02 January 2008

2KBoston.com & 2KAustralia.com

As you know, Irrational Games (Boston and Australia) are now 2K Boston and 2K Australia respectively. Please head over to those sites for all news and job postings related to our studios!


22 May 2006

Bioshock at E3!

Hi everyone. We've just come back from E3 where we were showing Bioshock for the first time. We were overwhelmed by the response. In particular, we won 'Best of Show' from IGN, GameSpot and GameSpy!

More soon.

Best,
Irrational Joe


9 January 2006

Irrational Named PC Developer of the Year!

As the holidays fade into memory, Irrational continues to be showered with late gifts to kick off the New Year. First and foremost, Irrational was named by IGN as “Best Developer” of 2005 in the PC category.

The folks over at IGN were also kind enough to honor both SWAT 4 and Freedom Force vs. the 3rd Reich with a few distinguished nominations and one dubious award. SWAT 4 walked away with “Runner Up” in the “Best First-Person Shooter” category, while FFv3R scored a “Runner Up” in the “Best RPG” category. Not too shabby. Meanwhile, both FFv3R and SWAT 4 made two of “The Editors’ Top 10” lists.

Over at Gamespot, SWAT 4 earned a nomination for “Best A.I." Also, the polls are open for the “Readers’ Choice Awards”, so go rock the vote and represent for Irrational. Man-Bot would want it that way.

And who could forget the delicious distinctions from Gamespy? Once again, SWAT 4 and FFv3R proved to be a one-two PC powerhouse punch as they ranked number 9 and number 8 respectively on their “Top 10 PC Games of 2005”.

Thanks for all the journos for noticing our hard work!


22 July 2005 -- This Week at Irrational with Meredith Levine

New FFV3R Walkthrough!

There is a great article on Gamespot called "So You Wanna Be a Game Designer." Author Bob Colayco interviewed four game designers (one of whom happens to be Ken) on how they got into the industry, their day to day jobs, what they love about designing, how to get into the industry, and more. Also, Ken reveals to the public how he has some unfulfilled romantic longings for "that green chick" from Star Trek…

Also, GameBanshee has an excellent walkthrough of Freedom Force Vs. The 3rd Reich. For each mission they have included recommended heroes, a map, a mission overview, a list of the primary and secondary objectives, and an enemy list. I highly recommend this if you are stuck at any point in the game or just want an easier trip through.

--- Meredith Levine


15 July 2005 -- This Week at Irrational with Meredith Levine

SWAT 4 Mod Madness

Irrational Associate Producer Joe Faulstick brought to my attention the huge amount of new content on the (unofficial but very complete) SWAT site 10-David. By the way, although I really like 10-David and it has a lot of fantastic stuff, Irrational is not affiliated with the site. In other words, if you break your computer by downloading any mod I point out to you, Irrational Games can not be held responsible. You do, however, have my sympathy since that would seriously suck.

On that note, 10-David has six new mods up on the site. I hear very good things about Code 11 in particular.

Other recent 10 David goodies include a poll about the release of the patch. Around 86 percent are happy with the patch and as you all know, it’s hard to get 86% of gamers to agree on anything. I don’t mean that in an insulting way. Obviously I’m into the whole gamer thing. So yeah, people like it so congrats to the team. Somehow the thread related to the poll devolved into a lengthy discussion about dingoes: what they are and if they did or did not eat your baby.

Have a good weekend!

--- Meredith Levine


8 July 2005 -- This Week at Irrational with Meredith Levine

Hot Irrational Team Pic!

So, we’re up and running in our new space. We have so much room, it’s insane. Irrational has traditionally been a very cozy group so this is new. Plus the AC works, which is always a good thing. Working in the Southie space while it was being demolished wasn’t always sunshine and lollipops. We took a final group picture in the old space. A few people are missing but you get the idea:

SWAT is now available to purchase online. So if you are living in a tree house in the jungles of Ecuador and can’t get to an EB (or if you just haven’t gotten around to buying it yet) try Direct2Drive. There is also a free one-hour trial of the game on Gamespot so if you have trouble committing you may want to try the game first.

I was looking around the fan art forum on FreedomFans.com and there is a ton of amazing stuff in there. Be sure to check out anything by NORVANDELL. He (or she?) has some very creative and original versions of many of the Freedom Force characters. I particularly like this version of Minuteman but all his stuff is great.

---Meredith Levine


30 June 2005 -- This Week at Irrational with Meredith Levine

Irrational Moves!

That's right, as of July 5 Irrational Games will be in its shiny new space in Quincy, MA.

Our new information:

Irrational Games
1515 Hancock St., 3rd Floor
Quincy, MA 02169

Tel: 617-657-0799
Fax: 617-657-0548

The new space has more than twice the square footage as well as T access, free parking and a giant deck. So, although I am sad to leave our South Boston school house, the new place has a lot to offer. Hopefully one of the offerings will be no bodies in vacant lots. Since moving to Southie this has happened twice. Twice!

I would like to thank our lovely Operations Manager, Kate Kellogg. Kate has orchestrated this move while kicking butt at the rest of her extremely complicated and time consuming job. The woman literally never sleeps and never, ever complains. She is amazing and we are very lucky to have her.

Happy 4th!

---Meredith Levine


24 June 2005 -- This Week at Irrational with Meredith Levine

IG Biz Dev guru, Joe McDonagh speaks about life and game development in Australia!

I should really call this one "This Week at Irrational with Joe". He wrote the whole thing and gives some fantastic insight into the life of a game developer in Australia. Frankly, it sounds nice. Really, really nice…:

--- Meredith Levine


I had the most terrific shock the other day. I switched on the TV and saw a weatherman announce, with considerable glee, that it was going to rain tomorrow. It doesn't happen very often you see. I'm English and I know I've got a hang-up about the weather, but this isn't first time that I've thought that Australia is more than just geographically upside down.

I used to be a game developer in Camden Town in London for five years. As the second most expensive city in the world, London is best enjoyed with a fat wallet, which isn't something you associate with game development. After one crunch too many, I jacked in the job, packed up my bags and went to Australia for six months to watch cricket and drink beer.

I had modest expectations of what I might find in Australia. I expected sunshine of course, a welcome antidote to London's unremittingly grey skies. I wanted to find a lot of sport. As for the people, I had low expectations. You see I was slightly prejudiced in this respect. My only previous experience of Australians had been with the half a million young Australians who visit London every year and see it, not unreasonably, as a twenty first century walkabout, complete with booze, birds and bad behavior. Don't get me wrong, I'm no shrinking violet myself, but as a foreigner with limited exposure, it's easy to dismiss Aussies as a crude and unsophisticated bunch

(Age old Anglo-Australian rivalry dictates that I must perpetuate this stereotype, of course, but please don't tell them that).

So you can imagine my surprise that I’m still here three years later. Why? It's very simple: my life is overwhelmingly better here than it was in England. Firstly the people: Australians are a cheerful, funny and unfailingly generous and supportive bunch. It's impossible not to like them, and believe me I try, particularly when they beat England at sport (which is all the time). Secondly, it's not very different from home. I once lived in sub arctic Northern Japan, where it snowed for six months, in a town closer to Vladivostock then to Tokyo. Oh, and there was only one other person in town who spoke English. Having been there, I appreciate how much easier the shared language and cultural values have made my life here. There are some important differences though, particularly over colloquial use of expressions like 'root' and 'fag' but - somewhat miraculously - I've managed to overcome these without a visit to the local infirmary. Thirdly, the weather is outrageously good. Canberra has a reasonably temperate climate by Australia's standards but it's still like living in Hawaii as far as I'm concerned. I acknowledge that as a prisoner of 30 years of London's soul-sapping drizzle I may have a particularly skewed view on this. All I know is that 300 days a year of sunshine has done wonders for my world view, and I no longer have "Falling Down" style fantasies about gunning people down because you're sniffing someone's arm pit on a crowded tube train on a humid summer's day in London.

Oops. That didn't mean to come out.

Of course, this would all be the stuff of fantasy if I couldn't earn a living. The fact is, I like making games and I didn't want to do anything else with my life, no matter how good the lifestyle might be. After a lot of graft, cold calling and contract work, I got a job at a leading Australian games company. This is what I've learnt since I've been here:

The industry is tremendously well organized down here. The GDAA (Game Development Association of Australia) has done a remarkable job of lobbying state and federal government for support. Australian developers enjoy significant tax subsidies and grants, allowing the industry to compete effectively against US and European competitors. My previous company received a $4 million technology grant which it successfully turned into a leading piece of middleware. British developers can only dream of such largesse, as studio after studio disappear into oblivion.

But what about Australian game developers themselves? Are the working conditions different? How is it different? Pleasingly, it isn't. I remember walking into a studio here and feeling instantly at home, aware that I could be in a games studio anywhere in the world, complete with action figures, dusty copies of the Monster Manual and the wardrobe malfunctions masquerading as programmers.

There are some differences of course. One is that Australians still cling to baffling idea that work is a means of economic subsistence. Luckily the Anglo-American live-to-work virus hasn't infected them yet. Coming from London, I found this refreshing to say the least. It also made me look like a human dynamo, a Pommie Stakhanovite, frothing at the mouth for more, yes please more crunch. I soon had that beaten out of me. Australians have a healthy respect for the importance of real life, wives, kids and other trivial stuff like that and are happy to communicate this to you in no uncertain (usually expletive ridden) terms. Aussies, I salute you.

Am I going home? No. I've discovered food that hasn't been cooked for ten hours, chucked in a pie and served with gravy and chips. I have a healthy color in my skin. I drink cold beer. I celebrate Christmas on the beach. My mother now thinks I'm great because she only sees me once a year. The people I work with are earthy, cheerful and talented and we're working on a next generation console title. An American publisher who recently visited us really hit the nail on the head when he described Australia as "California done by the British." As long they don't elect the Crocodile Hunter as ACT state governor, I think I'll be staying here.

