z_Featured – Three Fields Entertainment https://www.threefieldsentertainment.com Wed, 06 Jan 2021 14:51:25 +0000 en-GB hourly 1 https://wordpress.org/?v=5.3.16 https://www.threefieldsentertainment.com/wp-content/uploads/2019/01/cropped-favicon-32x32.png z_Featured – Three Fields Entertainment https://www.threefieldsentertainment.com 32 32 “Summer in the city” – Dangerous Days #4 https://www.threefieldsentertainment.com/2020/07/28/summer-in-the-city-dangerous-days-4/ Tue, 28 Jul 2020 14:59:35 +0000 https://www.threefieldsentertainment.com/?p=4834   “Summer in the city and the air is still….” Has it really been THREE months since I last updated the website? I guess so. Why is that? Well, like the rest of the planet we’ve been living through a...

The post “Summer in the city” – Dangerous Days #4 appeared first on Three Fields Entertainment.

]]>
Summer in a desert landscape.

“And it’s very far away…”

 

Summer in the city and the air is still….

Has it really been THREE months since I last updated the website? I guess so. Why is that? Well, like the rest of the planet we’ve been living through a global pandemic. Luckily, for everyone at TFE their families remain safe and well. That’s the most important thing. And what a hot Summer we’ve had so far!

This is my fourth update and thinking about it, it probably would have been my fortieth by now. After taking the game to PAX East Boston back in January, the year ahead had us planning to attend just about every game exhibition going. We were getting ready for events like EGX, GDC, E3, Gamescom and all of the rest of them. We were looking forward to a good Summer of travelling. You would have been able to sort of follow along with us and see the game evolve as we headed up to finishing it.

But that all changed in the end of February. Looking back, attending PAX felt like taking a huge risk. I don’t think anyone will be rushing to volunteer to be in the same place as 250,000 other people right now. We shook a lot of hands, shared our controllers with thousands of people and handed out our own personal phones to capture email addresses. It was exhausting, there’s no doubt about it. But we survived it. Barely. But we survived.

And did we show ‘the game’ to anyone back in January? It might have looked that way. But to us, we certainly didn’t. We just showed a ninety second race on a tiny tiny piece of one road in the game. We were about five months into development and the opportunity to go to the Show presented itself. So we took it. And we’re glad we went. It was good to see some of our returning fans stopping by to say hello. (And Chris from CT, if you’re reading this – drop me an email as I’ve lost your details!)

So here we are at the height of Summer.  At the end of this week, we’re closing our home offices for a fortnight. We’re all due for a summer break. And game makers are regular folks too. I know we do appear to have magical powers, but it’s good to take a break from using them! It’s good to get some time away from everything. Lord only knows we’ve spent lifetimes looking at screens already.

There are three things I’d like to talk about though.

The first is that the game will be coming out later than we originally planned. We’re making a substantially bigger game than we’ve made so far, and we’re working on more platforms than before. So naturally, it’s going to take longer to finish.

The second is that we’ll probably look back when things get back to normal and say that the lockdown impacted us in quite a positive way. We were already pretty well configured to all work from home. If anything, it has brought us all closer together. We meet every day at half ten in the morning in the game itself. And then we go again later on , usually at two but sometimes at four. We’ve ironed our more than our fair share of niggly online issues already.

Joe Morton as Miles Bennett Dyson in 1991's "Terminator 2:Judgment Day"

“If we can change the future then I won’t be in “Speed 2: Cruise Control”

It’s also been a great stimulus for thinking differently about things and trying out new ideas. We’d been playing together for about a month when Alex Veal suggested something that was outlandish and revolutionary for online gaming. Within two days, we were playing his first prototype and then all thinking of ways to take these new ideas further. It reminds me of that line in “Terminator 2: Judgment Day” when the Cyberdyne programmer Miles Bennett Dyson said the chip fragment from the first Terminator ‘gave them ideas, new directions and things we never would have thought of.” As a team we embraced his concept and the game is all the better for it. In fact, we’ve had a great Summer of online gaming in the new game so far!

Summer road stretching into the horizon in the United States

“But it’s growing day by day.. And it’s alright. Baby, it’s alright.”

The third is about the sheer size of the world we’ve built for you to drive around in. Without saying too much more, I can let you in on the fact that it’s 449 sq.kilometres. Trust me, it’s a lot of mileage to cover. And there are some truly cracking roads in there.

Right then, that’s more than enough for update four. I’d better stop whilst I can to avoid spilling the beans too much. And remember, beans are never for spilling. They are for eating. Make sure they are piping hot, but haven’t been left to boil. And serve them atop two slices of your favourite bread that has been well buttered beforehand. Wash down with an equally piping hot tea. If you’re a dynamic adventurous type of person, you might want some HP Sauce on the side. But only if a risk assessment has been performed. Let’s not go crazy everyone eh?

Talk to you again soon!

The post “Summer in the city” – Dangerous Days #4 appeared first on Three Fields Entertainment.

]]>
PAX East 2020 – Will Everybody Know Our Name? https://www.threefieldsentertainment.com/2020/01/14/pax-east-2020-will-everybody-know-our-name/ Tue, 14 Jan 2020 18:36:48 +0000 https://www.threefieldsentertainment.com/?p=4355 Making your way in the world today takes everything you’ve got. The gaming convention that is Boston’s PAX East 2020 is coming! In fact it’s happening in 46 days time! And we’ll be returning to Boston for the second time...

The post PAX East 2020 – Will Everybody Know Our Name? appeared first on Three Fields Entertainment.

]]>
PAX East 202

Making your way in the world today takes everything you’ve got.

The gaming convention that is Boston’s PAX East 2020 is coming! In fact it’s happening in 46 days time! And we’ll be returning to Boston for the second time to exhibit at the event!

We spent time yesterday booking airline tickets and trying to sort out our hotel reservations for the show. It feels like I was at the last show just a few weeks ago. For those of you in Europe, you might know what an important games convention this is. PAX East Boston spun out of the Penny Arcade web comic and got going in 2004. There are now multiple conventions held in various locations around the United States. There’s also a PAX that happens Down Under in Melbourne, Australia.

