Infamous director on cutting corners
GDC 2010: Sucker Punch's Nate Fox describes how his team built an open-world city with a small team by smartly reusing art assets.
Who was there: With the 2010 Game Developers Conference beginning in earnest today, Infamous game director Nate Fox from Sucker Punch delivered an early-morning session titled "Building an Open World Game Without an Army."
What they talked about: Sucker Punch achieved substantial critical praise for its PlayStation 3-exclusive Infamous upon the game's launch in May 2009. And given that the game has sold in excess of 1.2 million units, its commercial reception wasn't half bad either. However, the team that built the open-world action adventure was actually on the small side, according to Fox, as a mere 12 artists fleshed out Infamous' sprawling city.
Fox began his session by noting how indebted the open-world genre is to Rockstar's Grand Theft Auto III. Because of that game, players expect similar offerings that feature worlds that feel not only massive, but also content-rich with loads of interactivity. This kind of experience, of course, can be both complex to design and tremendously expensive to build, so it is important to plan ahead.
To adequately capture the open-world feel, Fox noted that it's important to give players areas of discovery or places that aren't immediately available to enter. He also said that players expect a large variety of environments when exploring a city, even though most real cities are largely homogeneous.
The way Sucker Punch went about delivering this type of experience was by heavily reusing assets, a point that was the crux of Fox's session. Specifically, Fox said that since the real world is largely manufactured, artists don't necessarily need to create more than a few streetlights, dumpsters, fire escapes, and the like.
Plus, by reusing assets, artists can spend less time modeling each and every city block and more time on the evil villain lairs and special one-off buildings that players are really interested in. And while city blocks still need some effort, it's important to note that players will largely be paying attention to the enemies that are shooting at them, not the bricks on the buildings.
To maximize reuse, Sucker Punch hit upon a hex-tile system to grid out Empire City, in a way common to board games, such as Settlers of Catan or Carcassonne. Basically, city sections are all built on a hex tile, which are then centered upon traffic intersections. Each edge on a hexagon was taken up by a road, alley, or elevated train line, so all developers had to do was make sure adjacent hexagon edges matched. The designers could then add the appearance of variety by taking clusters of hexagons, rotating or tweaking them slightly, and then pasting them down elsewhere in the city.

Gamers are more likely to focus on the shambling mechanical monstrosity than the bricks on the wall.
As for how structures are worked in, certain spaces in the hex tile are allocated for building use. These spaces were first fleshed out with generic building types, and the artists then went into each tile to create unique structures where it seemed appropriate or time permitted. Further, Fox said that buildings had preset holes carved into them, and artists could mix and match these to provide more variety. Again, the reuse allowed Sucker Punch's artists to spend more time on what players would actually be paying attention to, such as signage.
Fox also discussed the ways in which Sucker Punch made Empire City feel bigger, as well as give the sense of rapid movement. Namely, the team worked to eliminate straight line of sight by always using Y-intersections, a product of the hex-tile system. The Y-intersections are useful because they block line of sight, are ideal for camera navigation, and provide players with rewarding reveals.
He said that it's also important to include a variety of "weenies" or high-profile spots that serve as landmarks for certain neighborhoods. By reusing building types and other architecture early on, the team had more time to construct these iconic structures, he said.
Gated content is also key to making an open-world city feel larger, he said. If players have lots of content to explore initially but then are able to look out over, say, a waterway to see more content, they will eventually be able to access and it gives the impression that the city is huge. He also said that collectible items are a good way to get players to fully explore the content in a city because the easy-to-place packages can be put anywhere and consequently lead players to where they wouldn't normally go.
Fox concluded his presentation by going over some of the drawbacks related to the hex-tile system of reuse. Namely, the predefined building locations can result in odd-shaped structures, which can have a negative impact on the realism of the city. Also, players are more likely to get turned around or lost at Y-intersections, and the dearth of 90-degree thoroughfares is fairly unrealistic. He also said that the space between buildings and alleys is standardized, further impacting immersion.
Quote: "The world we live in is manufactured, why not go with it?"--Nate Fox on the virtues of reusing art assets.
Takeaway: Sucker Punch was able to successfully create an open-world city with a relatively small team, largely by smartly reusing certain assets. By recycling much of the art content, the team was able to spend more time on what players actually noticed and cared about, such as iconic structures and one-off enemy lairs, and less time getting mired in the nitty-gritty city block design.
i was wondering there are so many cars around the city can you actually drive them or just blow them up?
I really like the idea and the concept of utilizing the most minimum resources to produce the best outcome possible.