--- Joe McDonagh


21 June 2005 -- Midweek Update

S.W.A.T. 4 Patch Released!

That's right, the patch is out and it brings a whole slew of improvements to the game. We fixed a whole bunch of issues, improved security and even added multi-player versions of three missions. So check out the details and download it here http://www.swat4.com/us/site.html

--- Meredith Levine


17 June 2005 -- This Week at Irrational with Meredith Levine

No News is Good News.

Well, it's summer here in lovely South Boston and winter over there in lovely Canberra and well, all is quiet on both fronts. Not really quiet, just the kind of quiet that falls under those pesky non-disclosure agreements. Under the surface there is a whole buzz of activity. Think of us as wasps or something. You never quite know what they are really doing in those nests of theirs…

--- Meredith Levine


10 June 2005 -- This Week at Irrational with Meredith Levine

Interview with IG Lead Designer Ed Orman!

I was lucky enough to get Lead Designer Ed Orman to take time out of his busy schedule to answer some questions about his job. Ed works out of Irrational's Australia office and played a key role in Tribes and Freedom Force. He offers some great insights into the life of a game designer and reveals some unresolved issues involving yo-ho-ho and a bottle of rum.

First of all, I assume you are a gamer? What is your favorite game? When did you start gaming? Did your parents let you play games and if not were you horribly traumatized? Do you spend a lot of time gaming now even though it is now kind of work related?

Ed: Arg, what a question to start with: I like a lot of games in lots of different genres and eras. Given the amount of time I spent playing it, my most recent favorite would be Prince of Persia: Sands of Time.

The earliest videogame I can remember playing is some iteration of home-video pong or other, which must have been around '78. I also got a dual-screen Game and Watch version of "Donkey Kong" for my 8th birthday (I think), which was the first game I over-played to the point where it turned up in my dreams. Plus my dad worked for IBM, so we were one of the first people in our area to get a PC and I still remember booting up "Adventure" off a very large floppy disk.

I currently spend 10-16 hours a week playing computer and console games. The larger proportion of that is for research - playing a game to pull it apart is always fascinating but tends to suck the fun out of it. Recently I've been trying to spend even more time playing other types of games such as board and card games.

How does one get into game design as a career? What made you decide that this was the right path for you?

Ed: My path was a little weird - the short version is I got a job doing illustration for a games company. Because of my background in running paper-based role-playing games (and because there was no-one else at the time to do the job), I was given the opportunity to try my hand at design.

Game design is a chance to create little worlds for people to mess around with. That's essentially what I was doing with role-playing and illustration, but games are far more direct and rewarding (for my money, anyway) so I stuck with it.

What kind of educational/work background is desirable and/or helpful for the job? Is a degree necessary? What skills are useful for the position? How did your previous experience prepare you for the job?

Ed: One of my previous jobs was in advertising and entertainment. While it wasn't directly related, it did get me used to the concepts of dedication, long hours and hard work. It also put me in positions where I had to deal with people on a daily basis, be it clients or my colleagues or my boss. Being able to talk with all those people was challenging, but it's an invaluable skill to develop if you're going to be a designer, where communication is most of what you do. I'm still working on being a better communicator.

I don't exactly know what kind of degree would be most useful, although I understand that there are places in the U.S. that offer formal game design training now. Regardless, if I was hiring another designer I'd expect them to:

  • be able to work within a team
  • have good analytical skills, and be practiced at pulling apart other games to see what makes them tick
  • have the ability to clearly document and communicate ideas
  • have a real passion for games.

It helps to have at least some understanding of the other disciplines involved in game production, as well.

What is the overarching role of the designer in game development?

Ed: To force an analogy, a designer is like a map-maker and a navigator and that guy that yells all the orders all rolled into one. And a bit like a pirate.

When I first started, I thought it was my job to come up with all the ideas. It's not - every member of a team has ideas, and lots of them are good. The Lead Designer's job is to establish what the overall philosophy of the game is, and to vet all those ideas (including their own) against that established philosophy as development progresses. Then you have to communicate to everybody why an idea does or doesn't fit, which tends to be the hardest part.

Ok, so not much like a pirate.

What do you on a daily basis? Describe a typical day.

Ed: That differs depending on where we are in the life cycle of a project. Broadly speaking:

At the beginning of a project, I tend to have a BUTT-LOAD of meetings which are the first pass at establishing that philosophy I mentioned before. These involve the publisher, the team members, pretty much anyone who has an interest in the game, and invariably result in a document of some kind. There's also a lot of analysis of similar games at this point, seeing what established expectations are and what ideas do or don't work. Typically, all the crazy ideas get put on the table at this point, and over the course of a few months we whittle them down to the ones we think make the best fit.

In the middle of a project, most of the core detail of the design has been established, so it's a matter of keeping that communication going, updating people on anything that's changed and making sure that what's being created fits the game. There can also be some hands-on work, as in Tribes: Vengeance where I built levels as well as managed a team of designers.

At the end of a project, all the systems should are implemented in some form, so there's more hands-on time in playing the game and fiddling with the balance. There are cool moments in earlier stages (for example, when you see a brand new idea working for the first time), but this phase tends to be the most satisfying to me because the game has matured enough that you can make all your tweaks with a full understanding of how it will affect everything else.

Throughout this whole process, there's a liberal amount of communication between disciplines to make sure the direction is clear, there's communication with the publisher, and there's communication with the community (if one exists) and the press. That last one tends to be the most difficult since in most cases you're using email or forums which are not the best communication tools in the world.

(And if we're between projects, my typical day involves drinking coffee, writing pitch documents for the next project, and sussing out the competition by playing lots of game demos)

Can you talk about how you and your team interface with the artists and programmers to get a game done? When does the design team come into the planning process of a game and how do you as lead designer run the process, figure out what to delegate where, etc.?

Ed: Design is involved in planning from the very beginning, and in my experience tends to be the driving force. But that's not to say it all flows in one direction - any project has production, technical and artistic constraints that extend beyond the basic design of the game. So all of that tends to come together right at the start - if I'm writing a pitch document, I'm doing so having already been informed what my practical boundaries are.

Beyond that, there are regular meetings between the leads of each team to discuss whatever is being created for the current milestone. Plus I do my best to just visit each department and talk to another lead when I have a problem I want to thrash out (as do they when I haven't explained a particular feature of the design clearly enough).

Delegation is a tricky one. We had an unusual team structure on Tribes: Vengeance (for me at least) where the Single and Multi player design responsibilities were split between two people. In the future, as our teams grow larger, I expect that level of delegation to go even more fine-grain, with one designer being in charge of a specific system. I think that will be a pretty challenging exercise.

Are certain types of projects more or less desirable from a design standpoint?

Ed: Absolutely. There's a certain amount of professional interest in analyzing and designing any type of game (believe me, in this job I've played far more games that I didn't like than those I did), but just as with other forms of media, I have my preferences.

Specifically, I enjoy working on more open-ended games, where the player is given lots of choice in how they want to play. I'm pretty lucky that Irrational puts a lot of emphasis on that kind of design.

How does the IG development process differ from your previous experiences?

Ed: I've been working at Irrational for nearly four years. The development process is quite different to my last job, as it is far more clearly structured and the people I'm working with are more experienced. We also commit a lot of time to refining our processes as we learn something new with each game.

As a company Irrational is very focused. The founders have a stated direction for the types of games they want to make, and they've stuck to that with every product they've created. That's a really valuable attribute from my point of view because there's always something against which you can measure your ideas.

What do you find most satisfying/enjoyable about your job?

Ed: There are two answers to this one. The "nice" answer is watching somebody play your game for the first time, maybe in a focus test, and seeing them totally grok what some concept is about. It might be something as simple as understanding how a particular movement system is supposed to work. That's pretty cool.

But the real answer is meeting someone who has played one of your games and who tells you that it took over their lives. I dig that.

What do you find most challenging?

Ed: Keeping everybody informed and paying attention to what everybody else has to say, too. Everybody has to be a communicator in this business - Design, Programming, Art, Production - so you have to dedicate a lot of mental bandwidth to what's going on at all times.

What has been your favorite game to work on and why?

Ed: Probably Freedom Force. Although I only got to work on it for the last 6 months or so, I was lucky enough to score the task of writing all the funky text descriptions for the objects in game. I'm a comic collector and I have some of the classic stuff on my shelves, so that was a lot of fun.

--- Meredith Levine


3 June 2005 -- This Week at Irrational with Meredith Levine

Help!

That's right, Irrational is looking for help. So check out the postings and send us your resume if you qualify. The Australia office is also hiring. Irrational is a great place and you can wear whatever the hell you want to work. It is a very challenging environment and everyone works really hard but you'll get to work on some amazing projects. Oh, and you must live in or be willing to relocate to Boston or Canberra. Boston is really nice though so it's not like we're asking you to relocate to some sketchy place. I hear Canberra is amazing although I haven't been there yet.

In reviews, (yes, they are still coming out!) RPG Vault's Richard Aihoshi wrote about Freedom Force Vs. The 3rd Reich and well, he liked it. Here's a snippet:

"If you've played any or all of System Shock 2, Freedom Force, Tribes: Vengeance and SWAT 4, you'll be familiar with one of Irrational's defining strengths as a company, which is the quality of the writing in its games."

There is also a brand new review of SWAT 4 on GameAxis. Author Benjamin Fong gives a lovely review and wraps it up with:

"Combining the complexities of a tactical FPS with the simple controls of an arcade shooter and topping it off with gorgeous graphics and addictive multiplayer, Irrational Games have crafted the best SWAT game yet. Daryl F. Gates would be so proud"

For some reason, I don't see Daryl Gates casually showing up at the Irrational office with a six pack and hearty congratulations, but you never know!