Exhibitionism

I’ve been going to games shows a bit like PAX East Boston since I was fourteen years old. I went to some of the early Commodore Shows in the UK in the mid-Eighties. It was rare to see game running in shops back them. So to be able to go to one place and see a wide variety of games running on all the different formats was an amazing experience. Fast forward just over a decade later and I was in the games industry and going to shows as an Exhibitor.

The big show in Europe back in the 1990’s was ECTS – which was the European Computer Trade Show. It was held at Olympia in London – a place which was somehow difficult to get to however you tried to get there. And it was held not once but twice a year, in the Spring and in the Autumn. It’s interesting to note that at that time there were so many games being released and so many software developers and software Publishers that ECTS happened twice a year.

Three’s Company

The main US show back then was CES every January – the Consumer Electronics Show, which is just coming to a close this week in Las Vegas. It’s much more of a tech show these days, but back then it was THE event of the year for the US games industry. But it was three shows in one – it was a tech show, a games industry show AND it was the event for the adult film industry in the US. The big games companies didn’t like that, so a new show – focused solely on the games trade, called E3  – Electronic Entertainment Expo – began in LA in May 1995.

The rise of E3 ultimately sounded the death knell for the ECTS Shows. With the US show moving to May – big games premiered there and not at Spring ECTS. The European shows were purely a vehicle for physical media retailers to take another look at games they had already ordered at the January CES event. There was still time to either order more or cancel altogether depending on how the games were shaping up. As E3 got bigger and games moved from expensive ROM cartridges to CD’s ECTS would lose its’ reason to exist.

Society Against PlayStation

The first ECTS I worked was in September 1995. I had just joined the European HQ of Acclaim Entertainment based in London. Despite the fact that later that month Sony were launching PlayStation, our big game for the 1995 ECTS was “Batman Forever”  and “Mortal Kombat 3“for SNES and Megadrive (that’s Genesis for all you US readers!). But we also had three games on show for the about-to-be-released Sony machine. The company had a big stand, with the best position front and centre right in front of the main entrance. You could even wipe your shoes on the company logo as you came in. We paid a premium to have a special doormat made by the main doors!

Below is a side on photograph I took just before the show opened. It’s a poor quality photo because, well, most snaps were back then. I had to post my film away to get the photos developed. ( Note to all ‘non-old’ readers – this was actually something you had to do!) The games on show were “NBA Jam” by Iguana for PlayStation, a vampire cinematic game called “D’s Dining Table” from Warp and Kenji Eno for Sega Saturn, then Probe’s  “Alien Trilogy” for PlayStation, and then Capcom’s “Street Fighter: The Movie” for PlayStation.

Acclaim ECTS 1995 gaming expo

A truly professional quality photograph taken inside ECTS Olympia 1995 Photo Credit: Alex Ward

Floored!

We also had the actual Batmobile from the movie “Batman Forever” for the show, on loan exclusively from Warner Brothers. I was the point person for the company as the car was delivered at Olympia and pushed by hand into the exhibition centre. It came with its own security guard. As it was a one of a kind prop it had a ridiculous insurance premium to match. It has been used in London that very week. It was driven by UK Williams F1 driver Damon Hill to open the big Sale at the Harrods Department Store in Knightsbridge with actor Chris O’Donnell from the movie. That shop was directly opposite what used to be the Acclaim London HQ. The car itself was made of polished matte fibre glass and had very very long fins extending from the back of the car. It had a small Mini engine and the flame effect was created by one of those burners you see supplying fire inside hot air balloons.

AKLM Batmobile games convention

Warner Bros “Batman Forever” Batmobile ECTS 1995 Photo Credit: Alex Ward

The car was slowly and carefully pushed by about eight of us about fifty painstakingly slow metres from the loading bay at the back the Hall all the way down to the Acclaim stand at the front. Unfortunately for us, the flooring of the stand was raised off the ground level ever so slightly. That thing weighed a ton or so so trying to lift the front or back end over a small kerb was impossible. One of the crew who was working on finishing the booth construction knocked up a makeshift ramp out of a nearby discarded wooden pallet. In the end about twelve people forced the Batmobile backwards up the handmade ramp.

Three things went wrong. One, the handmade ramp collapsed due to sheer weight with only the back wheels up on the raised stand. Two, I was holding the back left fin of said car as the ramp gave way and a small part of it came off in my hand. Thirdly, as the car finally made it into position everyone stood back and we congratulated ourselves over a difficult job done well. (I mean, it could have been much worse really.)  Then the car fell through the floor!

It turned out that no-one had really told the Dutch construction crew that a very heavy prop car was going to be sitting in the middle of their wooden plywood and carpet stand. So there was no way it could have taken that much weight! The ever-so-slightly loud crash that echoed around the Hall got a lot of attention. We soon had a lot more people coming to help! In the end, the car was lifted and moved out of place. The floor was reinforced and repaired and by the end of the day no-one would have known what had happened. And all this excitement before the Show had ever opened. I won’t say what happened to that broken piece of Batmobile fin though. And if someone discovered it glued on with Pritt-Stick the following week, then it was clearly nothing to do with me at all…

Strictly No Photography!

As I mentioned earlier, the car was a one-off and came with its’ own 24h security. This was for insurance purposes apparently. No-one was supposed to get too close to it. The stand had been designed to prevent people being able to walk around it. You can see the banks of monitors doing that  in the photograph below. The cockpit was also closed shut – to prevent any old idiot trying to get it and also to stop anyone seeing how rubbish it looked inside.

After so much stress and struggle over the car, when the security guy wasn’t looking I slid the top back,  jumped in and got our IT Manager Paul Fox to take my photo. As the new guy in the company, this was a strict no-no and I got a stern telling off seconds later from my Boss. So when she then turned her back, I took one of Paul and even ‘Smaller’ Paula from the overseas sales department managed to jump in as well.

