Posted on Leave a comment

Don’t Miss: Bad crediting hurts the game industry and muddles history

You’d think that game credits would be simple.

It’s just a list of names and roles, after all. How hard can that be to get right?

But credits are rarely simple, because neither is game development. And yet credits are an invaluable, underappreciated aspect of game making.

They’re our best — and often only — record of the human labor that goes into game development, serving not only as a reminder that games are made by people — sometimes lots of them — but also as a tool for developers to advance their careers.

For studios, crediting can be a tool for leverage; amid the recent furor over Rockstar’s bad labor practices, for example, we were reminded that the studio has long maintained a policy of not crediting people who worked on a game unless they were present when it shipped, to encourage the team “to get to the finish line.” 

For historians and journalists, meanwhile, they’re a way to begin to peel back the layers. To uncover the stories of the people and companies behind the games.

Despite their importance, however, it’s not unusual for the credits published with games to be inaccurate, incomplete, overly vague, or even (on rare occasions) downright misleading. This is a problem with many causes, but one of the big reasons, Fun Bits CEO Chris Millar told me in an interview earlier this year, is simply that credits in games aren’t standardized.

“While they’re much better than they used to be we’re still not anywhere near the movie industry,” he said, “in terms of giving people credit for all of their work on creative endeavors.” 

Indeed, the IGDA published the last version of its crediting guidelines back in 2014 — after multiple high-profile instances of bad crediting in the decade before, including an entire team of 55 people being wiped off the credits for Manhunt 2, and a years-long discussion about the importance of credit standards. But those guidelines are hard to find and with no union agreements in place they’re for publishers to follow (or not) at their own discretion — provided they’re even aware that the guidelines exist.

 

“[Atari not crediting game makers] was an attempt to dis-empower designers by removing the bargaining power associated with explicit authorship.”

In order to get a proper understanding of how credits can help, hinder, contort, and otherwise affect games history and archiving, and to start to puzzle out how much of a difference credits standardization would actually make, I asked four historians and a few developers about the issue. Their stories reveal a complex relationship between labor, authorship, ownership, and recognition in game development throughout the history of the medium — and no doubt long into the future.

A (flawed) record of authorship

“The fact that credits exist in games reflects human concerns about authorship and ownership with regard to creative production,” notes Laine Nooney, an assistant professor of media industries at NYU Steinhardt who has spent years researching and writing about the history of Sierra On-Line. The role of credits is to provide a factual record of this creative production but, as Nooney argues, they are also political.

“When Atari management made it policy to not list designers’ names on their games, this was an attempt to dis-empower designers by removing the bargaining power associated with explicit authorship,” she explains. It backfired. Warren Robinett hid his name in a secret room in 1978 Atari VCS game Adventure, and five other star programmers soon left in protest of the policy to start Activision — ironically taking power away from Atari as a result.

Warren Robinett’s famous hidden credit room, tucked away in Adventure

Games historian Jimmy Maher, who runs the Digital Antiquarian blog, points to other examples: “Radio Shack was also notorious for refusing to credit the people who made the TRS-80 games they carried in their stores,” he says. “Even at a progressive publisher like Infocom, there was a lot of debate over whether and to what extent the authors of the games should be highlighted, as opposed to the Infocom brand and the so-called ‘matrix’ of genres and difficulty levels.” 

Some, Maher explains, thought their names should be on the box. Others “really couldn’t care less, and just wanted to make the Infocom brand successful.”

The historical relationship between credits and branding gets more intriguing as you dig deeper. MicroProse head Wild Bill Stealey — acting on a comment by the late comedian/actor Robin Williams about the games industry lacking recognizable stars — was responsible for Sid Meier’s name becoming a branding tool. The Sid Meier’s prefix soon came to decorate not only the titles of games that the Civilization designer led creatively but also the ones that he barely more than consulted on. 

Maher adds that Origin’s Worlds of Ultima: The Savage Empire similarly included Richard Garriott’s name in the credits as an executive producer “despite having absolutely nothing to do with the game that I could discern.” (And meanwhile Warren Spector was left off the credits despite reportedly creating the concept, setting, and plot outline for the game.)

Politics gets in the way

Credits can be as much a reflection of internal politics as they are of actual project and company roles. While this gives historians interesting threads to explore, they must first become aware of which names are omitted or included because of politics.