--- Meredith Levine


27 May 2005 -- This Week at Irrational with Meredith Levine

Our Mod Communities Completely Rock (and yes, that is actually how I talk)

Best wishes to Bill Gardner who is getting married this weekend to Amanda, his hot gamer chick counterpart.

It seems that the mod communities for SWAT and Freedom Force Vs. the 3rd Reich are both really thriving out there in the wide world of the Internet. For SWAT mods check out the community site to see some amazing fan-created SWAT maps and gameplay tweaks. People have done some really great work. In the New Map Releases section I recommend C Block and MP Clear (both by Wurst), which people seem to love. A few maps in the "New Map Previews" section that look promising are Brentwood Reloaded by DeAdMaN, Operation Firefly by SWATDOG, and The Old Prison by Wurst. Clearly this Wurst guy is doing something right. Someone even professed their (non-sexual) love for him on the forums.

There are scores of great Freedom Force mod sites so go check out the forums and I promise they will lead you to mods of just about anything/anyone you could imagine playing as. We have some seriously creative fans and it is really fun to see how people ran with what the team created for both games.

In other news, Ken did an interview with GameCloud in which he discusses the fun filled process of releasing three games in six months. In case it was unclear I would like to highlight the sarcasm in the previous statement.

Also, I was not going to post any reviews this week but this one from Worthplaying was just too good to pass up. I love this review! The author gives SWAT 4 a 9/10 and an Editor's Choice award and has the following brilliant and flawlessly accurate insights:

"Irrational Studios has truly been working magic."

"Irrational Studios has a winner on their hands with SWAT 4. The game offers what may be the best single player experience in the tactical FPS genre and exceptional multiplayer gameplay."

"In terms of quality, SWAT 4 is definitely Häagen-Daaz-grade goodness and certainly not the low cost, low quality store brand."

--- Meredith Levine


20 May 2005 -- This Week at Irrational with Meredith Levine

E3 Sucks the Life out of the Games Industry

Seriously, it is all E3, all the time and this week not much else really matters. E3 just draws gamers to it and if you are a serious gamer, or work in the industry, either you are there or you wish you were. Having just shipped 3 games, Irrational is actually sitting out this E3 and focusing on, you know, working on games.

So, that's it for this week. Go see Revenge of the Sith if you haven't already because really, I know you want to. I'm off to read the history of the Sith because Ken and I are going tonight and I need some background. This movie better suck because Ken bet Associate Producer Bill Gardner 100 bucks that it would be terrible.

Update: We just got back from the movie and damn you Gardner, you've foiled us again! Ken's 100 bucks poorer...

--- Meredith Levine


Updated Jobs at Irrational!

Irrational Games is seeking talented individuals for a variety of job positions at our Boston, Massachusetts and Canberra, Australia studios! For information on available jobs please visit the company page on Irrational's website.


13 May 2005 -- This Week at Irrational with Meredith Levine

SWAT Awarded Game of the Month!

Much has happened in the last two weeks. First I would like to say thank you and goodbye to Micha Van Hessen who served as VUG's SWAT 4 Community Coordinator. Micha was a volunteer who managed the forums and worked very hard to spread the word about SWAT. According to Irrational Associate Produce Joe Faulstick, "Micha has managed to generate a ton of buzz for SWAT and help form a bridge between IG and the fan community". So thanks Micha!

There are lots of great new SWAT reviews out there along with a brand new SWAT trailer http://www.gametab.com/news/267536/ available for your viewing pleasure.

Best of all, SWAT was named IGN's PC Game of the Month . Congrats to the team, this is fantastic news and a real honor:

"Why We Picked It: The bar is very high in the tactical shooter rena right now. Back when Rainbow Six and SWAT first burst on to the scene, they stood apart merely on the basis of their concepts -- ultra realistic, squad-based games that emphasized real tactics. A host of imitators have followed this same model over the past few years but this latest sequel from Irrational Games should send them running scared.

(Irrational is) not known for making games that are anything less than spectacular. The attitude of this game never wears thin, and the excitement of each level never wavers, even after you've played through them a dozen times. (Trust us; we know this to be true.) Trying to get through a mission with as little loss of life as possible for both you and the criminals makes for some really exciting gameplay."

Additionally, Tom's Hardware Guide has a lengthy, detailed review with lots of great screen shots and Adrenaline Vault gives the game 4/5 stars.

I am very pleasantly surprised that reviews of Freedom Force Vs. The 3rd Reich are still coming. Here are my favorites:

  • GameAxis gives the game a 9/10 and says "Irrational's out to bring another runaway success with this one."
  • Gaming Nexus gives FFV3R a 9.1/10 and author Tyler Sager awards it an Editor's Choice. He also addresses the eternal dilemma of "do these tights make my ass look big?" (No Tyler, your ass looks great.) Tyler also says "this game is a complete blast. I highly recommend this to fans of the original, and to anyone with even a mild interest in superhero games. Heck, it's also quite a solid squad-based strategy game, so those leery of the superhero genre could be brought into the fold. In short, give this game a try."
  • Game Chronicle Magazine also gives the game a 9/10 and an Editor's Choice award. "Freedom Force vs. the Third Reich is one of those titles that truly show the love and affection of a development team, and with a large community of fans- Irrational had to deliver again. Thankfully with beefed-up graphics, added multiplayer support and another solid storyline filled with classic comic goodness, they came through in heroic fashion."

--- Meredith Levine


6 May 2005 -- This Week at Irrational with Meredith Levine

Interview with Irrational Lead Programmer Chris Kline

Chris Kline, Lead Programmer on SWAT 4 took time out of his very, very busy schedule to speak with me about his work. Chris took a leading role during the beginning of SWAT and also led (with Rowan Wyborn in Australia) the code-sharing effort that helped make development of both SWAT 4 and Tribes: Vengeance go smoothly.

What is the overarching role of the lead programmer in game development?

The lead programmer is responsible for overseeing all aspects of the game's technology development process. At a high level, this means I'm the guy who gets his butt kicked if the tech team doesn't deliver. But on a more day-to-day level, it means that I do the boring stuff so that my amazing team of programmers doesn't have to deal with it and can focus on building the cool parts of the game.

Ideally, if I do my job right, the tech team will be able to deliver the features that the other teams need, on time, without having to work overtime.

What do you on a daily basis? Describe a typical day.

Well, over the course of the project it could include any and all of the following:

  • Making sure that all the crazy ideas the artists and designers are planning can actually be achieved from a technology standpoint. I try to explain what our tech can currently do, what it might be able to do if we devoted some time to it, and what we definitely will not be able to do. Sometimes I'm the good cop, and sometimes I'm the bad cop (people at my last company used to call me "Dr. No").
  • Building a 2-year task schedule for our 7-person programming team, to ensure that pieces of technology come online before they are needed by the rest of the team, and monitoring/updating this schedule on a weekly basis.
  • Building the Technical Design Document, which outlines the "big picture" problems the game will have to solve, defines possible approaches, and enumerates the risks and risk mitigation plans for each problem.
  • Working with the lead artist, lead designer, and project lead to solve problems as they arise, to keep the team working at maximum efficiency.
  • Working with Rowan, my counterpart lead programmer in the Australian office, to coordinate technology shared technology development.
  • Working with the programming team to help them solve problems they are encountering, such as software design conundrums, scheduling issues, and sometimes even interpersonal conflicts.
  • Coordinating with the QA team, triaging bug reports, and making sure vhe game remains as stable as possible during development. Managing code development branches, cross-integrating changes, and releasing both internal builds and external (milestone) builds of the game.
  • Occasionally doing little bits of coding. This is usually really boring stuff, like fixing bugs, or implementing little features that I forgot to put in the 2-year schedule.

Are certain types of projects more or less desirable from a programming standpoint?

Definitely! I'd rather clean the floors of all the Orange Line trains with my tongue than write a cell-phone game.

From a purely geek-chic standpoint, every programmer has their own preferences as to what's a desirable project and what isn't. Some of the guys on my team would love to optimize low-level microcode on the PS2, and some enjoy high-level systems architecture. Others geek out on developing tools in the latest scripting language, and still others are all hot for the [unmentionable hardware capability] in the [next-gen console which may or may not exist]. Personally, I'm in it for the visuals-- if I can work with talented artists to make a game with beautiful 3D graphics and animation, then I'm sold.

But in the end it's the game itself that ends up on the shelves, so the most desirable projects are the ones that allow us the chance to focus on making a great game. These are the projects in which the technology requirements are very challenging but achievable, the visual aesthetic is distinctive, and the gameplay is innovative, fun, and open-ended. That pretty much describes every project Irrational Games has ever undertaken.

Can you talk about how the programming team interfaced with the artists and designers to get SWAT 4 done? When does the programming team come into the planning process of a game and how do you as lead programmer run the process, figure out what to delegate where, etc.?

Sure. SWAT 4 was a great project because we had a clear vision for it from the beginning, and from the very start of the project the programming team was involved in all aspects of the design.

The first thing that happened was that everyone on the team played SWAT 3 at work if they hadn't already played the bejeezus out of it on their own time. Then the entire company brainstormed about what aspects of SWAT 3 were great, which ones sucked, and how we wanted to take the SWAT concept and "make it our own". In the end we decided that we wanted to take most of SWAT 3 and improve it with better AI, better graphics, an improved command interface, the feeling of being immersed in a dark, gritty, miserable world.

Paul Hellquist, our lead designer, worked with the design team to create a very thorough (120 pages at last count) Master Design Document that explained every feature in the game and how the design team thought it should work. I then broke that down into a schedule of tasks that I then assigned to individual programmers based on a variety of factors:

  • How soon did the feature needed to come online?
  • How important it was to the core game experience?
  • How closely did the feature match the skill set of a particular programmer? This included both technical and interpersonal skills.
  • Was a similar feature needed for the project in the Australian office (Tribes:Vengeance), and could we share the technology?
  • How much did a particular programmer want to "own" a particular feature?