Alex in Batmobile ECTS games show

A potentially career limiting photograph at ECTS 1995 Photo Credit: Alex Ward

It was all worth it in the end though because our stand was the talk of the Show.  In fact, here’s a spectacularly low quality video I found on YouTube from German games magazine Power Play:

If you watch carefully, you’ll see that their camera men didn’t even film the Acclaim Entertainment stand at all, so our newly near-mint condition special movie prop Batmobile is nowhere to be seen. Obviously, two people play fighting with swords and Virgin Interactive’s faux Cinema stand were much more important to be captured and immortalised forever on film. If you squint carefully, you can just about glimpse the massive Sony PlayStation stand which took up the entire far end of the first floor of the show!

E3 – Electronic Entertainment Expo

The E3 shows were much bigger, louder and glitzy than any of the European shows. And unlike shows like PAX East Boston, one hundred per cent corporate. The first one I went to was held in Atlanta. I don’t remember too much of that show. For ALL of it I was hard at work, with back to back appointments for all three days. At that time I was meeting developers from around the world. They were pitching me their projects. The big games of that show were the first showing of “Half Life” on PC and the next game from Rare’s “Goldeneye” team which was “Perfect Dark.” None of which were ever going to be pitched to me.

Shows like E3 were like attending massive rock concerts. Hordes of people. Nowhere to sit. Nothing to eat or drink and noise, non stop noise from 8AM until sundown. I remember the Nintendo stand being a stones throw away from mine, but I never got time to venture over there. In fact the noise of the show was so loud it was hard to hear what anyone was saying. I went to sleep after the first day wondering why on Earth Rare had called their new FPS game “Perfect Dart?”

Celebrity Squares

The best E3 shows came a few years later when I was showing the “Burnout” games. Each one was special, but the first one we did with Electronic Arts for “Burnout 3:Takedown” was definitely a highlight. The game looked great and we were front and centre on the EA stand – the biggest, brightest, and loudest of the event. That game showed spectacularly well and it was an easy sell to the gaming media. EA had close ties to a lot of celebrities so you’d suddenly find yourself demoing your game to Robin Williams, Steven Spielberg or any of the big name NFL players. The thing there was that none of knew anything about American football, so we didn’t recognise any of them!

Here’s some footage from that E3. It was actually filmed by me. So thanks to the person who copied it from my Vimeo site and posted it helpfully on YouTube. I knew I’d need it one day!

Out of Control

Those shows were exhausting to work at, but none of them really had the act of playing games at their heart. They were trade only affairs, so you’d go there to show your game to the buyers of all the retail chains from around the world. Only the specialist Press journalists would want to actually hold the controller and play your game. The rest were there just to watch. Handing someone a game controller usually garnered a strange physical reaction. It would usually be one of sheer embarrassment. No no, they would insist –  they didn’t play. But their son or daughter did!

Luckily though, shows like PAX East Boston have turned this world around. E3 is now a public show. The big European show, Gamescom, is a public show. It’s not about the suits anymore, and most of the retailers have closed down. So gaming conventions are really back to where they started. They really are for the players! Let’s take a moment to celebrate that shall we?

Here’s a quick video from IGN that shows a lot of people dressing up at PAX East Boston 2019:

Dressing Up

Costume play started at Japanese shows like Tokyo Game Show and have now spread around the world. I was lucky enough to go to many TGS at the turn of the millenium. Interestingly, all the cosplayers had to stand outside in the freezing cold. There was a small concrete area between each massive exhibition Hall. You’d see a lot of scantily dressed teenage girls in various costumes, and large queues of older men lining up with huge professional camera gear with paparazzi style telephoto lenses. The performers in their home made costumes had to stand outside because of strict rules laid down by the Japanese publishers. It was OK to have Sonic The Hedgehog inside the exhibition hall, but apparently not OK to see Sonic having a fight with someone dressed as Princess Peach or smoking a cigarette! Luckily though, big fan shows like PAX East encourage cosplay which is why it’s so popular over the four days of the event.

TGS Ticket 1998 - nothing like PAX East

A scan of my actual ticket from the 1998 Autumn TGS

Megabooth Heroes

For PAX East Boston 2019 we were lucky enough to take advantage of a last minute opportunity with the brilliant folks who organise the Indie Megabooth. This group works hard to create access to big events for independent games developers. The timing worked out for us as we’d pretty much completed development on “Dangerous Driving.” It’s never easy to show an in-development game at a trade show, let alone a public show. But for us, I was able to fly out from the UK with a Xbox One X in my bag and the complete game sitting on the HDD.

PAX East Boston is a very very different style of show. It’s definitely nothing like E3, not like GDC, and nothing whatsoever like the old ECTS. It reminded me much more of the first UK game shows such as the PCW Show in 1987 or the Commodore or Atari User shows. It feels much more authentic and despite the dominance of the big format holders and the arrival of tech firms like Facebook on the show floor in Boston it remains a much wilder and crazy experience.

Destination: Boston Games Convention

PAX East Conference Hall

This clearly looks dangerous driving outside the Boston exhibition centre.

This year though I won’t be alone. Paul, Phil and Simon from TFE are all flying out to Boston to work the show with me. Last year was very challenging. There’s a reason why virtually no-one even attempts to work a show like PAX East Boston alone. And it’s a four day show, compared to the lightweight gruelling three day E3 shows of old.

Championship Vinyl

Last year it was just me going out with a single console in my carry on luggage. Our US-based publicist Tara Bruno travelled up to Boston from New York by train. She is a PAX veteran and I was so glad she was there is no way I would have survived without her and her team. The event is held at a massive exhibition place at a Seaport close to Downtown Boston. Our first stop was to collect our exhibitor badges. Our second stop was at the on-site FedEx office where Tara had arranged to get a huge vinyl print of the “Dangerous Driving” logo done in advance. It was big. It was expensive. And very very heavy.

Big heavy sign in tow, we went to find our exhibition space so we went down the big escalators and into  the PAX East exhibition Hall. We walked past hives of people hurriedly setting up displays, neon signs, consoles and controllers. These were the big stands for Sony, Microsoft, Nintendo, Facebook and some Asian PC companies I wasn’t familiar with. This was definitely the calm before the storm.

