Jeff Pobst, Founder and CEO, Hidden Path Entertainment
Jeff Pobst will share his experience of working on CS:GO in conjunction with Valve. In his talk, Jeff will cover topical subjects for game developers: working with big publishers and strategic investors, paving your way in VR and self publishing, and compare and contrast those experiences.
10 Trends Likely to Shape Enterprise Technology in 2024
From CS:GO to VR – 11 years of Game Development at Hidden Path Entertainment
1. FROM CS:GO to VR
Stories & Insightsfrom 11 YearsofGame Development
at Hidden PathEntertainment
Jeff Pobst
2. Hi,I’mJeff
• I learned toprogram at age10 on a TRS-80, at alocal church
• Alwaysbeen enthralled by computerand videogames
• Went tocollegetostudy Aerospace Engineering (planesandspacecraft)
• Worked in thelab forone professor, taught FORTRAN tofreshman asaundergrad T.A.
• Stayed for grad school and did aPh.D. thesison spacethrusterplumes
• Took film classeson theside, wroteand directed student films
• Worked in thespacecraft industry forfour years
• Sat on an airplanenext toagameproducer from Sierra Online
• Shortly thereafter becameaprogrammer on King’sQuest: Maskof Eternity
• Two yearslater, became Sierra’s first external producer for core games
• Helped ship gamesin theHalf-Life, Homeworld, Lord oftheRingsfranchisesover3+ years
• Joined Xbox and led agroup ofgameconsultantsthat provided freeassistancetogamedevelopers
• Was part of theXbox 3rd party portfolio team for ~4 years
• Decided toget backtomaking gameswith otherex-gamedevs, weall had worked together
• And that’swherewestart today’s story…
8. Game Industry 2006
ConsoleGames
• Most peoplepurchasegamesat retail stores
• Onlineaccessis~33% of theplayerbase
• Console isdominant in market shareand growth
– PS2, Xbox 360, NintendoDS
– PS3& Wii won’t come out until theend of2006
• Big 2006 titles:
• Madden, NewSuperMario Bros DS, Kingdom HeartsII, Gearsof
War, GTA: Liberty City Stories, World of Warcraft
• Xbox LiveArcadewas relatively new
– Bejeweled, HexicHD, Zuma, Hardwood Hearts, Marble Blast
Ultra, Jewel Quest
• Gamesfor Gold & PSPlusprogramsdon’t yet exist
PC Games
• Steam exists.
– Used for Half-Life2, Counter-Strike:Source, and acouple
dozen other games
• PConlinegaming isbig inAsia,
• OutsideofWOW’s second year, not strong elsewhere
• Indiegaming wasn’t astorecategory yet
• Kickstarter is6years away from launching
Monetization
• Premium PurchaseorSubscriptionsdominatethemarket, even in
Asia
• Fewhaveheard thephrase“free toplay”outsideofAsia
• Nexon’sQuizQuizmay bethefirst f2p game
• RuneScapeand MapleStory were soon thereafter
9. Game Industry 2006cont’d
Mobile Games
• Peopleare talking alot about raising money formobilegames
– For flip phones
• Monetization isdonewith carriers and money forgamepurchase
iscollected viaphonebill
• There isn’t an iPhoneyet oran App store(1+ yearaway)
• First Android phoneis2+years away
Web Games
• Casual gaming isstarting tocatch on viabrowsers
• First hidden object web gameforBig Fish isjust starting up
development
• Kongregatewill launch laterthisyearpopularizingflash games
• Facebook isn’t outsideofcollegesyet
– Definitely isn’t agaming platform yet
– Zyngawill launch in 1.5yearswith TexasHold’em Poker
– Farmvilleis3+years away
• HTML 5 is8years away
10. Ok, Youget it…
• Making gamesin 2006 wasquitedifferent than today.
• What should we takeaway from thisasgamedevelopers?
11. Change Is Ahead!
• Your gamestudiowill likelyface major
industrychanges ifit sustains!
• Platformswillchange
• How peopleplay willchange
• How peoplepay willchange
• How andwherepeopleaccesscontentwill change
• How theyfind yourgame willchange
• Why theyplaycanalsochange
• New audiencesmayappear
• Existing audiencesmay wantchangestowhatthey
like
12. Responding to Change
• We couldhave followedevery new trend, butdidn’t
• We choseto followthe trends that matched our team’s strengths
• We spentalotoftime self-scoutingeachtimenew opportunitiesarise
– Whatarewe good at?
– Whatarewe not good at?
– Whattypes of peoplehavewe assembled?
– Whattypes of entertainmentmatchourskills?