Once the high-level tasks (e.g. "build a weapons system", "implement room clearing for AIs") were assigned to programmers, those programmers were responsible for working with a designer or artist to gather detailed requirements (e.g. "weapons use ammunition, which is stored in clips, which can be reloaded", "AIs need to be able to aim in all directions while moving"), break the task down into sub-parts, and begin implementation. Usually we did features in multiple "passes", where we'd try to implement the major components of each feature (e.g., , "bullets cause damage when they hit things", "AIs can move through doors in a coordinated fashion") first, and then later on iron out the smaller, less important details like "when you turn on the flashlight, the tiny texture on the weapon that represents the flashlight needs to glow".

During development the programming met every Monday afternoon for about two hours. During that meeting each programmer would talk about what he accomplished during the previous week, whether he was ahead of schedule or behind schedule, and what kinds of problems he was encountering. Based on that I would adjust the programming schedule to make sure that the most critical tasks got done first, and try to get the programmers the resources they needed to finish their tasks. We did a lot of "discussion" (read: arguing) in those meetings, but they were instrumental in making sure that each programmer knew what his colleagues was up to, and helped ensure that the system that one programmer was building would meet the needs of the other programmers who had to use it.

How does one end get into programming as a career? What made you decide that this was the right path for you?

There's a thousand different ways to get into programming as a profession. How did I end up in game programming? Well, it's a long and convoluted story.

I was a bit of a pasty-faced geek when I was a kid (I'm still a geek, but a little less pasty). Sometime in the early 1980s my dad brought home a Franklin Ace 1000 computer (an Apple II+ clone), and he and I taught each other to program it. Dad worked the night shift, so while he was asleep during the day I would program and leave it for him to see; then when he came home he would program while I was asleep and leave it running for me to see. We would continually try to one-up each other, which was a fun way to learn. My pièce de résistance was an interactive tour of the Earth's crust, with music, written in BASIC, that I did for my science project in 4th grade. Let me tell you, that was a big hit with the ladies.

In junior high I got bored with computers and didn't touch them for a couple years. In high school I started programming again, teaching myself Pascal and C at the same time, and graduated to an Apple Macintosh. During that time I worked in a Macintosh computer store as a technician supporting their high-end graphic design and pre-press customers. This introduced me to graphic design -- a profession for which I have great interest and absolutely no talent -- and got me excited about the intersection of computers and art. Then, mostly because I had no idea what else I wanted to do, I went to Cornell University to study computer science.

I got really disillusioned with plain-vanilla computer science during my undergraduate years, and was almost ready to quit until I discovered the magic of "independent study" classes. I took a computer graphics class, nearly failed it because I'm slow at math, and then somehow convinced that professor ( Dr. Bruce Land, an amazing man) to take me on as his research assistant. He encouraged me to follow my interests, and I ended up spending a few years working in 3D graphics and virtual reality (remember that?). Then one fateful day in the fall of my senior year I realized that I needed to take several "engineering-related" classes in order to graduate, and on a lark I signed up for Neurobiology and Behavior because my friend Greg Pass was taking it. As it turns out, this was one of the most interesting classes I had ever taken. To continue working in that area I started an independent study project wherein I attempted to study the role of reproductive sharing as it relates to cooperation among female wasps by trying to simulate them in a computer and evolve them using genetic programming techniques. It didn't work, but it was a hell of a lot of fun.

At this point I still didn't know what I wanted to do with my life, but I knew that I enjoyed working on computational animal behavior models, so I ended up going to the MIT Media Lab to work with Dr. Bruce Blumberg in the Synthetic Characters Group. This research group was attempting to study models of animal behavior by building simulations of actual embodied animals. The idea was that by building artificial animals and observing why they didn't behave like real animals, you could learn something about the nature of thought and behavior. This was the period of my life where I learned a lot about artificial intelligence, computer animation, and traditional animation.

After MIT I went to a small startup company called Nearlife, where I got to work on all sorts of cool projects involving artificial intelligence, computer animation, computer vision, and human-computer interaction. I worked on the giant interactive Virtual Fishtank that is in the Boston Museum of Science, an interactive children's playroom called the KidsRoom2 in London's Millennium, and giant interactive touchscreens in the Museum of Science and Industry in Chicago.

Finally, after leaving Nearlife I ended up at Irrational Games. All the skills I had learned in the past -- animation, A.I., 3D graphics, simulation architectures, interaction techniques -- were the same skills needed in the games industry, so it seemed like a good fit for me.

So, to answer your question: how did I decide that game programming was the right path for me? Basically, I didn't. I just followed my interests and somehow I ended up in a challenging, fun, and rewarding job. Pretty lucky, eh?

What kind of educational/work background is desirable and/or helpful for the job? Is a degree necessary?

Probably the easiest way is to study computer science in college. A degree is not always necessary (a few programmers on our team never finished college), but it is highly advised. Not because a C.S. degree will teach you how to be a good software engineer, because it won't (dirty secret: computer science is actually about mathematics, not computers!). But if you go to a good school and study C.S. you will learn something more important than how to program -- you'll learn how to approach, analyze, and solve problems.

What skills are useful for the position?

I would say that the following are the most useful skills:

  • Math: Game programming is becoming increasingly more math-intensive. So don't fall asleep in math class, like I did, because then you'll just have to learn it all over again later. Pay special attention in Linear Algebra.
  • Art: Take as many art classes as you can. Study animation, drawing, acting, and music. As a game programmer you'll have to work with artists all the time, and the more insight you have into their profession, the better you'll be at designing systems to make their artwork come alive.
  • Communication: As a game programmer, you will need to be able to communicate clearly, both in person and on paper, and also work well with other people. Especially smart, quirky, opinionated people.
  • Passion: If you don't love making and playing games, you won't do well in this industry. So experiment with things on your own -- build your own games, then rip them apart and make them better. Learn what you like and dislike about games, and be able to discuss these things intelligently.
  • Don't be a dork: Don't spend all of your time in front of a computer. Get a hobby. Make friends. Exercise. Read non-technical books and study non-technical subjects. Become an interesting person.

You are a relative newcomer at Irrational, how does IG's development process differ from your previous experiences?

I've been at Irrational for 3 years now. The fact that I'm still a "newcomer" says a lot about the company and our team!

I would say that there is a lot more exploration in our development processes here, and a lot more opportunity for every individual to contribute to the final product in a unique way. That's because it's almost impossible to define what makes a game "great" or "fun" before you start building it. The best you can do is start with a talented team and a good idea based on a lot of experience. From there the process is iterative, and at any point in time *anyone* might come up with that one idea that really makes the game shine.

Making games is not like stamping widgets. I like the idea that we know roughly what kind of game we're building, and when it will be done, but it's a giant mystery as to exactly how or when it will stop being a piece of technology and start being a game, or why iv will be fun. Every day when I walk in the door someone could say "hey, come look what I did" and show me something amazing and unexpected. It keeps me motivated.

What do you find most satisfying/enjoyable about your job?

I love working with the people at Irrational. All of them are smarter, funnier, and infinitely cooler than me. It's exactly the kind of place I want to work, because it keeps me on my toes.

I also really enjoy the development process, seeing a game go from concept to completion in little tiny stages. That first time your own game makes you laugh, or jump in surprise, or sigh in amazement -- that's magic.

What do you find most frustrating?

Eventually you have to finish the game and kick it to the curb. And no matter how good it is, there's always that one little feature, that little bit of polish that could have made it in the game if you'd only had a day or two more to work on it.

--- Meredith Levine


29 April 2005 -- This Week at Irrational with Meredith Levine

SWAT MAKES THE TOP 10!

First I would like to apologize for last week's column not being up until Monday evening. Things got pretty insane over here and well, the whole thing just slipped. Better the column than the games!

Now, onto bigger and much, much better things. That's right folks, SWAT 4 made the NPD Group's list of the top ten best selling PC games for the week of April 16th! Congratulations to the team on this fantastic news.

Irrational Lord of Programming, Chris Kline brought to my attention the very interesting comments of Scott Straub, a real live member of the Fort Wayne Indiana SWAT Team:

"SWAT 4 has some great realism. I was impressed with the training session. Some of the advice from the "instructor" was very true to life. The weapons are accurately reproduced. The characters reactions and actions are great too...Thankfully not every operation we are on has so many hardcore, and out of control psychos to deal with. …Since SWAT 4 would not be as entertaining without the diehards, I have to say that it is a fairly accurate representation of worstcase scenarios. The fact that you can successfully "soften-up" your targets and make apprehensions without always resorting to lethal force makes it a thinking game as well as an action game. The combo really hits the nail on the head."

For European fans of Freedom Force, FFV3R just came out over there and is getting great reviews. One lovely article in GamesRadar (the online version of the PC Gamer UK)leads with "PC Gamer needed a hero. It found twelve…" and goes on to even bigger and better things like "Freedom Force vs the Third Reich is brilliant, one of the best games of the year so far. For the past days I've been giggling at my PC, demanding everyone in the office watch as I bash men, tanks, and brains-in-jars. They don't need the encouragement." And "Freedom Force is stylish. Freedom Force is witty. Freedom Force is clever. Freedom Force is... fun…It's inspired. It's genius. It's superb"

Oh, sweet, mysterious British reviewer, you're the real genius.

--- Meredith Levine


22 April 2005 -- This Week at Irrational with Meredith Levine

The Reviews Keep Coming!

It’s been a kind of slow week in the wide world of game reporting. Not slow here at IG though. People are keeping up the usual mad pace that is game development but yeah, I still can’t talk about any of that. So here’s what I dug up in reviews this week:

Game Informer Magazine reviewed SWAT 4 in their May issue and awarded it the PC Game of the Month:

"The level of immersion here is unbelievable, exhibiting way more substantive edge of your seat thrills than anything Hollywood has offered up."