Federal Green

Our small stand was just opposite the mighty Facebook stand and just inside the entrance to the Indie Megabooth. Now here’s the inside story about what it really costs everyone attending such a show. You have to pay to rent the stand space. We were fortunate, we were getting ours at a discount owing to someone else pulling out of exhibiting at the last minute. You get a table and a single chair. Everything on top of that costs money.  Want a waste bin? That costs. Want carpet? Yes, that too. Was some underlay to go underneath that carpet? Yep, that’s an extra as well. Need a TV? Yes we did as it was too big to bring with me on the plane. Plus, the power voltage is different over there.

Standing On Our Own Two Feet

We rented the biggest display we could get – which was a 4K 55 inch LCD Panel. And yes, we paid for carpet underlay too as we knew we’d be standing up for eight hours a day over the next four days. All we had was the barest of bare essentials. A big TV, an Xbox One X and a controller. It would be really easy to spend more – signs, leaflets, merchandise but I figured that the game would either draw a crowd or it wouldn’t. People come to see a new game. And we had a new game so that was that. If you want a comfy sofa, they were seven or eight hundred bucks on top. And accessing some very slow internet for the following four days was also out of our budget.

Construction Time Again

Our first task was to hang the enormous vinyl banner Tara had organised. That formed the backdrop to the space. There were two of us. It was heavy. We had once chair and some bungee cords. All the people working at Show were Union so they were forbidden to help us. Cue much merriment as we went back and forth trying to keep the thing tied on and level whilst balancing on a wobbly plastic chair. But once it was up it stayed up – just.

Our PAX Banner

Dangerous Driving Stand at PAX East 2019 Photo Credit: Alex Ward

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

The folks at Epic also help out indie developers in a big way. For any Unreal Engine powered game at PAX East Boston, Epic provided free pop-up signage for the booth. That was a key tool in guiding people into the Indie Megabooth and finding our game! Things like that are really appreciated by small developers like us! Epic do get a lot of stick sometimes, but they have been consistently amazing to us on every game we’ve made.

 

The banner Epic made for our game

Epic Banner for Dangerous Driving at PAX East 2019. Photo Credit: Alex Ward

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Our TV arrived shortly afterwards and after a quick test we were good to go. So we did. To the bar in the adjacent Hotel. I think we were one of the first people to finish setup and be able to leave the Hall, now slowly filling with stressed exhibitors and littered with empty pallets and packing materials.

Marathon Effort

At this point, I’d love to be linking to the many brilliant videos I filmed at the show, or a link to a Gallery of the many hundreds of pictures I took. But guess what? It was so much full on non stop hard work. I barely took any! The Show was very rammed and very exhausting. There were only two of us working the Show, which meant it wasn’t easy to get any breaks at all. It was a 20 minute walk to try and find a bathroom. There was no way to get something to eat or drink. It was non stop game demonstration.

Tara managed to get coffee delivered by simply asking on Twitter “Hey I’m dying here at PAX East! Can someone bring me a cappucino to Stand XYZ?

Ten minutes later a total stranger turned up with her coffee. “Are you Tara?” and handed it over. And like that, he was gone. Totally bonkers stuff!

We didn’t have the biggest stand in Boston. Facebook did. We didn’t have a glitzy stand. Pretty much everyone else did. But we did OK. People sat and played the game from the moment we opened until the moment we collapsed at the end. The standard demo was Canyon Short in the Tuned Sedan. It was about a three to four minute play time and that wasn’t ideal. Plus we only have one pod. And an Xbox controller. Some players even  refused to play because they didn’t want to use the Xbox pad – that was a new one on us.

It was great to have a pretty constant stream of people waiting to play Dangerous Driving at PAX East 2019. Photo Credit: Alex Ward

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Overall PAX East Boston was a really positive experience. I met a lot of genuine race fans who had played all of the games I’d directed throughout my career. Some had come just to say hello, and brought copies of different games for me to sign. I tried to shake everyone’s hand and talk to anyone who wanted to talk. I didn’t lose my voice but my feet really did hurt at the end of every day.

PAX was a very very different experience to any other game event I’d been to. Both small scale and intimate but also massive and daunting. It was stupid to go alone. I had Tara with me for the first two days and then was joined by Tom Green, a former movie PR who works for her. Going alone made everything harder and ultimately made me ill for the final day of the show.

When Steve Groll from SCEA emerged through the crowd bringing me a bottle of water, a cup of hot water, milk and sugar – so I could make a tea – and have something to eat I could have cried! That was so kind of him. He’d walked past and realised we were slammed. So he went to get us food and drink and stood in line for 30mins as well! Steve if you’re reading – thanks again because you really saved me that day! (Steve was our West Coast PR for “Burnout 3 Takedown” when we both worked at EA.) Tara and Tom literally saved the whole show for us and without them we would have never have attended.

So that’s it – we’re heading to PAX East Boston next month. If you’re going, come and find us. We’ll post details of our stand number here as soon as we have it.

I can safely guarantee that we’ll have no Batmobile-like prop gimmicks on hand, probably no cosplay, but we might have some exclusive merchandise and something surprising to show you of our new game.  Bonus Points will be awarded if you bring us sweets, coffee and paper cups of boiling water with you as well. We’ll be trapped inside PAX Boston for four straight days, so please spare a thought and help keep us going! Because taking a break from all our worries sure would help a lot!

As we’re all going to PAX East Boston, this blog piece has to finish with this:

 

 

To be sure you never miss any of our news why not sign up for our Dangerous Driving Club. Admission is free and you could win one of our games in our monthly prize draw.

 

The post PAX East 2020 – Will Everybody Know Our Name? appeared first on Three Fields Entertainment.

]]>
The Road Ahead – Our Plans for 2020 https://www.threefieldsentertainment.com/2020/01/10/the-road-ahead-roadmap-for-2020-three-fields-entertainment/ Fri, 10 Jan 2020 13:06:53 +0000 https://www.threefieldsentertainment.com/?p=4335 What does the plans for our  2020 roadmap for look like for Three Fields? Is that a screenshot from “Dangerous Driving?” And is that the mountain that you see whenever you watch the start of a film made by Paramount...