This can result in history vanishing, as in the case of Arthur Abraham, who developed the prototype scripting language and game logic for Sierra’s King’s Quest and what would become the Adventure Game Interpreter (AGI) engine. “Abraham was fired part way through the development of King’s Quest,” explains Nooney, “and his name was left out of the credits of every King’s Quest port (with the exception of the Apple IIe version), as well as every future Sierra release that used AGI.”

Because of this, it took several interviews and extensive archival research, spread across several years, for Nooney to discern that Abraham was a key figure in AGI’s development. “He died in prison before I could make an attempt to contact him,” she continues. “Had I known at the start that he was foundational to AGI, I might have been able to correspond with him earlier and shed some light on the development of King’s Quest — a game which is shrouded in misinformation about its development.”

Many publishers have (or had) set policies of not crediting developers for their role on a project if they leave before it ships. I learned while conducting interviews for an Assassin’s Creed oral history at Polygon, for instance, that several people who appeared in the credits under the title “additional” were in fact core team members who left before the game’s four-year development concluded. Starcraft‘s original designer Ron Millar was similarly relegated to “special thanks” in the game’s credits when he left to join Activision (which ironically now owns the entire company) while it was in testing.

Sometimes entire studios go uncredited for their work on a game. Games journalist and author of the Untold History of Japanese Game Developers book series John Szczepaniak notes that Namco does not allow anybody in Japan to disclose the names of staff who worked on any of its games. (Szczepaniak, however, has nothing preventing him from sharing those names outside Japan, and as such he has obtained a spreadsheet listing credits for the Pac-Land arcade game.) The original Castlevania was likewise published without credits, he adds. After extensive investigation, the best Szczepaniak and his colleagues can gather is that the main creator was Hitoshi Akamatsu — who they’ve been unable to contact.

Meanwhile, the practice of “white label” outsourcing — whereby companies are contractually-bound to keep quiet about their work on a game — has been around for decades. One Japanese studio, TOSE, reportedly works on 30 to 50 games per year and only receives credit for a handful of those (curiously, this only happens at the request of their clients — they have business reasons to want to stay anonymous).

[embedded content]

A clip of the Castlevania credits

Szczepaniak, who wrote about this world of “ghost developers” like TOSE for The Escapist back in 2006, believes there should be some sort of international regulatory body preventing this from happening. “Every staff member should be credited for their work,” he argues.

Even tiny indie and amateur games can wind up with names omitted entirely. “For small independent games, like fangames or freeware, one of the most difficult things is a total lack of credits,” says Phil Salvador, a librarian and digital archivist who runs a blog about little-known and forgotten games called The Obscuritory.

“Sometimes developers will only go by a pseudonym or a company name, or they’ll intentionally leave their name off. That’s an understandable problem without much of a fix. Not everyone wants to use their real name on all their work or to be associated with a weird game they threw together when they were 14.”

But when they do this — whether we’re talking commercial efforts made by professionals or non-commercial games by amateurs and hobbyists — they also cause a huge headache for historians, who might want to learn more about how/when/why a game was made or to build up a more complete catalog of games released. “Even minimal credits can be helpful for asking around and starting the research process,” notes Salvador. “With the companies often gone and their records presumably lost, anyone listed in a game’s credits is a potentially helpful source.”

Lost in translation

If it seems like a tough challenge to use credits as a jumping-off point to uncovering more of the history behind Western-developed games, spare a thought for the people digging into the Japanese industry. “You cannot even begin to imagine the Herculean task of disentangling Japanese credit listings,” says Szczepaniak. “And once you find a thread and follow it down the rabbit hole, you just bring up more questions than answers.”

 

“Naoto Ohshima said Sega wouldn’t allow staff to attribute their real name since it meant Sega had a stronger hold over the rights to any work created in-house.”

Like the other historians interviewed for this article (and in my anecdotal experience, nearly everyone else), Szczepaniak uses MobyGames as a key reference guide for checking game and individual developer credits. He says its quick cross-referencing capabilities are invaluable for research, and it’s been making great strides with both listing kanji for Japanese names and disentangling different people with the same name.

