. I've left them.

They shout up to me to follow as they take cover behind a cow carcass. I train my sights up ahead of them and tell them I know what I'm doing. I focus on the trees ahead and wait for the call of the horde. I don't have to wait long.

Bert runs to the trees. He thinks he can hear a Hunter. Andrew keeps to his position. They are broken. Bert isn't quick enough - he's on his back firing pistols into the woods. Andrew runs to help. Here comes the horde.

I make my shots count. One headshot. Two headshot. I'm on form. Three headshot. Miss. I hear a cough. I pull out my pistol and pirouette towards the origin of the sound - too late. I'm being pulled along the roof, each ounce of my life is being squeezed out of me by the Smoker's tongue. Then comes the croak of the Boomer - I'm shouting to Bert and Andrew. They have their own problems. The Boomer vomits on me. My problems just got worse. My own personal horde.

RIP Aneurexorcyst

There is no "I" in "team"

1985-2008

Peerless in it's execution, Left 4 Dead continues to deliver this level of drama after multiple plays, and the director keeps the gameplay varied. How long this varied gameplay will continue remains to be seen - if a level is hammered at a hard difficulty a lot of patterns begin to emerge...

However L4D (as the kids call it) offers an indistinguishable experience between PC and Xbox 360, something very few developers manage to do.

It's a first person shooter.

By Valve.

With Zombies.

Buy it.

"Last Caress" by "The Misfits"

Twitter

I can now update people of the world of my bowel movements should they choose to follow me. It's amazing. Join up and follow me. You like the 20-30 others who follow me will know when I am taking a shit.

My twitter: http://twitter.com/SeanNoonan

Wheelman

Monday, 15 December 2008

Wheelman, Wheelman, does whatever a Wheelman can…

Just a quick one.

As we near the end of Wheelman’s development, the hype machine comes out in full force. Not only do we have a new website up and running but we’ve let the vipers into the nest to play the game – and it seems they like it. Almost every preview so far has been positive. I’m just waiting for the various Oscar Wilde’s of Kotaku to comment...

Below is a random machinima where I played as a ‘mook’, back when I was a wee malchick in the Half-Life modding community. The game is Action Half-Life and you should all check it out.

I miss the old modding days somewhat…

This weekend I was mostly drinking, falling asleep and singing karaoke.

Next weekend I play games!

The dictionary.com definition of mook is rubbish!

:(

Monday, 13 October 2008

I am but a man... a Wheelman!

Yet again it has been a while - nobody told me a job in the games industry would mean there would be no time for fun and bloggery but ‘nay bother’ - at least I’m happy.

I’ve settled nicely into my position at Midway and am finding the people surrounding me to be great in and out of work, which is excellent because I feel as though I live in the studio more than I do my home. Truth be told my flat is purely a place for me to sleep and shower, I don’t even eat there – and for those counting, I’ve eaten in my flat a total of 16 times in 12 months. I am planning at some stage (depending on my situation after shipping Wheelman) to move to a much more ponce friendly area on my own, without anyone to answer to. My current flat mates are great – anything beats the psycho I lived with a few months back... but yeah... they aren't the problem, I just feel I need my own space and even fewer responsibilities than I have right now.

Fewer responsibilities mean more focus on work – I stepped back recently and looked at the number of hours I have been putting into Wheelman. On one side I’m shocked; on the other I’m pleased.

Shocked because working half an hour’s overtime wasn't in my vocabulary a year ago, let alone twice my core hours… and pleased because I’m doing what I want to do without rebelling against a schedule not too distant from that of Kunta Kentai’s.

There have been a lot of good previews and responses to Wheelman at various events such as E3, Midway Gamer's Day, etc. I'm pretty happy about that – hope the reviews keep a similar tone…

Last minute note alert! Consolevania has started once more, and this time they're going all Web 2.0. Check the following video for details...

And as a final note, I have started a twitter!

Friday, 9 November 2007

The Return!

It's been some time since I've written one of these blog things, and it's since moving to Newcastle/Gateshead that I've been inclined to keep some form of a record once more. All previous attempts at this were to offer insight into my now dormant project, 'The Opera', so you'd think that any future entries would be about my next project..?

It would be nice if it were true, however, I am unable to disclose any information on said project in fear of a thorough sacking (NDA’s are a thing). I now work at Midway, a company currently enjoying the release of their most recent title, 'Stranglehold'.

I trust anyone reading this is perceptive enough to realise that 'Stranglehold' is a very similar project to 'The Opera', that is, if the latter were to be crossed with 'Max Payne' and given a lengthy single player component. I take pride in the fact that I work for a company that makes money from themes and ideas that I am passionate about. I, however am working on Wheelman, an open world third person/driving action game. It's got a huge selling potential through it's link to Vin Diesel via Tigon Studios and there's potentially a feature film in the works too!

I'm enjoying working on the project and wouldn't change this career move for anything in the world... except maybe having a chance to work on Stranglehold 2 with a significant amount of creative input (read: create 'The Opera').

One can dream…

Those great scots over at Consolevania have been given another series by the BBC (love you) and have in turn created a website of webisodes, which can be found here.