The post The Road Ahead – Our Plans for 2020 appeared first on Three Fields Entertainment.

]]>
Road Ahead Plan for 2020 Dangerous Driving

What does the plans for our  2020 roadmap for look like for Three Fields? Is that a screenshot from “Dangerous Driving?

And is that the mountain that you see whenever you watch the start of a film made by Paramount Pictures?

It’s been some time since we finished working on updates to “Dangerous Driving.”  We’re returning to work excited about seeing the different things we’ve been working on come to fruition.

Without going into too much detail I thought I’d share some, but not all, of our 2020 roadmap for the great year we have ahead.

Handle With Care

The first few miles of our 2020 roadmap for us is all about handling, which means everything to do with how our cars drive and play. Our game might be an accessible arcade style game, but underneath the bonnet there’s a very complex full simulation driving everything. In a nutshell, there are three main areas we look at. Firstly, how does the car drive? Is it fun? Does it feel good? Does it drive how you think it should drive?  The second area looks at how well the car hits things. That’s everything from rubbing against walls, scraping along barriers, breaking barriers, hitting roadworks and other props and hitting other cars. The third area looks at how things react when you hit them. That’s mostly dealing with the physical reactions of other cars – flipping, rolling, bouncing, deformation and bits that come off.

Dangerous Driving” is a very very high speed game. I make that point because not many other games are these days. Many games feature human characters exploring a 3D world. Things tend to move much more slowly in those sorts of games. The fastest you ever go is when running. In contrast, we’re blasting around at speeds over 150mph and hitting things. This makes for a fast and exciting game, but it’s also where the problems can begin.

When two things hit each other, the physics has to do a lot of things in a fraction of a second. Mostly things work out correctly, but in some instances, they don’t go to plan. That’s when you might see things like cars pinging off each other at speed, or even worse, falling through the game world. It’s OK, we’ve seen it happen. In fact, these things tend to happen in many games. But it’s something we’re always trying to improve. We plan to minimise the chances it can happen.

So we’ve spent a bit of time fixing bugs, watching streams of people playing our game and making plans with our good friends and partner at Epic Games to solve some of these difficult problems. The results have been good so far and we’re seeing much better head-on crashes. Vehicle deformation and better physical reactions across the game are also on our 2020 roadmap. All good stuff.

Roadside Assistance

The next stretch of the 2020 roadmap for us concerns the roads themselves. This covers a whole range of things based on everything to do what the roads the cars drive on. Are they made up or are they based on reality? Are there enough hills? What are the bends like? Are there the right amount of each? Does the road have ‘a good flow to it?’ and also what does it feel like at top boost speed? I think I’ve forgotten one. Jumps! Oh yes, that’s it. Is the jump too big or too small? And do landings from jumps go to plan?

We were happy with the courses we made for the last game, but we still felt there was room for improvement. As we’ve said a few times before, each game we make is a stepping stone to the next one. We make the tools, make the game and then get back to work making plans to improve those tools to go even further. All those things feature on our 2020 roadmap.  We’ve been working on making much more natural roads to drive and race on. We’ve taken a bit of inspiration from thinking about what roads are dangerous and what roads aren’t. We also know that making a game based on high speed driving is much different than making actual real race tracks.

We spend a lot of time thinking about corners or bends. (In fact, why do we call them corners anyway?) We try not worry too much about that, but we have been working on making a much wider variety of corner shape. We like bends because it’s fun to slide around them. But we also have to make sure you can slide around them and move in and out of traffic. In creating more natural roads we’ve also got a much better sensation of what we call the ‘rise and fall’ of the road. So you can see the road stretch ahead of you a lot more, a bit like you can see in the photograph above.

Featured Players

The third big chunk of the road ahead for us is delivering a richer feature set to our games. You have to start somewhere, and we felt we did a good job putting nine different game modes into “Dangerous Driving.” We’re also proud of how well the Persistent Wrecks feature worked. They created some great racing moments, and the feature was well received when we exhibited the game at the PAX East convention in Boston last March.

Wheels On Fire

Without giving too much away, I’m pleased say that we’re building on our wheel support for our PC Players. We’ll also be bringing wheel support to console players. We’re already working with our friends at Thrustmaster and Logitech. I’m in touch with Fanatec as so we’ll see if we can get some support with them as well.

We’ll also be adding in a Single Race mode for those players who just want to pick a car, a track and set how they want to play. It was a feature that didn’t make the cut for the “Dangerous Driving“, but we’re bringing it to our future games.

Split Personalities

Likewise, split screen support. We know there are a lot of you out there who want to share the racing fun with your Wife/Husband/GF/BF/BFF/brother/sister (delete where applicable) and that you have a second pad knocking around. So we hear you and we’ll do our best to make it happen. Figuring our unique ways for two people to play together is something we’ve spent a LOT of time thinking about. Some of that thinking has been going on for well over a decade.

Cross-platform play is something we wish could have included in our plan for our last game. It seems a lot of rules and regulations were being figured out last year and it was too late for us to take advantage of them. But we have our fingers crossed that we can make this happen. We do have an online crowd. It’s not the biggest in the world yet, but it’s also not the smallest. It will be great if you can all race and crash together regardless of what system you are playing on. So it’s definitely on our roadmap for 2020.

We’ll be continuing to work with our friends over at Spotify to use Music in a few clever ways. But this time, we’ll also be adding a curated list of licensed music to the next game as well.

And finally, the distant mountains of the road ahead are all about new hardware platforms for us and forging some new partnerships.

It’s going to be a fun year. We’ll try our best to keep you updated with our plans. There will be times when we’ll be really open and keep you up to date. But there will also be times when we’re just flat out and consumed with the work we have to do. So please bear with us if we’re radio silent for a bit!

To be sure you never miss any of the news we do share why not sign up for our Dangerous Driving Club. Admission is free and you could win one of our games in our monthly prize draw.

The post The Road Ahead – Our Plans for 2020 appeared first on Three Fields Entertainment.