– How does whatwe dowell map tobusiness & creative success in thecurrent environment?
• When youare passionateaboutmaking games, change doesn’timpactyour passion
13. Evaluating Opportunities
• Critical choices forpublishingopportunities:
– Which opportunitiestotake /whichto avoid?
– Which are goodforbothusandthem? (correlates with actually shipping)
– Q: Can webe successfulifwe godownthisroad?
– Q: What doessuccesslooklike if wedo?
– Q: What doesfailure looklike if wedo?
– Q: What doesthe mostlikely outcomelooklike?
– Q: Isthe project set up forsuccess?
– Will both parties rememberthe initial situation at the end?
• Youcan’t always choose your opportunities, butyou candecidehow to respond.
15. Our FirstOpportunities
• Networkinganda greatenvironmentfor independentdevelopersgaveusmanyopportunities!
– Firstcompany project wasa gamesigned with Microsoftto build the firstXNA demo / game
– Second company projectwassigned with Nintendo to build an early Wii title
– Third company projectwassigned with Sony to build a huge downloadable title
• All ofthe aboveweresigned in the first year of thecompany– 3different internalteams= ~25 people!
• All ofthe abovehadpublisher personnelchangesduringthecourse ofdevelopment
• All ofthe abovewereeventuallycancelledbythepublisher
• Eachof thecancellationsappearedtobeout ofour control
– Appeared to have more to do withinternal changes atthe publishers (we’re biased ofcourse,and can’t knowfor sure)
– We had builtmany games, buthadn’t shipped anything inour first 2years
• We were frustrated,andveryeagertoship something wewere proudof
16. Shipping an HPE Game
• We were pitchinglargeandsmallprojectstoall
• We did sign one verylargeprojectfor most of the studio
• And wegot an opportunitytobuildDefense Gridon our
own,with a small team,acovetedXbox Live Arcade
(XBLA) slot, andsupportfrom a projectinvestor.
• Defense Grid wasone ofthe first HiddenPath
Entertainmentgamestoship.
• But,surprisingly,it didn’t ship first on XBLA
18. The CS Opportunity
• HiddenPath’sCounter-Strikestory starts with Defense Grid
• Youcanread all theDG detailsonline &in thisbook
• Short version
– DG wasplannedforXBLA exclusive
– DG launchedonSteambefore XBLAin 2008 because...“politics”
– Afew hundredgameswereon Steamat thattime
– We implementedSteamfeaturesfor DGlike we hadplanedfor Xbox
LIVE
– ValvelikedDG &liked ourSteamfeatureimplementation
• They asked inlate 2008ifwe coulddo somethingsimilar forCS:Source
• We had a small groupof5people on theproject
• Valve made itclear:donotalter the members onthe team
19. Awesome to Disaster& Back
• Meanwhile, majority ofthe studiowas developing our “dream” game
• A year earlier, aKorean publisheragreed to financean originalAAAconsole& onlinegame
• So we grew & had 2 projects –largeAAA game, and small team working onSteam features forCS:S
• Months later, the Korean company had a major leadership shakeup
• Replacements said“North Americais nolonger part ofour strategy”
• And game funding stopped
• We shoppedthe in-progressgame to other pubs / investors,but2009was atoughyear forfunding
• We lookedfornew work… and landed alicense-based projectwitha newpublisher...
• ...Whichwas then cancelled ontheday itwas supposedto start
20. Stressful Moments & Choices
• With theproject suddenly cancelled, and cash very low, layoffs looked like theyhad tobe done
• That implied a change totheValve project staffing (which weknew wasa sensitive issue tothem)
• Wecalled Valvetoexplain staffing changes beforewe tookaction
• “Instead, why don’twejust hireyourwhole teamto help us out?”was theresponse. Wow.
• Wewent overtoValvethe nextday andtalked aboutpossible ways we could work together.
• They talked aboutsplitting ourteamup tohelp in multiple areas
– Artists:levelsand props forLeft4 Dead 2
– Designers:Team Fortress 2 tutorial experiences
– Programmers: porting Counter-Strike: Source to Xbox 360
• Looking back, itappears Valvewas evaluatingthe team’sstrengths and weaknesses
• Wehad beenworking on ourown project -we weren’t any more.
• But we keptthe team together,and learned alot abouthow Valve approaches development.