I was always asking how they make such large cities in open-world games, and now I know, I really know to find out more about making videogames and I'm grateful they are ready to share there thoughts with us :)
once the novelty of the freshness of GTA III's game design wore off, or in other words when going on a rampage got old, it became blatantly obvious that the game's mission structure were a recycle of the 3 same template used its 2D overhead predecessors and the so called "open world" was a just a large, barren and obnoxious stretch that had to be laboriously traversed to reach any of the few actual points of interest. Instead of recognizing and addressing these issues all GTA clones have been reusing the same template and broken design, trying to trump one another with trivial things like graphics and making the world even more obnoxiously large and barren. Infamous suffered from the same exact problems, the missions were just the same thing over and over again, either a kill or fetch mission. The world seemed large, but it was just a empty set piece that was a dredge to get from point A to Point B. The only game of this type that has any intelligence is Yakuza, small environment, easy to traverse and loads to do in it, that is the way to go about it. To infamous's credit it did have a pretty interesting fighting mechanic, which GTA never had, so the fun that was to be had was almost worth the price of getting to them.
Very smart points there. Great job.
Amazing! Small team, less buget, big success and better sales. A lesson for every video game company in the world. InFAMOUS 2 everyone?
Even though I didn't like this game as much as everyone else I gotta hand it to the artists for doing such a great job with so little staff. Maybe with the success of this game they'll hire more development staff and put out an even better game, I'll be looking forward to that.
I noticed a few building looked oddly familiar like, Hadnt i flung a Reaper off this building earlier? Oh hey look a blast shard nope i woulda remembered this!
I notice the little details. I saw a woman digging through a dumpster, which was pretty cool. It would have been old had I seen it more than once, but I only saw it once, which makes it more impressive.
I don't mind, as long as I can fly, climb, and shoot lightning.
I just got Infamous a week or two ago because it received a lower price and I am pretty impressed. Aside from some recycled side missions, the city seems fresh and alive
I've no doubt that inFAMOUS 2 will be great, but would love Sly 4 as well.
The Prototype team should take note of this if they want to create any future games
Haven't played the first one. The demo was really fun but not for me yet, it's cheap now but still got other games on my mind and I liked it's comic style cutscene, so someday further when infamous comes to mind again. I don't know how the game felt but about collectibles and "consequently lead players to where they wouldn't normally go" was a big issue for me. I heard about AC where the flags were out of place but in AC2, the feathers were not so far (but still challenging to find) from a players position on the map and direction in the story (and side missions). Nice to know how they made huge maps. Must be a lot of puzzle placing and whole lot of design planning for the maps. I wonder what infamous 2 would look like.
Infamous 2! Yahooo!
id rather have sly 4 than infamous 2
An InFamous 2 would be nice.
I didn't know they produced this game with a small team it makes them little annoyances in the game now seem irrelevant.If they can make an good game with a small team than no2 should totally be amazing
Its cool how we can get an inside look at a Gaming Conferance where, in all honesty, it would just be the members of the industry present. It's only a matter of time before these presentations, like presentations at other conferances (medical, engineering, science, etc.) are published for the future use of other developers. Very cool.
I bought this game last weekend, along with battlefield, both are fine games.
Just announce Infamous 2
@WTFitsPauL Er...not buy. Didn't really mean buy. Download...Sorry for my stupid slip-up.
Game looked great. Looking forward to the sequel.
cute cute, now announce Infamous 2 :P
I think they built this city on ROCK AND ROLL!!!!!
i couldn't tell that the content was reused. it was an awesome game. if you want to talk about reused content compare prototype to spider-man: web of shadows. the only difference was the story.
Although I noticed the copy-and-paste buildings, it didn't bother me. inFamous was one of my favorite games of 2009 and I'm looking forward to playing the sequel. Great pacing, Good/Evil karma system, great powers to toy around with...not much to hate about it. @Sins-of-Mosin : I think the sales were fine, especially when you factor in that it wasn't a multi-platform release. Prototype was released on 3 platforms (PC, PS3, 360) so its sales can't be fairly compared to inFamous which was a PS3 exclusive. Even so, it did pretty good (Selling over a million copies). For a system exclusive that was also a new IP, that's unheard of.
They may have cut back on development, but the game was still amazing.
@RadicalToenail last time i heard bout the gigawatt blades was free on PSN
Probably shouldn't talk about cutting corners when your game gets stomped in sales.
@WTFitsPauL Originally, yeah, but now you can buy it. More DLC would be great though.
@JIsaacm twas a pre-order skill you d-a**
Where is the dlc? Gigawhatt blades are no fun when there isnt anyone to kill! My only complaint with the game.
Throughout most of the game I kept pointing out a ton of reused models, but it didn't stop me from having tons of fun. Great game. Hope the second one is coming soon...
nice.
I wonder what their next project will be?
i hope they go back to the sly franchise infamous to wouldn't be all to bad but they should at least finish the sly series
I hope inFAMOUS 2 is announced this year!
Wow, what's really cool about that is I never even noticed it. They did an amazing job for being such a small team. I can't wait for a sequel.
i hope the rumor of an infamous 2 being released this year is true... if it is its definitely a must buy
I noticed reuse especially the some water front buildings are just cut and paste.
cool! I didn't even notice any reuse, great job sucker punch
Cool, loved the game.
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Related Game
inFamous
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- Publisher(s): SCEA
- Developer(s): Sucker Punch
- Genre: Action
- Release: May 26, 2009 (US) »
- ESRB: T