Console Gold has an excellent, very detailed, and very complimentary review of SWAT 4. It earned a 90% and comments like:

"Sierra and Irrational (Games) have done a fantastic job with SWAT IV. The gripping levels, native difficulty, realistic (and sometimes disturbing) situations, and all around fun gameplay combine into a fantastic game. Add in multiplayer support (and the ability via other programs to include voice chat), and you have a team based FPS that’ll keep you entertained for a long time."

GameSpot has an interesting interview with some of the SWAT team so check it out if you like to hear the inside scoop on what goes on in game development.

As for Freedom Force, a few reviews are still trickling in. My favorite of the week was 3D Accelerated’s in which reviewer Matthew Prato rated FFV3R a 4.4 out of 5 and "Awesome"

"The story line and humor will all suck you into the storyline like a bee to its hive."

"If you are looking for an extremely fun, cartoon based game, this is definitely going to be one of the best."

That’s all for this week but I will leave you with this marginally relevant article from Slate. It relates to SWAT teams (the real ones) and monkeys. It’s an obvious lame attempt by me to fit monkey information into this column but trust me, it’s interesting.

--- Meredith Levine


15 April 2005 -- This Week at Irrational with Meredith Levine

SWAT 4 Number 1!

I'll get right into it this week, no pre-amble necessary: As of Wednesday SWAT 4 was Number 1 on Gamespot's list of top PC games and Number 2 on their list of Games on all platforms. Yay Irrational!

Our lovely European friends over at EuroGamer SWAT "one of the most macho games I've recently played; all guns, tactics and difficulty" and say they would like "to shake the developers by the hand." Now, being 5'2'', owning about 30% pink clothing, and just all around about as un-macho as humanly possible, I take a lot of joy in being even remotely connected with "one of the most macho games". My absolute favorite bit of insane Irrational news from this week concerns a SWAT 4 hidden bonus that a gamer found while innocently shooting up bad guys. Our friends over at 10-David report a video of Irrational employees "wandering their offices half naked in boxer shorts and vests, surfing on chairs and acting like a SWAT equivalent of The Village People." If you really want to see Irrational employees half naked, by all means check it out. Those Europeans might not be knocking down any doors to shake Irrational developers’ hands after seeing this one. By the way, I mention the site all the time so for any SWAT fans, 10-David is an excellent place to go for a ton of SWAT information, articles, news, and forums. So if you want to know more about the game I highly recommend taking a look at the site.

I was very pleasantly surprised to see that there is still a ton of press coming out on Freedom Force Vs. the 3rd Reich. Generally by the time a game has been out a month, things have really slowed down in the new review department.

Robert Berry of RetroCRUSH , which in case you were unaware, is the "World’s Greatest Pop Culture Site" says "The overall quality of the game is just beyond impressive."

G. Christopher Williams over at PopMatters wrote a very interesting review of Freedom Force, which basically centers on people’s love of watching good overcome evil. This is a totally different kind of review and it’s interesting to look at Freedom Force from this perspective. To give you an idea of what I am talking about, here is a small sampling from the article:

"Such brilliant and chilling ironies are not simply found in the dialogue of the heroes, though, they are embedded in the plotline itself."

"Within the innocent naivety and blustery melodrama is a romantic appreciation for justice, freedom, and heroism."

I will warn you that the review contains spoilers, so make sure to avoid this one if you haven’t played the game through.

There is a nice interview with Ken at PCGameWorld Andrew Bub who I called my hero a couple of weeks ago for his Yahoo!Games review, apparently has an alter-ego names Gamer Dad As Gamer Dad, Andrew brings us yet another stellar review of Freedom Force Vs. The 3rd Reich, this time complete with a section on its suitability for children. According to Andrew Freedom Force has "The kind of love for its subject matter that's infectious, replayable, and memorable. For just half the price of a hardcover Marvel Masterwork, Freedom Force vs. The 3rd Reich is a comic book guy's dream come true, a delight for strategy/RPG fans, adults, kids, and wannabe super-heroes all over the world." Gaming Illustrated has a brief but detailed review of FFV3R which includes such gems as: "With rich comic-book style graphics, excellent storylines, complex characters, and superb construction, FREEDOM FORCE VERSUS THE 3rd REICH is a great RPG. Certainly this is one of the best games released in the past six months, and raises the bar on quality and content. A great value for your gaming dollar." And finally, my favorite quote of the week is from Magikahn over at GameHelper "I can’t get enough of this game, and it pains me now to even stop one moment and write this review." And one more thing, there are some updated mod tools available at FreedomFans. "These updated tools fix the issue with importing bundles and putting files in the wrong place."

-- Meredith Levine


-->

8 April 2005 -- This Week at Irrational with Meredith Levine

SWAT 4 in Stores! Yeah Baby!

That’s right folks, SWAT 4 can now be found in your very own neighborhood game store, or online of course. If you happen to go to an EB you will notice that our distributor Vivendi has been thoughtful enough to include our games as part of the Vendor of the Month. This means that there are big SWAT 4 cutouts and lots and lots of copies of Freedom Force Vs. The 3rd Reich and SWAT 4 in highly prominent locations.

Everyone at the company and all their husbands/wives, etc. are out partying as we speak. I however, have a cough that sounds like I have a serious problem with unfiltered cigarettes so I am home watching movies and eating cake. Lovely, I know. But anyway, I am sure someone will pass out on a retro arcade Ms. Pacman anytime now and seriously, they deserve to. The group worked incredibly hard on SWAT and damn, that game looks good!

Although it was mysteriously not mentioned to me by any of my usual in-company sources, I happened to glance at FilePlanet and noticed that a group called Clan Unseen Threat completely kicked Irrational’s butt on the SWAT 4 ladder. Or, to use File Planet’s term, we got obliterated". All the trash talk at IG, all the threats and we got beaten at our own game! Seriously guys, how humiliating! You can read a Q & A with the winners at 10-David

In better news, SWAT continues to get excellent reviews (I guess the IG team can do something right.) In the interest of space, I am going to limit myself to my absolute favorites this week:

GameArena GameArena was nice enough to say "SWAT 4 is an exquisitely crafted gem that deserves your money"

IGN has a video review which calls SWAT 4 a really great game with good environments, good sound, good graphic, and really exciting gameplay. This is definitely something I would recommend to anyone who likes tactical shooters.

Vivendi is running a very cool sweepstakes in which in the winner gets a trip for 2 to a Las Vegas resort for SWAT training. I highly recommend that you enter because seriously, how fun would it be to tell your boss you need some time off for SWAT training?

In Freedom Force Vs. The 3rd Reich press: WorthPlaying has a new review of FFV3R, a review that made me so happy with its 9.7 that it gets two quotes:

Freedom Force vs. The Third Reich is such a fantastic game that I've missed sleep, meals, outings, and very nearly missed writing this review by the deadline all so I could keep "testing" it.

Freeedom Force vs. The Third Reich is not just the best superhero game to date, but it defines what a fantastic superhero game should be.

Today we are going on a field trip to see Aliens of the Deep on IMAX, something I have been looking forward to for an embarrassingly long time. Working for a game company rocks.

-- Meredith Levine


1 April 2005 -- This Week at Irrational with Meredith Levine

Swarm! Swarm!

Ken and I got back from vacation to a swarm of great press and a shiny new PSP waiting in the office. I know this is an Irrational Games column but that thing is seriously amazing. It plays movies, and they look really, really good!

In internal news, Irrational will soon have a brand new home in lovely Quincy, MA, conveniently located next to a comic book store, which I am sure we will all be frequenting for business reasons only.

As most of you know, SWAT is shipping soon, as in go to your local EB or Gamestop on Wednesday and buy the damn thing! As for the swarm of great press that I referred to, the first reviews have started to come out and I will warn you that as Bill pointed out, I am one to "throw around quotes" although I will try to keep them brief!

Dan Adams of IGN says "SWAT 4 is a terrific game from a company that simply keeps gaining trust in my mind."

Our friends over at 10-David have posted scans of the UK PC Zone review of SWAT. PC Zone says "Irrational has done an absolute bang up job"! Sal Accardo at GameSpy gave the game a 4.5/5!

Freedom Force Vs. The 3rd Reich is still going strong:

Our European distributor, Digitcl Jesters has just launched a fun little Freedom Force game, which is free on their site

Also, be sure to check out this BioWare interview with Ken. It's all about Modding in Freedom Force Vs. The 3rd Reich.

Shawn Sines of FileFront was nice enough to give the game a 5/5 and say that "Freedom Force Vs. the Third Reich is a great strategy game, a great RPG and most of all the best super hero game on the market."

Robert Coffey Computer Gaming World hands us Five out of Five stars! Robert says "Like a great movie, Freedom Force vs. The Third Reich is the rare product that leaves you glowing with delight long after you've finished it. Twice."

GameShark's James Fudge calls Freedom Force Vs. The 3rd Reich "the kind of game that makes you want to go out and buy a geeky t-shirt... with the logo prominently displayed to let the world know that you love this game."

And finally, Andrew Bub of Yahoo!Games has this to say: "One of the finest story-driven role-playing games available on the PC." And "a comic book guy's dream come true, a delight for strategy/RPG fans, and wannabe superheroes all over the world."

Mr. Bub... you're a hero to me... (Sigh).

-- Meredith Levine


25 March 2005 -- This Week at Irrational with Meredith Lev.. Bill Gardner!

Is it getting hot in here?

Gardner here, back by popular demand. OK, maybe you didn't exactly demand me to write another TWAI article, but Ken and Mer are off taking a much-deserved vacation somewhere in paradise. As jealous as that makes us all, there is a bright side: things are definitely looking up. On several levels. The end of what was one of the worst winters I can remember has finally given way to spring and one of the most exciting times in Irrational's history.