21. Evolution of CS Projectwith HPE
• CS:S for Xbox 360(~8months)
– Initially ported CS:S to Xbox360over8months
– Dida full passonconsolecontrolsand consoleUI
– Select UI upgrades,butnomajor art or designchanges
• Valvedecides we should go biggerwith theproject (+1year)
– Movethe project over tothe newPortal 2 engine
– Add PS3consoleplatform,create newlevels and content
– Update existinglevels & weapons–evensignificantly
• CS:GO multiplatform (go biggerstill: +1year)
– NewGoal: UnifyCS 1.6& CS:S audience (ifeven possible)
– Redesign& data drivea unifiedmovement/jumping/weaponsystem
– Growto 4platforms(PC / Mac /consoles)wLinuxservers
– More levels & modes,newmatchmaking,newfeatures, etc.
22. Early Community Interaction
• Early involvement withpro players
– ValveinvitedCSPros to play at theiroffices
– We conducted interviews,play sessions&then did next-day iteration
– Pro Playersallowedto post to socialmediafreely
– Droveearly anticipation and buy-in significantly
• PAX reveal
– Firsttimepublic could play
– Huge unexpected interest followedby positivereaction
– Betacodesgiven out long before betaopened
• Tournaments
– Valvestartedsponsoring CStournaments
– Gameplayedby prosbefore itwent to open beta
– Couldn’t find 2011/2012 footage, but it wentsomething likethis...
23.
24. Managing the Beta
• Eightmonth Beta with18 updates
– New featuresreleasedevery weekatfirst,every fewweekslater
• Beta process
– Slowly ramped up beta participation
– Pros first,then 10kplayersper week,then evenlargergrowth
– Lotsofdirect forumcommunication
– Highlighted community memberswho accumulatedfeedbackin one place
• Releases
– Coordinated our betareleasesaround topic &themes
– Setup metrics& collectionplan ahead oftime
– Identified how we might takeaction basedon data collected
– Playersgot advancewarning on the testofthe week
– Important toplan our possibleactions beforethe test,though we could
change
25. Community Insights
• Share datawith thecommunity and exposethethought process
• Do polls (ingame,not inforums), share theresults with everyone
• Respond directly to posters with useful feedback
• Respond indirectly tounhelpful feedback
• Attention and reputation arethecurrency of thecommunity
– Rewardgood actorsin yourcommunity (pros, streamers,etc)
– Empoweraggregators, call themout
• Community is greatatidentifying problems, but many of their
solutions aremisguided (they don’thave all the neededinfo)
• Don’t mistakepoor suggestions forinvalid problem identification
• Don’t debatewithplayers – enablethemto debateamongst
themselves
27. The VR Opportunity
• HiddenPath’sVirtual Reality story starts withDefense
Grid
• Youcanread all theDG detailsonline &in thisbook
• TheVR Story happensafter thebook, though:
– We talkedwith Oculusin early2014 aboutVR demos
– 9+ monthslaterweget anemail from a newOculuscontact
– “Can wemeet next weekat GDC 2015?”
– Meeting: “We thinkyourgame wouldbegreatfor VR”
• “Your game”at this timeoften meantCS:GO
• We mentioned that CS:GO wasValve’sgamenot ours
• Oculus said,“no, not CS:GO, …Defense Grid”
• We didn’t understand atfirst–why would anyone want DGin VR?
28. Defense Grid in VR
• VRexperiences involve so much more thangamegenre
– Perspective: 1st person vs. 3rd person vs. “God view”
– Movement: stationary vs. slowmovement vs. extreme
– Presence: where are you and what isyourrelation toworld
– Focus: what are you looking at /what elsedoyou notice
– Power: what doyou control vs. what doyou not control
• Turns out thatdifferent audiencesvalue different traits
above,butcommon ground formany turns outto be:
– God view, stationary, full control ofa miniatureworld with
animating /moving piecesyou could lookclosely at
• Oculus thought Defense Gridwould be agreatexample
of thatcombination
– And afun gamewith alot ofcontent aswell!
29. Awesome to Disaster& Back2
• Meanwhile, majority ofthe studiowas developing our anew “dream” game
• A year earlier, anew Koreanpublisher agreed to financeanoriginal AAAconsole& onlinegame
• So we had 2 projects –largeAAA game, and small team working onSteam features forCS:S
DefenseGrid 2 VR
• Months later, the Korean company had a major minor leadership shakeup
• Replacements said“North AmericaThis genre isno longer partof ourstrategy”
• And game funding stopped
• Fortunately, Oculus was happy withDG2 VRand asked us to build anoriginalVR title
• Googlewas alsointerested inanoriginal VRtitlefor Daydream
• Later, Oculussigned us to athird and afourthoriginalVRtitle.
• We evenhave developed new technology forVR worthy ofpatenting
30.