But it’s an incredibly complex problem. Any fully-accurate staff crediting system for Japanese games, Szczepaniak argues, needs to have support for native kanji, phonetic hiragana and furigana (phonetic symbols that appear above kanji), and correct romanizations of these symbols, plus a means of differentiating between first and family names (in his book, Szczepaniak chose to put surnames in ALL CAPS) — as Japanese convention puts the surname first whereas Western convention is to put it last, but neither culture is always consistent.​

Szczepaniak points to Naoto Ohshima as an example of problems with naming conventions. “There’s actually three people with the same phonetically pronounced name, all in the games industry, who all worked on different series at different companies,” he explains. “The Sega guy [who designed Sonic], another at ASCII who worked on the Wizardry series, and a graphics guy at Konami who worked on Silent Hill. And for a very long time a lot of websites mixed up the Sega and Konami, thinking they were the same person.”

Even Sega-16, one of the leading sources on all things Sega. This then had knock-on consequences. The misattribution spread to Wikipedia and then across the Internet.

“This misattribution is due to lack of consistency with regards to listing kanji for non-English names,” says Szczepaniak. “All three men have the same phonetic name, ‘Naoto Ohshima,’ but the OHSHIMA part uses different kanji for each of them — that is, different Japanese symbols, which have different pictographic meanings, but all sound exactly the same.”

It gets more confusing. “This problem can also be inverted, with different people having exactly the same kanji symbols, but in each case using a different phonetic pronunciation,” says Szczepaniak. Shigeru Miyamoto, for instance, was miscredited as Shigeru Miyahon in early NES games. And Szczepaniak adds that even Japanese people find this pronunciation issue confusing — to the point where many business cards use hiragana to explicitly state the pronunciation of someone’s name, and at least one developer, Masatoshi Mitori of Human Entertainment, asks that the kanji for his surname not be listed because his family name uses archaic symbols that nobody recognizes.

Then you have the lack of gendered pronouns in Japanese conversation, which means interviews that mention a colleague named “Suzuki-san” could be referring to a man or a woman with the surname Suzuki — and if it’s an archived interview then you can’t necessarily just ask for clarification. As if that wasn’t enough complexity, Japanese credits also have sometimes had nicknames in lieu of real names in them.

Szczepaniak explains that this was not always a case of programmers trying to be cool. Sometimes the publisher ordered it. “Sega was especially notorious for this, and Tecmo as well,” he says. “The reason was to ‘prevent headhunting,’ since companies were terrified that skilled programmers would be snatched up by rivals, and also to prevent later copyright claims for work they had done. Naoto Ohshima said Sega wouldn’t allow staff to attribute their real name since it meant Sega had a stronger hold over the rights to any work created in-house.”

The failure of credits

The reality is that credits, even as a snapshot, could never properly encapsulate the messiness of games history — the complicated power dynamics that form within companies and teams and between individuals, as well as the collaborative nature of the medium and the vast formal and informal support structures that lie beneath each company and project. 

Roles are often fluid or informal. One person might start out on programming but finish as a writer or composer, or something else. When I was researching my book, The Secret History of Mac Gaming, I learned that the final design of the very first Mac game, Alice aka Through the Looking Glass, owed as much to the informal requests and complaints of Macintosh marketing rep Joanna Hoffman (who was the best player in the office) as to the work of its creator Steve Capps.

Similarly, Salvador gives an example where the de facto director of 1994 game Millennium Auction “was actually the company’s vice president of business development, and they only received special thanks in the credits.” 

Millennium Auction in action

Nooney says that informal cross-pollination of roles was common at Sierra, too, whereby people with specific titles pitched in with work on other aspects of a game but weren’t credited for that additional labor due to interpersonal politics.

This can go both ways. People might get a “thanks” credit for non-development labor, or perhaps benefit from a role title that oversells their actual contribution, then try to leverage that to get ahead in their career. Veteran developer Noah Falstein has come across the full spectrum of crediting issues during his 30-plus years in games, and he says he even once received a resumé from someone who said they’d worked on Sinistar — an arcade game project led and co-designed by Falstein.

“I didn’t recognize his name,” says Falstein. “I asked others I knew who had been at the company at the time, and it turned out he had helped load the games onto trucks, so technically it was correct, but had nothing to do with the role he was applying for.”