]]>
Four day working week – a blueprint for sustainable game development? https://www.threefieldsentertainment.com/2020/01/07/four-day-working-week-blueprint-for-sustainable-game-development/ Tue, 07 Jan 2020 16:58:05 +0000 https://www.threefieldsentertainment.com/?p=4307   A four day working week? Are you crazy? Is that what working smarter is really about? Who likes Mondays? Most people don’t. But here at TFE we really like them. Why? Because we made them part of our weekend....

The post Four day working week – a blueprint for sustainable game development? appeared first on Three Fields Entertainment.

]]>
 

Finland home of four day working week

A four day working week? Are you crazy? Is that what working smarter is really about?

Who likes Mondays? Most people don’t. But here at TFE we really like them. Why? Because we made them part of our weekend. We’re working smarter.

Recently we read about Finnish Prime Minister Sanna Marin looking into plans to introduce a four day working week over there. Well, we can exclusively reveal that we adopted a four day week at TFE Towers ages ago during Summer 2018 and so far it’s worked beautifully for us.

We get many many hits on our website from Finland so it’s fair to say that the new Finnish Government have clearly stolen this four day week idea from us. They obviously paid close attention to the fact that despite being a tiny development team of seven we released our most successful game so far “Dangerous Driving” in 2019, releasing on three formats simultaneously. Like us, Finland is also quite small but with big ambitions so it’s obvious we’re the inspiration behind this bold and progressive new initiative. Finland wants to be like us and work smarter, not longer.

Hawaii beach - spoils of a four day working week?

It’s Tuesday January 7th 2020. We’re back at work today after a gloriously long Christmas break. Everyone feels rested and refreshed and ready to continue the projects we began last Summer. Three weeks off every Christmas is highly recommended. It’s going to be a spectacular 2020 and we’re all looking forward to what lies ahead of us.

We spent the long break in the sun on various beaches like the one pictured above. It’s a great way to unwind, sipping a cold drink with a flower in it whilst staring at the sea and the distant horizon. It’s the best way to reflect on life, the universe and everything.

Well, not all of us did. Fiona did spend time in the sun, whilst the rest of us were home in the UK spending time with our family, friends, very small children and our dogs. The weather here was unseasonably mild. Christmas Day was one of the sunniest days in England in months. Glorious stuff!

The Generation Game

Speaking of horizons, there is new console hardware on the horizon this year from both Sony and Microsoft and we know for sure that we’re all excited to welcome in another generation of console hardware. We’ve also been early adopters of Google’s Stadia system, picking up one of the Premiere Editions. We got this just as the service had gone live.

After a few wi-fi issues on setup in the office, we got it up and running quickly. The controller is excellent, and it feels just like a classic console controller should do. We’ve not experienced many issues with the service either at  here at TFE Towers or at home in a more normal gaming environment. To see modern games like “Destiny 2” or “Red Dead Redemption 2” running on any old laptop or Macbook is pretty amazing.

“Dad-ia”

We think the system has a lot of potential and it will be interesting to see what games will get made, especially as the developers won’t be constrained by hardware limitation. We always laugh during the run up to console hardware launches. Someone always comes out with a quote about how the developers “will only be limited by their imaginations now” – whereas we know as veteran game developers that the sort of person who would ever say that doesn’t make videogames. Imagination has never limited a videogame, but memory and hardware performance always has!

As you already know we’re veteran videogame developers. We’ve been making games since 1999 and been in the industry even longer.  For year after year we worked five, six, or sometimes seven day weeks. We have released games on every major format since the turn of the millenium.  Along the way we’ve probably worked harder, faster and longer than most people get to do in their entire lifetimes. We were always stuck indoors. We’d all lose track of the seasons. We worked late into the night. Often, we worked right through the night. One working week blended into the next one.

We would start every project knowing that the end date was fixed and could never change. Towards the end of the development, discs would be waiting to be pressed. Lorries were waiting to take said discs to warehouses. From there, those discs would make their way to retailers. That’s how the business worked and there was no way around it. As long as the game got close to having a few bugs as possible, the game would be deemed ‘finished’ regardless of whether or not we were happy with it or not. A four day week in the middle of all that? No chance. Did we feel like we were working smarter? Absolutely not.

But now things have changed, we sell our work on a variety of digital stores and those stores are open every single day of the year, all around the clock.

So, since we control our own destiny being both the developer and publisher of our work, we decided that we also got to choose not only how we wanted to work but also when we wanted to work.

Before we began what became “Dangerous Driving” we took the decision that we felt we could still get the same amount of work done in four days as we did over five. That we we could make every weekend a glorious Three Day Weekend. This gives all of us a lot of extra time to do, well, whatever we want to do. It’s better for our physical health, better for our mental health and we feel it’s better for all of our families as well. There’s more time to catch up on jobs around the house, run errands, get unnecessary online shopping purchases delivered to home and sit in a darkened room watching Netflix all day.

Seriously though, we highly recommend moving to a four day working week. If everyone commits to working smarter, then it’s easily achievable.

Tooled Up

For us, long development periods are a things of the past. Powerful tools like Epic’s Unreal Engine 4 improve for us many times during each year.  We might be a small studio of seven, but we’ve got a technical team of several thousand supporting us across different countries and different time zones. These tools and workflows are simply light years ahead of the stuff we used to have to put with years ago.

It’s a bit like putting the latest Tesla next to an old Ford Model T. We also use clever AI and machine learning techniques to remove a lot of the painstaking drudgery that we used to have to endure to make each game. Things run quicker, happen faster and we don’t waste any time making our games. We’re using modern tools that enable us to work smarter and solve more problems more easily.

Not Easily Bribed

There are only seven of us. We’ve known each other and worked together for ages. There are no Producers or Managers in our Studio. No agile development techniques, no scrums, and no team meetings. We also don’t let accountants, lawyers or HR people inside the building. There are no security guards walking around, we don’t have to tap in and out of the office, nor do we have to stop work to fill in paperwork stating we’re not currently giving and/or taking bribes in East African countries. It’s just pure game making at our place. And that’s just the way we like it.