For the 3+1/2 of you out there that weren't already aware, we just finished publishing our first title, Freedom Force vs. The 3rd Reich. I can't even begin to tell you how nervous the entire process made us. It was a huge step to say the least. Thankfully, the part that I view to be the most nerve-racking - waiting for the reviews and feedback from our fans - has been about as positive an experience as can be. The fantastic reviews continue to pour in and the dark cloud of anticipation has finally broken up. Kind of like this winter purgatory.

As if that wasn't hot enough, SWAT 4 is a mere two weeks away from hitting stores. I suppose I should have nerded out and used some sort of PR speak and said something like: "SWAT 4 is ready to breach bang and clear its way into stores on April 5", but I figured I'd spare the lot of you. However, I will NOT spare any of you from a thorough beatdown online when this game comes out. Trust me, you won't even know where you're getting tased from.

In all seriousness, I cannot wait to play some new people and see what cool tactics you all have lined up. It's always a huge reward to see people playing your game in ways you never imagined. I picked up some interesting tidbits from jumping into the beta from time to time. Stuff that I'll surely be using in the SWAT 4 Ladder that Meredith discussed in last weeks column. That is, if I'm good enough to make the cut here when we have our internal contest to figure out who's going to compete in the official ladder. Keep your fingers crossed for me; it can get pretty brutal in here when we play.

Speaking of brutal, Jason Ocampo gives brutally awesome hands-on impressions with the final build on gamespot today. How was that for a transition? Anyhoo, I'm not one to throw around quotes like Meredith, but I found one particularly sexy:

"Like some of Irrational's other recent games, SWAT 4 seems very promising right out of the box. And once again, Irrational is looking like it's one of the most versatile development studios in the industry with its ability to develop games in so many different genres."

I don't care what Mother Nature has planned, it's quotes like that that leave little doubt that things are heating up at Irrational.

--- Bill Gardner


18 March 2005 -- This Week at Irrational with Meredith Levine

Butt Heads with Irrational!


In the wide world of SWAT 4, Irrational and Gamepsy are running a SWAT 4 Ladder. This means that throughout March players battle each other in the SWAT 4 Beta to earn the chance to play against Irrational. I would be very afraid, from what I have seen the IG team will be some hard-core competition. Also, given how seriously humiliating it would be to lose your own game, I think the guys are going to be prepping for this one. According to Joe Faulstick, "We're gonna eat 'em alive!". In SWAT interviews we have GamersInfo.net with a brief but informative SWAT 4 Q&A with Bill Gardner. Also, 3D Avenue talks with aforementioned cannibal Joe Faulstick about SWAT 4.

Check out the brand new SWAT 4 movie at FileShack

Also, on the other small screen, SWAT 4 was featured on the show X-Play which appears on G4. The next showing is on the 19th at 7pm EST so be sure to tune in.

We're are still on our post game release buzz. That involves mainly waiting with high levels of anxiety as each review comes out and going to various stores to see if the game is in stock. It's a little ridiculous but I think when we put so much of ourselves into something it is just really satisfying to see it on an actual shelf in an actual store.

Since there is no rest for the weary game developer, Irrational is already off on new and exciting stuff. As you have likely guessed, I am not allowed to talk about any of it yet but I promise it's all good and I swear you will know absolutely as soon as I am allowed to divulge anything.

So, back to what I can discuss! Here are the latest reviews:

MyGamer gives Freedom Force vs. The 3rd Reich a 9.4/Marvelous. Author Brandon Whipple says:

"Freedom Force vs. The Third Reich is tremendous fun. The graphics, sound, story, and customization are top-notch. Most importantly, however, the gameplay is amazing. Everything else just comes together, and it turns out terrific...Comic lovers and game lovers alike will be entertained for hours by this super hero-themed title. Definitely pick this one up."

On InsideGamerOnline author Kevin VanOrd gives the game a 9.0 and say it has an "incredible embarrassment of pleasures" and:

"Our recommendation really couldn't be more glowing: there is nothing not to like about Freedom Force vs. The Third Reich. It's colorful, funny, and an absolute blast to play, offering more gaming thrills than the proverbial barrel of monkeys."

I've never personally experienced a barrel of monkeys although I imagine they would be quite a lot of fun. I like monkeys-a lot. We have this essentially all-monkey zoo near us and poor Ken has to take me there several times a year. They train helper monkeys there, it's a brilliant cause and really, I was surprised to find out that helper monkeys actually exist. Who would have thought?

Ok, that was WAY off track, back to gaming. There have been a lot of interviews lately, which is a great thing. For people interested in the gaming industry these are an excellent way to get a peek inside. You can learn tons about the developer, the game itself, and the process of production. That said, there were two interviews with Ken this week:

In this one, at The Armchair Empire

Ken talks about Freedom Force vs. The 3rd Reich and the development process. I thought it was really interesting, and I hear this stuff all the time! The second one over at GameShark focuses more on the game itself and is also quite interesting.

--- Meredith Levine


11 March 2005 -- This Week at Irrational with Meredith Levine

No Sophomore Slump for FFV3R!

Ok, I do realize it is more than a bit self-aggrandizing to put that on a company's own Web site but I can't help it. I am very psyched that Freedom Force came out to such nice reviews. So far the critics completely get the story, the aesthetic, the way we did the voices, the whole magilla.

I get very nervous before a game comes out so the past few days have been a huge relief for me personally and probably for Ken too since me being tense about a game release doesn't exactly help him. So now we just hold our collective breath and hope that all the Irrational fans love the game.

Thanks to everyone who pre-ordered the game. It was a huge help to Irrational (both psychologically and for store sell-ins) to boost those numbers early on. You guys doing that helps ensure that Irrational will continue to make the slightly off-beat games that we really want to work on and that hopefully you will really want to play! Remember, you can still order the game on the Irrational Site and get the bonus disk with 3 exclusive characters and a whole handful of concept art and wallpapers!

Check out yesterday's press release --- the Freedom Force Vs. The 3rd Reich Beta mod tools are now available on www.FreedomFans.com! We're can't wait to see what the FF community's got cooking!

And now here's my Freedom Force Week One Review Roundup:

ActionTrip gave the game a 92% and an Editor's Choice. I tried to find the name of the author to thank him for the following quotes but I couldn't seem to locate it:

"Add the fact that the game has all the addictiveness and offers just as much fun as its predecessor and it has a rather lengthy and challenging main campaign and the prettier visuals and enhanced 3D features feel like icing on the proverbial cake.

I am sure that this game isn't perfect, only I cannot think of any possible flaws that could significantly mar my overall impression."

Go and buy the damn game, you'll thank me later. If you don't like it, you're an ass. In other words, kind reader, "Thwack!"

Russ Clow at Club Skill has claimed the identity of "Review Man" for Freedom Force Vs. The 3rd Reich and I personally like this Review Man., I like him very much:

"You will absolutely adore Freedom Force Vs the Third Reich"

"This game is quite simply fantastic."

Over at GameSpot, Greg Kasavin has both a written and a video review of the game and gives it a "Great" rating:

"The incredible thing about Freedom Force is that this cast of characters is so good that it in some ways rivals the classics to which the game pays homage."

UnderGroundOnline has an overview of the heroes and villains of Freedom Force and Freedom Force vs. The 3rd Reich and a review coming soon. I'll keep you posted.

There's a Q&A with Ken on BioWare's site which talks about the game and Irrational's new partnership with the company.

In other news, it's completely dead in the office. Half the company is at GDC this week showing off SWAT 4 and the other half are too busy to do anything but work. I was in the office today and since there was no one to talk to I found myself reading a booklet called "Combat Knife Throwing". I love what we have lying around the office! So since everyone's away there's not a whole lot to report but I did dig up the following SWAT 4 tidbits:

Irrational programmer Jon Abercrombie talks with GameSpot about the AI in SWAT 4 in this video interview. The page also links to video previews and a ton of gameplay footage. Also on GameSpot, Jason Ocampo previews the game.

There's also a Q&A with Irrational designer Bill Gardner on Cathode Tan where he talks about what to expect for SWAT 4.

--- Meredith Levine


10 March 2005 -- Press Release

Double Whammy For Fans of Freedom! Freedom Force vs. The 3rd Reich Now Available! New Beta Mod Tools available at WWW.FREEDOMFANS.COM

Irrational Games is proud to announce that Freedom Force vs. The 3rd Reich, the follow up to the popular heroic tactical RPG Freedom Force, is now on store shelves and shipping directly from www.freedomfans.com . Freedom Force vs. The 3rd Reich is being distributed to retail stores by Vivendi Universal Games throughout North America.

The robust new Freedom Force vs. The 3rd Reich beta mod tools are now also available at Freedomfans.com! With these tools, fans of the game will be able to add to the already huge Freedom Force mod community.

You can download the new Mod Tools from Freedomfans.com, or check out the full full press release at Irrationalgames.com.


9 March 2005 -- Announcements

Store Update

A huge thank you to everyone who pre-ordered from our brand new store at www.freedomfans.com!

We are very happy to announce that all pre-orders from our website have been processed.

Look to receive your newly minted Freedom Force vs The 3rd Reich in the next couple of days (if you have not received it already.) USPS Priority doesn't give us exact delivery dates, so please bear with us as your game is on its way to you right now.

One side note: there is a delay between order processing and the charge appearing on your credit card. So, if you pre-ordered with us, your shiny new game is en route, and the charge will appear on your card directly.

If you have any further questions, or would like to tell us how phenomenally wonderful the game is, please email us at customerservice@www.freedomfans.com


4 March 2005 -- This Week at Irrational With Meredith Levine

FFV3R In Stores Wednesday, March 9th!