The truth of the matter is as Maher says, sadly, that because of their inconsistencies and lack of standardization across the breadth of games history, credits must be looked at skeptically. They are a wonderful resource, no matter what, but their failures to properly document the history of labor perhaps reveal a need for something more than just credits as a high-level document record.

“It would certainly be interesting, and helpful for future historians, for companies to credit the entirety of their staff,” says Nooney. “But I think a more provocative way to think about this issue is to recognize the limitations of the ‘authorship model’ as a basis for historical research on games. What else is worth knowing about the game industry beside who worked on a game?”

For Nooney — and indeed for anyone else doing macro-level histories of the different parts of the industry — internal organizational charts are often more valuable than credits because they provide insight into company-wide power relations. More valuable still, she says, is documentation of large corporate or economic events such as mergers, buyouts, layoffs, key hiring decisions that trigger internal re-organization, stock market crashes, and IPOs.

“We tend to miss this critical historical phenomena when we look at the game as our primary source of knowledge about the industry,” she concludes.

In short: Credits matter, and we need to get them right, but if we want to have a good understanding of the history of this medium, and the industries built around it, they’re actually just the tip of the iceberg. We need to do better, across the board, at documenting how we make and sell games.

Posted on Leave a comment

Applied Math & Statistics Book Bundle

The Applied Math & Statistics Toolkit by Morgan & Claypool bundle is now live on Humble. While not directly books about game development math, they are more on math fundamentals and that is the underpinning of game development. As with all Humble Bundles it is organized into tiers:

1$ Tier

  • Essentials of Game Theory
  • Matrices in Engineering Problems
  • Statistics is Easy 2nd Edition

8$ Tier

  • Introduction to Logic 3rd Edition
  • An Introduction to Proofs with Set Theory
  • Discrete Distributions in Engineering and Applied Sciences
  • Analytical Performance Modeling for Computer Systems
  • Probability and Statistics for STEM

15$ Tier

  • An Introduction to Multivariable Mathematics
  • C Programming and Numerical Analysis
  • Essentials of Applied Math for Engineers and Scientists 2nd Edition
  • Fast Start Advanced Calculus
  • Fast Start Differential Calculus
  • Fast Start Integral Calculus
  • Introduction to Statistics Using R
  • An Introduction to Partial Differential Equations
  • An Introduction to Numerical Methods for Physical Sciences

As with all Humble Bundles, you decide how your funds are allocated, between the publisher, charity, Humble and if you so choose (and thanks if you do) to support GFS using this link. You can learn more about the bundle in the video below.

[youtube https://www.youtube.com/watch?v=FbcjGYTXLf8?feature=oembed&w=1500&h=844]
Posted on Leave a comment

Video: Why Survios builds new tech for games like Battlewake

In this 2019 XRDC talk, Survios’ Alex Silkin discuses how the company makes VR innovation a key component of game development in games like Battlewake.

In addition to this presentation, the GDC Vault and its accompanying YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

Posted on Leave a comment

Capcom says personal details of 350,000 potentially compromised after recent hack

Capcom says the personal information over 350,000 business partners and customers may have been compromised following a recent ransomware attack. 

Earlier this month, the Resident Evil and Monster Hunter developer explained an unauthorized third party had accessed its internal systems, but said there was no evidence that any customer information had been breached

Now, however, the company has confirmed that the personal information of a small number of employees, including names, addresses, signatures, and passport information, has been leaked. It also noted that a variety of details belonging to approximately 350,000 customers, business partners, and former workers has “potentially” been compromised. 

That potential leak includes email addresses, names, and other details from the company’s Japanese customer support department, its North American esports operations, the North American Capcom Store, and more. 

It also includes confidential corporate information like sales data, business partner information, sales documents, and development documents, although Capcom has stressed that “none of the at-risk data contains credit card information.”

The company has apologized for the breach and said it continues to investigate the matter with assistance from a third-party security company and relevant law enforcement authorities. It has also reassured players that it remains safe for them to play its various online games and access its websites.

“Capcom will continue its investigation, beginning with contacting those individuals and other stakeholders whose information it has verified as having been compromised, while continuing to look into what other information was potentially taken,” reads a Capcom statement

“Investigation and analysis of this incident took additional time due to the targeted nature of this attack, which was carried out using what could be called tailor-made ransomware, as was covered in some media reports, aimed specifically at the company to maliciously encrypt the information saved on its servers and delete its access logs. 

