Interview with Emergent Game Technologies
Autor: Gaspy
Released: 29.10.2007
Hi. Could you please introduce yourself for us?
John Austin and Erin Dwyer have put the answers together for you. John Austin is a VP at Emergent Game Tech and Erin is currently the Marketing Communications manager.
Tell me please something more about the beginnings of Emergent game technologies and it's expanding...
Emergent Game Technologies is addressing the industry's most disruptive trends. The scale and complexity of games is growing exponentially, online migration is happening rapidly, and we are at the forefront of delivering the tools, technology, and framework required to build, test, manage and expand interactive games.
Emergent was founded in 2000 and merged with NDL, the company that created the Gamebryo engine and tools, in August 2005. Gamebryo enjoys widespread adoption among game developers, with nearly 200 titles either completed or in development, and has been trusted to create instant classics such as Sid Meier's Pirates!, Civilization IV, the Dark Age of Camelot series, Elder Scrolls IV: Oblivion, and Freedom Force. Gamebryo is designed for use with every major platform, including next-generation platforms such as PlayStation 3 and Xbox 360.
We have one goal: innovation in game development. We provide game developers with all the tools they need to focus on innovation-in graphics, content, game experience, genre, and technology. Our approach is to develop technology that is flexible enough to meet the needs of the full range of users, applications and development pipelines.
Emergent was founded in 2000 and merged with NDL, the company that created the Gamebryo engine and tools, in August 2005. Gamebryo enjoys widespread adoption among game developers, with nearly 200 titles either completed or in development, and has been trusted to create instant classics such as Sid Meier's Pirates!, Civilization IV, the Dark Age of Camelot series, Elder Scrolls IV: Oblivion, and Freedom Force. Gamebryo is designed for use with every major platform, including next-generation platforms such as PlayStation 3 and Xbox 360.
We have one goal: innovation in game development. We provide game developers with all the tools they need to focus on innovation-in graphics, content, game experience, genre, and technology. Our approach is to develop technology that is flexible enough to meet the needs of the full range of users, applications and development pipelines.
Can you describe me the development of Gamebryo engine (GE)...How long time did take the progress?
We continue to evolve Gamebryo every year and are anticipating new releases throughout the next 6-8 months. Gamebryo has been available for use since 1998. Since then, more than 200 titles have shipped or are in development.
What main advantages does the Gamebryo actually have and where did you use it for first time?
Gamebryo is a cross-platform tool that is genre agnostic allowing for optimal creativity across multiple development projects. Another major advantage is that Gamebryo is extremely scalable
We have had several games in the past developed simultaneously for multiple platforms. The cross platform API is common across all platforms but optimized and customized for each platform. That customization exposes particular features of the platform so that developers can take advantage of everything that platform has to offer.
What all is with GE possible to do and what is the best feature of this technology?
For years, Gamebryo has set the standard for technical flexibility among game engines it's the best choice for developers looking for a rich set of tools to expand their production pipeline.
Because of this flexibility, our customers' games have been routinely greeted as some of the most beautiful, graphically rich games being created today. This flexibility also means that a game built on Gamebryo has its own unique look In our most recent release of Gamebryo, we have added a Scene Designer that allows developers to assemble new scenes, levels and worlds more quickly than ever. It's all part of a pluggable tools framework that lets developers focus on custom features, content and gameplay to make truly unique titles.
Because of this flexibility, our customers' games have been routinely greeted as some of the most beautiful, graphically rich games being created today. This flexibility also means that a game built on Gamebryo has its own unique look In our most recent release of Gamebryo, we have added a Scene Designer that allows developers to assemble new scenes, levels and worlds more quickly than ever. It's all part of a pluggable tools framework that lets developers focus on custom features, content and gameplay to make truly unique titles.
In comparison with other engines: In what is that yours unique and better?
The cross platform, genre agnostic and scalability of our tools is what sets us apart. In one word it's the flexibilityit's been engineered for developers making any time of game. Not just, say, first-person shooters. And I think you see that flexibility in the range of titles using the engine everything from role-playing games like Oblivion and Dark Age of Camelot to strategy games like Civilization IV. Because of that flexibility, every Gamebryo title can have it's own unique look.
What about its compatibility with other development software and tools...
We have customers who use our software along with many other middleware products and tools. For content creation we support both Max and Maya with plugins and exporters. We have customers using Gamebryo along with Speedtree, Scaleform, Kynogon, Miles, Bink, Granny, Ageia, Havok, and other middleware.
How does it seem with DirectX 10 support?
Our current release has some DirectX support; we will be supporting additional DirectX10 features in upcoming releases.
Are you going to upgrade and improve your technology yet? I don't believe that GE doesn't have any weak place...
We are constantly updating, enhancing, and improving the Gamebryo engine and tools. We deliver about 2 new releases each year to our customer. Our next release will have improved performance due to some significant architectural updates, as well as new subsystems and tools.
For example I have heard that GE supports only the height-maps and that's why it's not possible to create special landscape territories like dunes or winter regions...
That's not correct. Gamebryo is very flexible and our developers can adapt the engine to many different formats.
One of the best known games using this technology is Oblivion indeed. Was Gamebryo a base for its acclaimed next gen graphics and overall appearance?
Absolutely!
Is GE demanding for the hardware?
No. The hardware requirements are primarily a function of the content that the game developer puts into the game. Complex scenes with many expensive shading techniques will increase the requirement on the hardware. Gamebryo's flexibility allows the developer to create much simpler content and scenes if they want to target a lower end platform.
You have sure already heard about the German RPG game Gothic. The new developer of G4 - Spellbound, is looking for an engine for this game. They can't decide between these three: Unreal, Trinigy, Gamebryo. Why should they choose exactly for that yours? :-)
The key reasons would be flexibility and support. Nearly 200 titles have shipped or are in production using Gamebryo and the proof is in the many successful titles that have been delivered on our engine.
Not only the game developers use your product...Could you please tell me something about its usage in serious projects?
Breakaway Games has produced several titles, including 24 Blue which trains personnel for work on aircraft carriers, and A Force More Powerful, which teaches the waging of conflict with non-violent means. Muzzy Lane has developed "Making History" which is used for high school history classes. ICT, Cubic, and Lockheed Martin have each built several training systems for military applications.
Emergent Game Technologies
Emergent Game Technologies
Thank you for an Interview!