There may well come a day when we have to attend ‘desk training’ or ‘office chair training‘ – but then again, probably not. If so, we’ll schedule them to take place on a Monday.

(Some, or all of the above may or may not have happened to us whilst working for Electronic Arts, but we couldn’t possibly say which ones.)

So welcome to the Roaring Twenties. For us it’s about going forward together, having a great time doing it, working less and playing more.

We hope you’ll join us at some point along the way. You’re all invited!

 

 

To be sure you never miss any of our news why not sign up for our Dangerous Driving Club. Admission is free and you could win one of our games in our monthly prize draw.

The post Four day working week – a blueprint for sustainable game development? appeared first on Three Fields Entertainment.

]]>
“Winning Run” Namco (1988) History of Arcade Racing – Part 18 https://www.threefieldsentertainment.com/2019/12/20/winning-run-namco-1989-history-of-arcade-racing-part-18/ Fri, 20 Dec 2019 15:41:53 +0000 https://www.threefieldsentertainment.com/?p=4281 “Winning Run” – Was Namco’s polygonal showcase a coin-op winner? Namco’s wonderful “Winning Run” made it into UK arcades in early 1989. And 1989 was shaping up to be a banner year in my life.  On the radio in England...

The post “Winning Run” Namco (1988) History of Arcade Racing – Part 18 appeared first on Three Fields Entertainment.

]]>

"Winning Run" Namco arcade flyer“Winning Run” – Was Namco’s polygonal showcase a coin-op winner?

Namco’s wonderful “Winning Run” made it into UK arcades in early 1989. And 1989 was shaping up to be a banner year in my life.  On the radio in England that summer we had  “Ride On Time” by Black Box, Madonna’s “Like A Prayer” and “Back To Life” by Soul II Soul. The big movies of the year were Tim Burton’s “Batman” starring Michael Keaton and the third “Indiana Jones” movie. John Candy starred as “Uncle Buck” and James Cameron released his epic underwater action movie “The Abyss.

A Winning Run to Blackpool

It was also the dawn of a new age in arcade hardware as well. Each Summer I got to make a pilgrimage to the Northern Mecca of Amusement Machines, Blackpool. The sun always seemed to shine. The streets were always packed. I easily spent  the whole day going from one amusement arcade to the next. To a seasoned arcade fan such as myself, a single day could never be enough. I could have quite happily stayed in one place and attempted to play every single machine they had.

Player Beware?

You also had to have your wits about you. Many machines were in poor condition, especially driving games. There would be a lot of busted steering wheels, and stuck pedals. It was a case of ‘buyer beware’ in those days. Namco driving machines seemed recent and they were often in decent nick compared to many others.

Writing these stories can take ages. I’ve spent far more time than I should have working out which games should be featured on the list, and which ones definitely shouldn’t be. And then I agonise over each one. And go back to the list and try to frantically re-order the list. I can really clearly remember playing each and every machine as well, even down to how well I did, which track I played and whether I played with the gears set to ‘automatic’ or ‘manual.’

So to set the scene, it was around May of 1989 that I spent a full day trawling around the many varied amusement arcades of Blackpool. Fifteen fine English pounds changed into twenty pence pieces and carried in a special green Bank bag can certainly be made to last a very long time. Especially so if you like to watch the Attract Mode of each game several times before you play. It was around three in the afternoon when I set eyes on a machine that would pretty much change my life from that very moment. And that machine was Namco’s “Winning Run.”

Now, before you all leave this page and dash off to watch some footage of this game on YouTube – I’ll let you know that the game doesn’t stand up well.

Here’s a link to the attract mode of “Winning Run” because I know most of you simply can’t be trusted! https://www.youtube.com/watch?v=CQv01cLCHQ0

Namco’s “Winning Run” was far from being the ‘best game of 1989’ nor was it the most lucrative. In fact, you could try and casually drop in a reference to it amongst a group of modern racing game developers, and most people have probably never heard of it.

Money For Nothing

There was no one even playing it either. It was sitting there in the middle aisle of a very busy arcade, untouched and unloved. And it was a whopping 50p per play so that ruled out most casual passing players as well.

For 50 pence it would really have to be amazing to justify such a frivolous investment!

Forever 21?

This game was running on incredible new state of the art hardware. It was known as Namco System 21, and known internally as ‘the polygonizer.’ It used 3D shaded polygons to draw the graphics. Now, I was no stranger to polygons back then – I’d seen them drawn on my friends 16-bit home computers at framerates of ONE or TWO frames per second. And we all knew that these truly were ‘the future of graphics’ – but I’d never seen them move so quickly as “Winning Run” was drawing them in realtime. This machine looked like something you’d see on television on  BBC One on a Thursday night. This was real “Tomorrow’s World” type stuff. This was 60,000 polygons a second  – and in case you haven’t looked it up yet, this was a Namco F1 ‘simulation’ game. Nowadays, we have to use the word simulation very loosely, but back then the rule pretty much was ‘if it has a steering wheel on it, then yes, it’s a fully accurate simulation of driving.”

No Logo

Winning Run Namco screenshot
If you’re looking up “Winning Run” on YouTube then, all the direct captures simply don’t do the game any justice. Look for the video of the guy playing like an expert on his home owned machine. That’s the only one that hints at how good the sound was on this game. I clearly remember being blown away at the 3D lettering that made up the game’s logo and how they appeared and tumbled off the screen. Yes, I was even amazed at how The Logo appeared on the Title Screen?
It truly was non-stop entertainment back then! Non-stop.
This was the first fast 3D driving game I’d ever seen. No more manipulation of 2D sprites to create a three dimensional ‘effect’ – this was actual polygons. And for a while I must admit to really expecting that ALL games were going to look like this. That every game world was going to be made up of brightly coloured blocks. That every character was going to have a square head and that hands were going to be big rectangle.
Money For Nothing CG
I think we can safely place the blame there at the door of the people who made the “Money For Nothing” video for Dire Straits as those were the first CG characters we’d seen a few years earlier!