“Capcom regrets that this report could not be made sooner than today. The company asks that everyone potentially affected by this incident practice an abundance of caution, looking out for any suspicious packages received by mail or messages that could potentially be received.”

Moving forward, Capcom will continue its investigation, and has also pledged to establish a new security advisory board with the help of external experts to prevent another attack. You can read the company’s full statement here.

Posted on Leave a comment

Zynga launches new studio to work on its upcoming Star Wars mobile game

Zynga has announced that it’s opening a new mobile games studio, based in Austin, Texas, to work on its upcoming IP set in the Star Wars universe. The studio is on the lookout for 25 employees, and is headed by industry veterans, Jeff Hickman and Matthew Hemby. Though unnamed as of yet, the studio is also set to collaborate closely with Brighton-based BossAlien, who will also work on the Star Wars game.

“As a longtime Austin-ite, I know firsthand the immense level of talent and creativity that resides in this beautiful city,” says Jeff Hickman, Senior Vice President at Zynga. “We believe that the Austin talent market is highly compatible with our mission of bringing AAA console visuals and deep, compelling gameplay to mobile platforms.”

Zynga is well-known for games such as CSR Racing, Empires and Puzzles, Merge Dragons, and Words With Friends, and its games are playable in over 150 countries. Zynga also recently acquired Istanbul-based studio, Rollic, the maker of popular titles like Repair Master 3D, which sees the company dipping its toes further into the hyper-casual games market.

If you want to see a recent Zynga adaptation of a popular franchise, check out the trailer for Harry Potter: Puzzles and Spells below:

[youtube https://www.youtube.com/watch?v=7ayjtNjiB1Q?modestbranding=1&rel=0&feature=oembed]

Though we don’t know the name of the Star Wars game yet, or when it might release, it’s exciting to hear that Zynga is soon to be working on an IP in the popular sci-fi setting.

If you want to try a Zynga game for yourself, Harry Potter: Puzzles and Spells is available on Google Play and the App Store. We also have a handy Harry Potter: Puzzles and Spells guide to help you get started!

Posted on Leave a comment

Blockbench 3D Modelling Application Review

BlockBench is a free 3d modelling, texturing and animation application for creating Minecraft style models. Blockbench is available on Windows, Mac and Linux, as well online.

Blockbench features include:

  • Blockbench is an all in one 3D Editor and Animator for Minecraft and other games and applications
  • Blockbench comes with a powerful animation editor. Animations can later be exported to Minecraft: Bedrock Edition, rendered in Blender or Maya, or shared on Sketchfab.
  • Customize Blockbench with the built-in plugin store. Or create your own plugin and add a new feature or new format.
  • Collaborate with your friends on models, textures and animations – in real time, over the internet!
  • Blockbench is available in 12 languages, and the number is growing.
  • Create, edit and paint texture right inside the program. Create or import palettes, paint, draw shapes or automatically create templates.

You can learn more about Blockbench and see it in action in the video below.

[youtube https://www.youtube.com/watch?v=emhdpVv0Gx8?feature=oembed&w=1500&h=844]
Posted on Leave a comment

Epic Games Invest in Houdini Maker SideFX Software

Epic Games have just made an investment in SideFX Software, the maker of the procedural graphics powerhouse software Houdini.

Details of the investment from the SideFX blog:

We’re happy to share an exciting update: Epic Games is now a minority investor in SideFX. In Epic, SideFX gains a strong partner whose passion for the industry closely aligns with ours.

Kim Davidson remains the majority owner of SideFX, as well as President and CEO. He continues his strong, unwavering commitment to SideFX’s staff, customers, and partners.

SideFX and Epic are both committed to SideFX continuing its work with other industry partners – including all other content creation applications and game engines. This new development will have no impact at all on the Houdini development roadmap, as SideFX will continue to define its own path as an industry-leading procedural 3D platform for the film, TV, advertising and games sectors.

Dollar values of the investment were not disclosed. From the announcement it appears the investment should have minimal impact on neither Houdini or Unreal Engine. Epic Games have been making more and more investments of late including their $15M investment in Manticore Games.

