About the Author

Matthias Worch

My Games, Star Wars 1313

Star Wars 1313

I usually don’t write about unreleased game projects that I worked on; every professional developer has these project skeletons in their closets, and chances are that you’ve never even heard about most of these projects before they got cancelled for a variety of reasons.

But Star Wars 1313 is different. Highly public, highly anticipated, with a huge amount of promise and potential, we were forced to stop working on the game after Disney acquired LucasFilm in 2012 and decided to close down all of LucasArts. I think that warrants an acknowledgement on my page, together with a heartfelt thanks to everybody who shared their passion and anticipation for the project online. I was the lead designer on this project, and was incredibly excited about the way that this game was shaping up. Unfortunately, we did not get the chance to finish the game.

Longer eulogies and oral histories on SW1313 have been written elsewhere, but I won’t link to them here because honestly, they paint an incomplete picture of development that does not include my own, personal opinion on the project (I have a general policy to not comment in detail on cancelled projects).

As it stands, this post stands as a reminder of What Could Have Been, and as a testament to the incredible team of developers I had the privilege of working with. All of them are off to bigger and awesome things.

SW1313Team

Downloads, Game Development Lectures, GDC

GDC 2012: “Player Stories and Designer Stories”

Games are inherently participatory. That interactive nature is the reason for why we play games, and it’s how computer games are powerfully different from all other media. But whose story does a game tell? That of the player, the game character, or the designer? The answer lies somewhere in the middle, and this lecture provides a review of how games create narrative by structuring designer and player stories through level design.

Downloads, Game Development Lectures, GDC

GDC 2011: “The Identity Bubble – A Design Approach to Character and Story Creation”

Who is the actor in a game? Is it the person holding the controller in the real world, or the player-character who moves through the game-world? The answer is Both, and the game designer must work carefully to keep the interests of these two consciousnesses aligned. This GDC talk looks at how we reconcile developer-defined and player-derived character identities. Games often feature strong pre-authored characters and story arcs, while trying to give the player the feeling of uninhibited agency. The practical techniques presented here show how to design stories that don’t simply provide a context for the players actions, but instead create impulses and motivations within the player that are in alignment with those of the avatar. Player and avatar float along in unison inside an identity bubble, working towards a common goal.

Dead Space 2, My Games

Dead Space 2

I worked as senior level designer on Dead Space 2. I was responsible for all of chapter 2, chapter 3 (the residential and commercial districts between the hospital and the church), and the design and blockworld of chapter 6 (backtracking of the residential sections, including the school).

I have talked about Dead Space 2 in a couple of my game design lectures, particularly “Player Stories and Designer Stories” and “Decisions That Matter”.

Downloads, Game Development Lectures, GDC

GDC 2010: “Introduction to Level Design”

This in an introductory look at the world of level design that I presented at the first Level Design in a Day tutorial at GDC 2010. It looks at what a level designer does and how she does it. The material is entry level, but I tried to provide a good overview of the disciplines. There is some overlap You with the level definitions that Harvey and I used in our “What Happened Here?” session.

If you’re interested, you can download the slides for this session here (PowerPoint 2007 .pptx, 4.5MB)

Downloads, Game Development Lectures, GDC

GDC 2010: “What Happened Here? – Environmental Storytelling”

This lecture, which I presented together with Harvey Smith at the GDC 2010, examines the game environment as a narrative device, with a focus on further involving the player in interpreting (or pulling) information, in opposition to traditional fictional exposition. Harvey and I provide an analysis of how and why some games in particular create higher levels of immersion and consistency, and we propose ways in which dynamic game systems can be used to expand upon these techniques. The lecture presents the techniques for environmental storytelling, the key to the creation of game spaces with an inherent sense of history; game spaces that invite the player’s mind to piece together implied events and to infer additional layers of depth and meaning. In addition to commonly-used environmental storytelling tools (such as props, scripted events, texturing, lighting and scene composition), we present ideas for using game systems to convey narrative through environmental reaction. Environmental storytelling engages the player as an active participant in narrative; game systems that reflect the player’s agency can do the same. The lecture will analyze existing cases and provide a framework for dynamic environmental storytelling in games. 

Game Development Thoughts

C64 Assembly

When I visited Germany this year, I found that my mom had dug up a few of my really old computer books. I only have marginal interest in the original Amiga manuals that she found, but there was one book that stirred some seriously cool memories: “Commodore 64&128 – Maschinensprache für Einsteiger”. It’s a book about programming the C64 In 6502 assembly, and as luck would have it, that’s how I spent most of 1988!

Even though I never turned into a professional programmer, my first real contact with the computer (other playing than games, of course) was programming the C64. My dad had bought the system under the usual pretense: we were going to use it for bookkeeping and other useful tasks, and he even took a BASIC programming course. c64assemblyBut in the end, it was I who got the most use out of the machine, and I used my dad’s coursework to learn how to program various simple games in BASIC. The programs were simple because all this happened when I was only 9 or 10 years old. But the first English words that I ever learned were “if”, “then” and “print”.

A couple of years later, I had met an older neighbor kid who had a few connections to the local cracker scene. That’s how I learned about this newly released book, “Maschinensprache für Einsteiger”, advertised as the ultimate way of learning how to program the C64 at its core level, Assembly. Since my friend was all over it I saved my allowance, bought the book, and found myself programming C64 assembly when I was about 12 years old.

Game Development Thoughts

Always Remember The Passion

ultima_v_diskAs I was driving home the other day, The Almighty iPod Shuffle decided to take me on a serious nostalgia trip. After serenading me with a megamix of terrible songs from the early 90s, the “Travel Theme” from Ultima V: Lazarus came on. The Travel Theme, for those who don’t know, was specifically written for the Amiga port of Ultima V, and it was the only piece of music included with that version of the game. So the music looped when playing the game – over and over and over again.

Ultima V for the Commodore Amiga wasn’t a great conversion. It was over two years late (part VI had already been released for the PC, significantly advancing the state of the art); its primitive EGA tile graphics looked positively outdated at this point; and it lacked all musical variation found on the other computer systems, featuring that one single song instead. Oh, and it was copy protected! Ultima V on the Amiga came on two nastily protected 3 ½ inch disks, and it saved the only possible savegame on that very same, non-backupable disk! I’ve never been so afraid for my game progress in my life.

But it was a great game. And it was the first game I ever bought! Rather blindly, actually, on recommendation of a tiny article in ASM. And even though this event occurred over 20 years ago (I was only 14 years old) I still remember that day clearly:

Unreal 2

Unreal 2 Editing Tutorials

My Unreal 2 tutorials had fallen victim to the page redesign. But fear not if you’re still looking for U2 editing help! Hellkeeper has integrated all of my old content into his tutorial page, dug up all of the old documentation, and fixed all outdated links. He’s even translated each tutorial into French, if you feel more comfortable with that. Wanna dig into some oldschool Unreal 2 editing? Go visit the page by clicking on the image below!

Lair, My Games

Lair

Lair was a dragon-riding game for the Playstation 3, levering all of Factor 5’s experience with Rogue Squadron and flight game technology. The game had a long and complicated development cycle and ultimately did not turn out to be a lot of fun. I will write a more detailed retrospective when I have the time.

I was the Technical Art Director on this project.