 

 

Tomorrow’s Technology. Today.

Namco’s “Winning Run” really did blow my mind. It really felt like a new sort of experience, and that driving a virtual car was somehow ‘new’ all over again. This was an entirely new game world to experience. Sitting down to play the game truly felt like interacting with some incredibly state of the art computer hardware from the future. Like most arcade driving games though, it was obviously set to ‘ROCK HARD’ on the DIP settings so 50p got you a qualifying lap and then a very quick race. So the game was influential not just because it was a new type of experience but because for a few of us who played it, it sort of felt like a peek into another world. A world which was somehow just around the corner. And a world which we felt was going to change…..well, everything.

The post “Winning Run” Namco (1988) History of Arcade Racing – Part 18 appeared first on Three Fields Entertainment.

]]>
PC Steering Wheel Support Update now live for “Dangerous Driving” https://www.threefieldsentertainment.com/2019/10/18/pc-racing-wheel-support-now-live/ Fri, 18 Oct 2019 13:22:45 +0000 http://www.threefieldsentertainment.com/?p=3744 Our latest update for Dangerous Driving brings support for PC Steering Wheels. We tried to think of a clever and amusing name we really did. But these wheels are serious pieces of kit for serious drivers, so no jokes until...

The post PC Steering Wheel Support Update now live for “Dangerous Driving” appeared first on Three Fields Entertainment.

]]>
Our latest update for Dangerous Driving brings support for PC Steering Wheels. We tried to think of a clever and amusing name we really did. But these wheels are serious pieces of kit for serious drivers, so no jokes until next time!

Thanks to our friends at both  Thrustmaster and Logitech the following PC Steering Wheels can now be used in-game:

Thrustmaster:

TX Racing Wheel
TMX Pro
TS-PC Racer
TS-XW Racer
T-GT
T150 Pro
T300 RS

Logitech:

G29
G920

 

Supported Features:

– Steering Wheel and Pedals supported in standard configuration (accelerator on left, brake in middle)
– Buttons on Wheel – default configurations for all wheels, user-configurable to override default buttons in settings menu.
– Force Feedback (off-road judder, shunt/slam wobble, self-centring spring, “light steering” when in-air)

 

Custom Hypercars

In addition to the above we  have added 2 custom versions of the Hypercar for anyone who plays the game with a Steering Wheel on PC. They are available in the single-player game to be used in the Hypercar Series events.

The first is available to players who use any of our supported steering wheels, and is a nod to our favourite Racing Cockpit company, Next Level Racing. This is a custom-painted Tuned Hypercar. In other words, it’s perfect for Heatwave Events.

Steering Wheel screenshot

The second is just for people playing on any of the supported Thrustmaster steering wheels. This custom skin sits on an Advanced Hypercar. Therefore this is ideal for Road Rage and anywhere else you want to smash up your rivals.

Steering Wheel screenshot

Many people told us not to bother with adding steering wheel support to Dangerous Driving on PC. We were told it’s a small and niche audience that won’t be interested in our arcade racing game. But we met many fans at the PAX East Show in Boston who asked if it was something we could do. We know many of you have some amazing dedicated steering wheel setups at home. So, despite being a small indie team, we decided to give it a crack.

Check out our Your Questions Answered Post for more information and don’t forget to subscribe to the Dangerous Driving Club.

The post PC Steering Wheel Support Update now live for “Dangerous Driving” appeared first on Three Fields Entertainment.

]]>
Announcing Spotify integration into “Dangerous Driving” https://www.threefieldsentertainment.com/2019/04/09/spotify-integration-in-dangerous-driving/ Tue, 09 Apr 2019 14:30:05 +0000 http://www.threefieldsentertainment.com/?p=3128 The post Announcing Spotify integration into “Dangerous Driving” appeared first on Three Fields Entertainment.

]]>

We are delighted that the music in Dangerous Driving will be delivered via Spotify which is a first for racing games. Follow ‘Three Fields’ to see our dream playlist.

We have long believed that racing games shouldn’t have just one soundtrack. Music, especially the music you drive to, is incredibly personal – and changes based on your mood. It would be hard to have just one soundtrack that suited all players in all those moments. (Even if it was possible it would be beyond the budget of an independent developer.)

That’s why we love things like Spotify’s ‘Songs to listen to in the car’, a smart playlist which picks music for you based on the music you already like to listen to – its personal for everybody.

Whilst Spotify has existed on console for a while not everyone remembers to go set it up and also you have to either control it from another device or keep exiting the game to change track etc. Its not integrated.

You’ll be able to authorise it from within the Audio Menu and from then on you’ll be able to control your music from within the game. And the current implementation is, we hope, just the start of a fully featured integration which includes gameplay triggered music!

 

Here is a quick guide to getting Spotify working in Dangerous Driving.

 

Spotify needs a premium account.  Authorization will fail if you don’t do this.

Go to Settings -> Audio -> Authorize Spotify

 

This will give you a code (example below).
Note: You don’t have to match case or hyphens. Zero and Capital O look very similar, but zero has a diagonal line through it.  Codes expire after 10 minutes.
If your code is not recognised try again after 10 minutes and get a new code / enter it on a different browser.
If you accidentally link the wrong account you will need to load up your Spotify account and log in to the Apps page and Remove Access to Spotify from Dangerous Driving. You can then link it to the correct account.
Once you have entered your code, make sure you Continue from the screen by pressing A or X. 
Back cancels and will always fail. Continue will check authorization.

Once you have Spotify authorized make sure you have Spotify running on the device (PlayStation4, Xbox One or PC) and choose a playlist. You will then be able to control that from within the game.

The current implementation is, we hope, just the start of a fully featured integration which includes gameplay triggered music!

You will need a Spotify Premium account to access this but you can get a 1 month free trial so we highly recommend you check it out.

If you see the screen below you will need to ensure that Spotify is running on your Xbox/PS4/PC. Go out to the dashboard/minimise the game etc and open Spotify and then return to the game.

The post Announcing Spotify integration into “Dangerous Driving” appeared first on Three Fields Entertainment.

]]>