Posted on Leave a comment

New League of Legends character not based on real person, says Riot

Riot Games, the developer of League of Legends, has denied a claim that a new playable character was inspired by a real person.

Yesterday a former college student named Stephanie posted a blog on Medium describing her relationship with a former Riot Games employee that linked her to the creation of a new champion named Seraphine. Stephanie alleged that during a brief relationship with an anonymous Riot Games employee (only referred to as “John”) in 2019, he repeatedly said that the company was working on content inspired by her.

John dropped a number of hints to Stephanie about an upcoming character skin or project related to K/DA, Riot’s alternate K-Star girl group comprising several League of Legends champions. He also used his access at the company to encourage her to visit him in Los Angeles, partly on the premise that she might “voice act” for an upcoming project.

Since ending that relationship Stephanie noticed a number of uncomfortable connections between the release of Seraphine and John’s comments. Seraphine’s rollout included included a Twitter account for a version of the character who lived in our world, making her own first visit to Los Angeles to join K/DA. Stephanie alleged that some of the art on this account resembled her own Instagram posts.

Now Riot is saying those similarities are superficial. “Seraphine was independently created by Riot Games and was not based on any individual, including Stephanie,” the company told Gamasutra in an e-mailed statement. “Additionally, the former employee Stephanie is referring to left Riot more than a year ago and was in a department and role that has no input whatsoever into the creative design process.”

“We take all claims of misappropriation seriously and immediately investigated Stephanie’s allegations after receiving a legal demand letter from her attorney last month. We confirmed that her claim of being the basis for Seraphine lacks merit, communicated this to her attorney, and invited him to further discuss the facts with us. We are still waiting for a response.”

Though Riot Games disputes that its champion design team drew inspiration from Stephanie, it lent credibility to Stephanie’s description of John’s untoward behavior. A company spokesperson wrote to Gamasutra that “the behavior she describes would have been a violation of multiple policies.”

Posted on Leave a comment

Police say ‘hoax’ emergency call prompted Ubisoft Montreal studio scare

Update 12:46 PST: Employees are being safely escorted out of the building and a heavy police presence remains. Montreal Police say “no threat has been identified,” while a group of people remain on the building’s rooftop.

Update 2:01 PST: According to Journal de Montreal, those on the rooftop were being evacuated one by one with hands raised. Police sources speaking to Canadian media confirm the 911 call that prompted the emergency response was a “hoax.”

Original story follows

News reports are emerging that a possible hostage situation is underway at Ubisoft Montreal.

The news outlet Journal de Montreal has reported that a “possible hostage situation” is taking place in the building that houses Ubisoft’s Montreal offices in Canada. Their reporting states that “dozens of people” are being held hostage.

The Journal’s reporting was quickly corroborated by Ubisoft employees working from home due to the COVID-19 pandemic. Community developer Eric Pope tweeted that he was on a call with several employees from the office, who had to leave abruptly before the Journal’s report emerged.

Aerial shots (via the Journal) show numerous people on the roof of the building, which houses other businesses aside from Ubisoft Montreal.

Some Ubisoft Montreal employees have tweeted that they were at the building and were able to leave and are safe, while still stating concern for the colleagues still in the building.

A Ubisoft spokesperson told Gamasutra the company is “aware of the situation and working with local authorities.”

Update 12:30 PST: Police have told Radio-Canada’s Kim Vermette that the operation near the Ubisoft building in Montreal seems to be related to an armed robbery.

Montreal police also tweeted that there are currently “no injuries” and it is inspecting the building.

Update 12:46 PST: Employees are being safely escorted out of the building and a heavy police presence remains. Montreal Police say “no threat has been identified,” while a group of people remain on the building’s rooftop.

UPDATE 4:30 PST: Ubisoft issued a statement on today’s incident via Twitter: 

This is a developing story, we will update it when more details are confirmed by Ubisoft and the Montreal authorities.

Posted on Leave a comment

Video: Using AI to create interactive digital actors

In this 2019 XRDC Session, Deepmotion’s Kevin He discusses the challenges of building an interactive character authoring tool, and as how developers can integrate intelligent character simulation into their own applications.

In addition to this presentation, the GDC Vault and its accompanying YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.