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Blue Sky Thinking

With Project Skyline, Autodesk's Marc Stevens and Eric Plante are bringing the disparate worlds of art and programming together

GamesIndustry.bizFrom the demonstration, it looks very simple to make changes to almost anything about the character.
Eric Plante

It looks very natural, and just the way it should be...but it turns out it this actually just saved a week of somebody's time.

GamesIndustry.bizIt also seemed to allow a greater degree of experimentation.
Eric Plante

Yeah, absolutely. You can add, for example, a cover behaviour, or a vault behaviour, and just see how it works in the game.

Marc Stevens

It's not just a story of we save you money. It's also about giving people more time to experiment with ideas, and get a better end product.

GamesIndustry.bizYou showed this for the first time at GDC this year. What sort of response did it get from the developers there?
Marc Stevens

At a high level people seem very happy to see this. Everyone says, "Yep, this is exactly what we need. When can we have it?" I think the rubber hits the road when you have to start integrating this into your engine and your whole process, and where we're at now with this is starting to work with clients, doing initial integrations, so we'll learn a lot from that.

Eric Plante

People are extremely excited. It predates GDC, actually. When we work on things like this we work very closely with customers. We don't develop in a vacuum, and as I said earlier, we didn't just invent all of this. It's stuff that people have been doing – at great cost, unfortunately – internally, to some degree or another.

The big challenge for us is that people like the concept; it's just that, will they afford themselves the time to change

Marc Stevens, Autodesk
Marc Stevens

The big challenge for us is that people like the concept, they're open to it; it's just that, will they afford themselves the time to change.

GamesIndustry.bizDo you expect the companies with internal solutions to adopt this, or is this really for people who have been forced to work inefficiently through a lack of resources or technical knowledge?
Marc Stevens

The latter for sure. I think the former it's going to depend on...If you look at a lot of the larger companies, they're struggling right now to keep costs down and keep these big teams going. We have talked to some of them and it's a case of, 'If you have a solution for me and I don't have to do it, I'm happy to do that.' At a high level, conceptually, they know they make their money off being creative and creating new, interesting games, not necessarily rewriting technology all the time.

I don't know if you saw the Carmack quote that came out, where he talked about, for the first time, we're not going to be replacing all of the technology, we're going to focus more on the creative aspects and that side of things. I would say that's where film-making is more ahead right now, just because the technology hasn't been there in games, and every new hardware cycle means a change of everything for everyone. It's been expensive. It's been tough. But it's starting to balance itself out now, and people can afford to standardise a bit more on the pipeline.

Everything's maturing enough now that we should be able to do better at this, and I think Skyline shows that we can. If we can get some good projects and good customers on board to show more proof of that we'll have a good story.

GamesIndustry.bizWill larger companies want to keep the idea of standardisation at arm's length. If it allows developers with fewer resources to do more, and the democratic affect that could have, it might not be in their interests.
Marc Stevens

If you look at it that way, it ends up... Take film, for example, once things standardise the big studios only get bigger. Who makes the big CG movies now? Pixar, Dreamworks, Sony, Blue Sky maybe, and that's about it. You've got four or five that can really do it to the right quality level, and to really go high-end in games will still be a big undertaking, I think. Not anyone in their garage with a good tool will be able to pick up and do that. There's just a scale and magnitude that you can't match.

Eric Plante

Regardless of the sophistication level or the amount of investment that a company has in their own tools, everyone has technology cycles. There's always a point when you need to look at some part of your pipeline that has aged, and that's the point where you have to ask yourself, are we gonna do another one of these, or are going to use this solution that's now on the market that's fine for everyone else.

GamesIndustry.bizSo the standardisation of technology and development tools is going to be widespread?
Marc Stevens

I think it's going to happen; it's just a question of when. If you look at other industries, everything standardises. It's just a matter of time. Are we at the right time here? I hope so.

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Matthew Handrahan avatar
Matthew Handrahan: Matthew Handrahan joined GamesIndustry in 2011, bringing long-form feature-writing experience to the team as well as a deep understanding of the video game development business. He previously spent more than five years at award-winning magazine gamesTM.
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