The very first review of Freedom Force Vs. The 3rd Reich is up on IGN and we got a 9.0 and an Editors' Choice award to boot! Thanks to Steve Butts for his in-depth look at the game and such gems as:

"No one can do it as well as Irrational can. They broke the superhero curse with the first title and proven it wasn't a fluke by releasing a follow up that's every bit as good. The design here is just as amazing as it was in the original game and the presentation is as solid and slick as ever. The story's great and full of more comic book conventions than you can imagine... one of the best games around."

As you have probably already gathered from the first paragraph, Freedom Force Vs. The 3rd Reich went gold last week. Needless to say we are all very excited. I have been running around to various stores and surreptitiously moving pre-order boxes to eye level. I realize that it is most likely pointless but hey, it makes me feel good! I got in a bit of a spat at a local Best Buy when I noticed they didn't have the correct amount of boxes on the shelves. It was not my finest moment...In more productive endeavors, Ken has been busy chatting with the press lately. GameSpot is running an interview with him about the game. Game Guru has a brief interview and Belgian site Gamesplanet is running an (English) "Interview Met Ken Levine". The site also has a preview of the game but frankly, my Dutch ain't what it used to be...

Be sure to check out Penny Arcade's Freedom Force ad. Yes, I know it's an ad and I should not be sending people to look at ads but they drew it and it is very, very cool. You may need to refresh a few times to see it but look on the right side of the page.

IGN is running detailed profiles of the new charactersin Freedom Force vs. The 3rd Reich. The article is in two parts so be sure not to miss the second one . IGN also had Alexx Kay do a segment on FFV3R's Rumble Room feature.

In the non Freedom Force world, things are moving along on SWAT 4. The programmers are looking significantly less vampiric than they were a mere week ago. Some of them even have a hint of color in their faces and a glint of hope in their eyes. Seriously, it was getting kind of scary in the programming pit. These guys are working their butts off to bring you the best game possible and SWAT 4 continues to look amazing. Someone even suggested that it be in the lineup for Irrational's gaming night. As anyone who has ever worked on a game knows, that is some serious dedication.

Check out the demo on

or one of the gazillion other sites that has it.

For fun with screenshots check out RPG Vault and GameShark.

Another Q and A with Irrational's Joe Faulstick

And for anyone who is a hard core preview junkie, there have been tons (TONS!) of SWAT previews in the past two weeks. Here are some of my favorites:

FileFront says "Irrational Games has made a pretty sweet addition to the SWAT series".

From 10-David: "The game's AI is so advanced, it makes me wonder why no other game has been able to create a similarly intelligent AI system."

From Warcry "The level design is top-notch and the action is nerve-wracking. I, for one, can't wait for April.

And more at

  • WorthPlaying
  • NLGaming
  • GameShark

    --- Meredith Levine


    2 March 2005 -- Announcements

    Pre-order update

    Response to Freedom Force vs the 3rd Reich has been even better than we expected, and the pre-orders have been rolling in! We're so happy with this, that we want to give an extra thank-you to our loyal fans. The first 500 pre-orders will still get the exclusive signed and numbered concept art print by Robb Waters. BUT! We have decided to print up a bunch of extra copies, and give them away (unsigned) with pre-ordered copies until our supply runs out. So even if you missed the initial 500 cutoff, you can still get this extra "thank you" from us.

    Thanks again for all your support. For Freedom!


    25 February 2005 -- This Week at Irrational With Meredith Levine

    Calling All Heroes Runners Up Revealed!

    This week's column is dedicated to the creepily smart, funny and talented runners up in the Freedom Force vs the 3rd Reich "Calling All Heroes" contest. I can't reveal too much about Richard Iacono, the first place winner, because there will be a story in the very near future in the actual gaming press about his character, The Bard. I am not snubbing Richard, the Bard kicks butt, I just don't want to scoop the real press and piss anyone off.

    Now that I have that out of the way, I have done my best adapting these characters to fit in the space so I hope the winners will forgive me for any omissions. So here are the runners up, in no particular order:

    From Richard Tingle we have The London Fog, a WWII era British spy. One very foggy night the spy followed a suspected member of the Third Reich down a London street. The man he was following accidentally dropped a strange, glowing canister which he picked up thinking he had found a new weapon. The canister sickened him and he passed out on the street where he was eventually rescued by friendly agents. When he woke the spy found that he suddenly had the ability to become intangible, a skill that the British government found extremely useful in the war. From that day on he was known as The London Fog. The government increased his duties and outfitted him with a gas gun, which he used to protect England from the Nazi threat. After the war the London Fog became a British hero and used his powers to protect the citizens of his beloved country.

    James Malcomson brings us a character known as Panic (real name: Earnest Maxwell) who has the enviable ability of creating what James calls "surrealism fields" which alter standard quantum resonance. He therefore has the ability to conjure objects as needed, although due to the character's wild imagination, these objects don't always turn out quite as planned...Panic got his start as a starving artist who adored progressive art and tired of Patriot City's love of classicism. One night his surly landlord set fire to Earnest's apartment in an attempt to collect insurance money. Earnest's supplies and his work went up in flames. He was crushed but leapt out the window to safety where he landed in a mysterious pool of metallic liquid where he felt a strange energy pulsing through him. He looked up and spotted one of the thugs the landlord had hired to set the apartment on fire. When the police found him, he was hallucinating and trying to eat his own brain. It was then that Earnest realized he had to use his new power over reality to fight crime, he had to make criminals everywhere know Panic.

    Thomas La Chac, who happens to run an excellent Web Site about his creation Doctor Manbot, conceived a character called Screaming Eagle (real name Migisi Tonasket). Migisi was a member of the Cheyenne tribe and faced discrimination although his family tried their best to assimilate into the day to day life of 1940's America. Migisi felt deeply connected to his roots and spent time with his grandfather on the reservation learning about the history of the Cheyenne. At the start of WWII Migisi joined the Army where he was assigned to the 101st Airborne known as the "Screaming Eagles". As he left for Normandy his beloved grandfather presented him with a necklace that glowed eerily and was said to have mystical powers. Indeed it did, it was imbued with Energy X which soon transformed Migisi into Screaming Eagle, a man with unusual strength, speed and agility. He also boasts an incapacitating screaming attack

    Jeff Niebres sent us Chan Lee, an evil demon who, attracted by a stray canister of Energy X, entered a sacred cave in China where he encountered and a monk. The demon and the monk battled for days but the monk was ultimately victorious. He did not kill the demon but instead was merciful and taught the creature about the wonders of tranquility and meditation. When the monk died the demon dedicated himself to meditation until he sensed the same energy out in the world that had once drawn him to the cave. He took on the disguise of a man, pretended to be a teacher named Chan Lee and went out to search for the Energy X. Chan Lee, also known as Oni has a variety of powerful martial arts skills as well as demonic powers like "death touch" and "demon form". Oni wears a hideous demon mask complete with fangs and horns.

    From Paul Callahan we have The Sherman Tank. Sherman was trapped in a wheelchair from a young age. Desperate to escape his dreary life, Sherman became fascinated by experiments conducted in the 40's by his grandfather, Mark Shields. Mark was a professor involved in a secret project to create a man/machine super soldier to defeat the Nazis. The project failed but Mark's research remained. Sherman used his grandfather's notes to experiment on his own body, performing dangerous feats of science. At last he was successful and a ten-foot tall, fully armored Sherman emerged from the lab with a cannon for an arm and the ability to withstand immense damage. From that day forth he was known as The Sherman Tank!

    I hope that the runners up with make sure that their characters get into the game through Freedom Force Vs. The 3rd Reich's character creation feature. They are all great characters and I personally would love the chance to play as any one of them. Thanks again to everyone who entered Calling All Heroes. You all gave the Irrational team a great treat, we loved going through all those entries. We are truly lucky to have such a dedicated, creative fan base.

    --- Meredith Levine


    22 February 2005 -- Announcements

    PRESS RELEASE: Freedom Force vs. The 3rd Reich Goes Gold!

    Visit the full press release for details.


    21 February 2005 -- Announcements

    New Freedom Force patch available now: fixes Windows XP SP2 problem, and more!

    Irrational Games is pleased to announce the release of the Freedom Force version 1.3 Patch! You can download the patch from us.

    This patch is intended for use by users of the US or European version 1.0 or higher of Freedom Force. It includes all fixes made in previous patches 1.1 and 1.2 and can be installed on an unpatched installation of the game or over an already patched version.

    Freedom Force version 1.3 fixes a problem where the game would not run successfully under Windows XP Service Pack 2.

    Please note that this patch is released "as is" and no representation is made about its fitness for any specific purpose. THIS IS A BETA PATCH so use at your own risk.


    18 February 2005 -- This Week at Irrational with Meredith Levine

    Freedom Force Vs. The 3rd Demo Available Today! and "Calling All Heroes" Contest Winners Announced!

    Check out the Freedom Force Vs. The 3rd Reich Demo on Fileplanet and when you're done with that, head on over to GameSpy for their take on the game so far. Author Allen Rausch has lots of nice things to say and if you need him, he will be at his desk "trying to figure out whether four giant ants can take down a 30-foot-tall toy robot." I am betting they can, Allen but let me know.

    And our favorite line from the preview: "If the purpose of a demo is to convince you to get the full version, color us convinced."

    Also be sure to check out IGN's take on the demo by Steve Butts. Steve says "We've had a chance to play through the demo already and it's only made us hungrier for the full game." So thanks to both Steve and Allen for their kind words. Today was a big deal for Irrational. People put a lot of emotion and hard work into this game and a demo release can be scary.

