Develop - Issue 118 - July 2011

Page 23

MICHEL ANCEL | BETA

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f there’s been one leading victor in the last decade’s rapid sophistication of games development it has been Ubisoft. As games have reached new platforms, the French firm has spread to new continents. It has the largest development resource in the world, with teams in markets both established and emerging. But while Ubisoft has defined everything great about games development, it has also helped complicate the field. Its biggest operation is the 2,000-strong Ubisoft Montreal, a site which effectively wrote the rules on contentious points like staff-hungry superstudios and proprietary in-house tech (supported by tax breaks, natch). This seems to have weighed on the mind of Rayman creator Michel Ancel, one of the publisher’s longest-serving developers. After having kept a low-profile in games for five years after following the release of Rayman spin-off Raving Rabbids, he’s back with a 10th anniversary game, Rayman Origins. And yet it is not just the origins of his best-selling franchise he’s reimagined – but the very fundamentals of games design and production. BACK TO BASICS When Origins’ development started, Ancel insisted on going back to basics productionwise as much as the game did conceptually. That meant a small team, just a handful of people left to their own devices at his Ubisoft Montpellier studio. He wasn’t interested in running a controlled and predictable supersized team. “The thinking there is simple,” he tells Develop. “The smaller the team, the more freedom you have. So the backgrounds in our game are designed by a very good female artist – I just wanted to let her imagine things freely and build a connection with art. It’s not about asking for something precise, but something creative. With a large team, you don’t get that chance. You must order people around, and tell them what to do. “But a small team really exchanges ideas. And I knew that Rayman needs a… well, I call it ‘out of control’ creation. Where you don’t know what’s coming next.” Ancel is no stranger to that bigger team structure, which in many respects Ubisoft as refined. Some of its games are such an undertaking that yearly episodes require four or five studios in different time zones working through art, design, multiplayer, and so on. The feeling Develop gets from him is that this method has become anathema to him. “Yes,” is the plain, honest reply. “The big teams have to be very controlled and precise – they avoid surprises. So the more organic nature of a small team allows you to move quickly and explore more. “Don’t get me wrong, I appreciate both ways of making a game.” But the contrast to the production of something like an Assassin’s Creed is apparent. “It was very refreshing – and there was less pressure [in that machine], so you have the time to be creative. The human mind moves very quickly and fires off so many ideas, when you’re smaller you can keep up with all those ideas.” Right now, in the four months or so before the game is completed, the Origins team has DEVELOP-ONLINE.NET

actually ballooned to 80 – but that’s to finish the game off, says Ancel. This is the film production model at work, not games industry tradition. “The team size has grown now because we know where we want to go – it’s the ‘doing the thing’. “But the creation needed to be small. And then [when it comes to the next game] you shrink again, otherwise people get tired. Or artists end up spending ages drawing blades of grass for years.” A NEW FRAMEWORK Ancel’s approach to making games seems best described as enthusiasm tempered with weariness. There’s no way a game as attractive as Rayman Origins could come from anyone less positive about the industry. Talk to him about games generally and he’s an avid fan. Like many developers, he says he hasn’t time to make games and play all he wants, but he signals out recent hits like Angry Birds and Mass Effect as titles he’s made sure to play, while keeping an eye on new platforms like tables and smartphones. But he’s clearly frustrated with the way the industry makes those games. And once team management approaches were challenged when Origins’ production began, Ancel moved on to his other irritation; technology. “When we were making games for older platforms, we were just using synthesisers for music, we were experimenting with what we had and it was fun,” he says of making the original Rayman, which became a slowburning commercial hit on PSone. Famously, the character himself doesn’t have a body because the hardware couldn’t render that

Every creator says ‘I want to focus on fun’; but that’s not true – they have to think about technology, or a story, or team management. Michel Ancel, Ubisoft and his movement. So his design was born from technical constraints. “But over time music in games just became real orchestras and more detailed. Something was lost. The trend has always been to get ‘better’, more detailed, more realistic. But we don’t necessarily agree. You become focused on new technology all the time.” The answer, ironically, was to build an alternative tech at Montpellier, and UbiArt Framework is the result. It’s a platform designed specifically to help artists contribute more directly to the design process, a personal delight for Ancel who started out as a graphic designer on some of Ubisoft’s early internal productions in the late ‘80s. Origins’ gameplay is a 2D multiplayer platformer – but the levels are essentially paintings simply scanned into UbiArt. “It takes away the technical constraints that are exhausting for artists: modelling, JULY 2011 | 23


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