31. Suddenly WeBecome a “VR Studio”
• Two and ahalf years, fivetitles,nine releases upcoming on
fourVR platforms…
• We’regetting pretty experienced atmaking quality VR
games
• THERE IS ALOT MORE FOR USTO LEARN!
– But aswetalkwith others, we’rerealizing how much ground we’ve
already covered.
• Overall, there is somuch new tolearn making games inVR!
32. Some VR Lessons /Insights
• UI & UXreally is like starting all over
– HUD concepts, motion concepts, comfort concepts, audioconcepts
– We used toput UI graphicson ascreen plane, nowwedesign comfortableinteraction
distances, angleranges, focal depth planes, IPD’s(InterPupillary Distances)
– Each of thosesettingsdramatically impactsthe“feel”ofthegame
• Nonlinear designiteration comparedtoyourexperience!
– Need topolish much morebefore evaluating test content (animation /audio/
haptic)
• Physical interactions create muchmorecontrol dependenciesthan youmay
be usedto
– Context UI /button mapping approaches/etc. arevery different in VR
• Player communicationbandwidthisdramatically larger
– Sending much moreinfototheplayerthan everbefore
– Sending that infotodifferent partsofthemind
– Have tobeaware of what you’re communicating withyourmechanics/experiences
• More usertesting for every stepis needed
– When something worksfor you –it may or may not workfor othersat a confidence
lower than you areused to!
33. VR Development Business
• Do VR Gamessell
– Rightnow, topoutliersare making ~$1m+inrevenue
– Nota lotofROI upside,and a lotof ROIdownside
– VR games are more expensive tomake than normal games
– Public expects amazing VR experiences whichmeans significant dev budget pressure
• So, whyfocuson VR developmentwhenthereisn’t an audienceyet?
– Emphasizes Our Strengths: It’shard, challengingdesign, lots ofquality required, and we seem to be goodat it
– IPOpportunity: Create new IPfor the studio& its future
– Genre Opportunity: Weget to demonstrate design skills for RTS, Platformer, Adventure, Arcade– setting upfuture
opportunitiesinmultiple genres
– Strategic Opportunity:Studio iswell positionedfor new opportunitiesif/ as VR grows
– Strengthens the Studio:Learning even more aboutgame development and design approaches
35. Opportunities & Choices
• DevelopmentOpportunitiesCome from Many Places
– Ambitions
– Survival
– Timing
– Luck
• We identified ourvalues& goals:
– Making quality games
• Helps us build a reputation with the audience, publishers anddevelopers
– Sticking with ourstrengths /differentiators
• Whichgives people a reasonto choose ourstudio
– A focusongreat design
• Whichallows developmentof fun across differentgenres &audiences
– Keepingthe team together
• Whichgives us more opportunities now& inthe future
• Here’s More aboutthe team...
36.
37. What’s next?
• CHANGE
• We’ll be
– Striving to deliveron the opportunityto entertainmillions
– Ensuringeachproject wedomakes usbetter
– Excited aboutwhatevergameopportunitiesarecoming next
– Unlikely to predictwhatthey willbe
38. Wrapping It Up
• Hopethat helped out abit:
– Navigating ourupsanddowns
– Looking athow welookat ourselvesandopportunities
– Sharedsomeinsightsinto ourcommunity interaction on CS:GO& earlyVR work
Editor's Notes
George W. Bush was president in the US. Italy won the World Cup final over France. Everyone was buying a new home with amazing mortgage deals while Enron executives were found guilty of manipulating the price of electricity. Saddam Hussein was sentenced to death and liquids were first banned from airplanes when homemade gel bombs were attempted to be brought on board 10 British jets heading for the US.
Tiger Woods was on top. Tom Cruise was getting married. Brad and Angelia were having a baby, Heath Ledger was making headlines and hadn’t even been cast yet as the Joker, Dick Chaney was shaping US policy, Borat appeared in theaters, and Jay Leno was considered the future of Television. Also, Time wondered if all the technology gadgets available to kids were too much for them to handle.
Time shows 3 cell phones on the cover – 2 flip phones & a smartphone of the time, headphones, laptop, and iPod with click wheel.
In US mainstream gaming Assassin’s Creed was first introduced. World of Warcraft was going to be the game of the Year. Guitar Hero II was going to show that the first Guitar Hero was not a fluke, Windows Vista launched to be the future of PC Gaming. Gears of War was introduced.
GTA was huge. Nintendo launched a new handheld platform with a big Zelda game and a new Prey game - 10 years in the making was released. Wait a minute…
Both = liklihood of the project completing
Projects where they won’t be happy even if you accomplish all that you can