    According to IG's Bill Gardner, there is usually very little info on demos. So while we don't want to give too much away and ruin it for you, I will give you a little info:

    The demo level comes from the middle of the game and is set in Berlin smack in the thick of World War II. All sorts of malarkey is taking place at the hands of those pesky Nazis and you are there to stop them from burning some very precious books. Book burning is always a good sign in a society! On the mission you will encounter a whole slew of enemies ranging from Nazi riflemen to Roman Legionnaires and a whole lot more. You may even find yourself battling a certain very overweight opera singer. Watch out for collateral damage since Fortissimo's voice has been known to result in some serious knockback.

    Bill also promises "multiplayer goodness" and "enough lederhosen to last a life time!" I am not willing to back that last one up since for all I know you require a large amount of lederhosen. Maybe you are wearing them right now.

    Thanks to the folks over at Penny Arcade for their truly lovely words about Irrational and Freedom Force. We have great respect for what they do over there so it is a real honor to be spoken of so highly.

    In other Freedom Force Vs. The 3rd Reich news, the trailer is up and running on several sites, including Fileshack.

    I just played a new build of Freedom Force Vs. The 3rd Reich and I know I have very little credibility with Ken being my husband and all but damn the game is fun. I tend to be on the girly side but I do love to smash a building or two with a traffic light. Seriously, who wouldn't? Plus I really like Green Genie, one of the new characters. I even got a Green Genie valentine. How many girls can say that?

    In other news, check out RPG Vault's three page SWAT 4 interview with Joe Faulstick. It has a lot of interesting detail and comes complete with six exclusive screen shots. Joe knows a lot about SWAT and a lot about the company in general. He also picked me and Ken up at the airport after that hideous snowstorm. He's super nice so read his interview.

    And finally, the moment you've all been waiting for: The unveiling of the "Calling All Heroes Contest". I know that Irrational and Freedom Force had fantastic fans, but after seeing the response we got from the contest, I'm truly impressed. We received many incredible and inspired characters.

    After careful consideration, Freedom Force is pleased to welcome the latest member of the team... The Bard!

    The Bard was submitted by Richard Iacono who walks away with his very own copy of Freedom Force vs. The 3rd Reich and a personalized sketch from character designer, Robb Waters. As if being able to say that your creation made it into a game wasn't enough.

    You can get a glimpse of The Bard in the demo's title screen. We'll have lots of juicy details on his powers this coming week.

    The runners-up in the contest in no particular order are:

    • Richard Tingle "The London Fog"
    • Paul Callahan "The Sherman Tank"
    • James Malcomson "Panic"
    • Thomas La Chac "Screaming Eagle"
    • Jeffrey Niebres - Oni

    The runners-up will also receive a copy of the game. We'll also be sending Richard and the runners-up signed Issues #1 and 2 of the Freedom Force comic.

    Congrats to all!

    --- Meredith Levine


    11 February 2005 -- This Week at Irrational with Meredith Levine

    Team Interviews, Press and Penthouse: IG is all over the place!

    The press situation has been out of control lately. That, of course, is a good thing but given the QA interview posted last week I am way, way behind on keeping the community up on Irrational in the press.

    So, starting with Freedom Force Vs. The 3rd Reich, Ken wrote an article for IGN titled "Adventures in Self Publishing" which outlines why Irrational opted to self publish Freedom Force Vs. The 3rd Reich and how they did it. For those of you looking for more insight into the inner workings of Irrational, this is a great article.

    There's an excellent preview of Freedom Force vs. The 3rd Reich on WorthPlaying.com with lots of screenshots. Best quote: "one can expect Freedom Force vs. The Third Reich to once again become a staple of comic book game fans everywhere."

    GamesDomain on Yahoo also has a brief preview which includes the following gem:

    "The game oozed love for its subject matter with Jonathan Chey's perfectly posed heroes, and Ken Levine's humorously hyperbolic and well-written wordplay. The sequel looks like more of the same, only better. And with the addition of Nazis as the bad guys, and time travel as the plot propellant, this should make comic book fans squeal."

    In internal FFV3R news, the team has been working very hard putting the final touches on Freedom Force Vs. The 3rd Reich. I recently saw the box, it looks beautiful and was of course designed by Irrational concept artist, Robb Waters.

    Check out the front page of GameSpy which features an article about Freedom Force Vs. The 3rd Reich's brand new story-based multiplayer. Plus, it's written by our very own Alexx Kay.

    And while we're on the subject of employee articles, congrats to Irrational programmer Terry Cohen, whose article "Moment of Impact: Designing an In-Game Effects System" will appear in the March issue of Game Developer Magazine. Check it out and learn about the effects systems used in SWAT 4 and Tribes:Vengeance.

    As for SWAT 4 in the press, well, there's been a lot of that too but first, I have been working a lot in the office lately and had the opportunity to overhear the very heated play-testing that is going on for SWAT 4. I am talking about screaming, swearing, all-out battles, which unless I am completely out of touch, seems like a lot of fun and bodes well for the final product!

    For an inside look at the development process, SWAT fan site 10 David is running a Developer Interview series where you can read what Paul Hellquist (SWAT 4's lead designer) and Chris Kline (lead programmer) have to say about the game.

    Along similar lines, here's an interview with Chris Kline, Paul Hellquist, and Joe Faulstick put together from SWAT 4 fan questions from the forums.

    Gamespot has a SWAT preview which goes into a fair amount of detail concerning the gameplay. My favorite quote from this one: "With its combination of excellent graphics and tense, realistic gameplay, SWAT 4 looks very sharp".

    Check out the SWAT 4 trailer on Fileplanet.

    Vivendi was nice enough to take SWAT 4 to Sundance where the game was set up for ten days in a hospitality lounge for an invite-only celebrity and film exec. extravaganza. We don't have the details yet but apparently lots of celebs got a chance to play the game. Lots of TV reporters showed up from shows like Entertainment Tonight, E!, CNN, Access Hollywood, and Extra so we're hoping to get some coverage.

    And for the weirdest PR coup ever, SWAT 4 will soon be showing up in the May issue of Penthouse (yes, you read that correctly). "Dear Irrational...I never thought this would happen to me, but there I was playing SWAT coop and there was a knock on my door..."

    Personally, I just read it for the screenshots...

    --- Meredith Levine

    4 February 2005 -- This Week at Irrational with Meredith Levine

    Inside Irrational Edition Featuring a Look at the Wide World of QA

    One night not too long ago, the entire company was enjoying a variety of fine fried foods and a bit too much alcohol when the lovely and talented Joe Faulstick mentioned that I should do an interview with the QA team at Irrational. It was perfect, a job most people have heard of but just don't know that much about. I mean, I knew they tested the games but seriously, there is so much more depth to every job, and since this is a game industry job it is actually interesting. So here's an inside look at Quality Assurance at Irrational Games as told by Swat 4 QA Lead, Joe Faulstick and Swat 4 QA Tester, Keith Smith (also lovely and talented):

    What is the overarching role of QA in game development?

    Joe: The overarching role of QA is to assure the best quality for the game when it reaches the end of it's development phase. A common myth is that we play video games all day which, unfortunately, is far from true. Common QA tasks involve testing the game's features in order to ensure that they work as intended, general bug reporting, playtesting the game to help balance the difficulty or increase funfactor. QA is typically provided by the publisher, though with Swat 4 we are fortunate to also have an on-site testing team at Irrational to go along with the wonderful team at Vivendi Universal Games.

    Keith: To troubleshoot during development, and to help the developers/design team with any ideas involving improved gameplay mechanics, level enhancement, and the overall fun factor.

    What do you on a daily basis, describe a typical day?

    Joe: One of my primary tasks is to work with my counter-part at Vivendi Universal Games so that reported bugs can quickly reach the programmers, artists, and designers with all of the information needed to fix them. VUG uses a database to track of the status all bugs found and reported for Swat 4. Bug reports are constantly jumping from one person to another as they are found, assigned to an owner, fixed, and ultimately confirmed and closed. Someone's got to keep track of these bugs so they don't get lost!

    I also work with the internal test team at Irrational in order to create a test plan for that day so that we can focus our efforts in the right area. If we implement any new features we need to test them to make sure that the feature functions properly. Any bugs we find must be reported into our own internal database with enough information for it to be tracked down and fixed. Fixed bugs have to be double-checked in order to confirm the fix as well as to ensure that no new bugs appear as a result of the change. There's always plenty to do!

    Keith: I generally look for any outstanding bugs, check the status of bug fixes in progress, and beat on the latest builds of the game, looking for anything that may have fallen through the cracks. We also spend many hours in multiplayer, quadruple checking online functionality (And beating the crap out of each other in-game...).

    Are certain types of projects more or less desirable from a QA standpoint?

    Joe: In my opinion, in order to be an effective QA tester a person must have a certain level of interest in the title they are testing. If someone doesn't like the style of game that they are testing then they really can't give good feedback on funfactor or game balance. With this said, children's titles are on my less than desirable list. From a technical standpoint, the more complex the game, the tougher it is to test. That doesn't always make a title more or less desirable though, sometimes testers like a challenge!

    How does one get into QA?

    Joe: Before trying for a job in Quality Assurance, you should make sure that testing is something that interests you. Saying that 'testers play fun video games all day" is not the best way to sum up the job description. QA work involves a lot of repetitive tasks, problem solving skills, and database reporting.

    With that said, the best way to start is to get involved with beta tests through the Internet. Massively Multiplayer RPG's almost always have a closed beta test cycle at some point during their development and these beta tests are a great way to get exposed to working on an unfinished title, bug-hunting, and bug-reporting. Having this experience goes a long way toward separating you from regular gamers on a job application.

    Keith: Everyone I know asks me that!! First, I'd say you have to truly love playing many different kinds of videogames, and be good at them as well. It helps to be a well versed, and a well-rounded player as well. Besides, it never hurts to know the potential competition inside and out. Secondly, you have to live somewhere where there are gaming companies. And lastly- Good luck!!! QA jobs are fairly rare and hard to come by, as there are always a hundred people ahead of you that want the same job. But it's good work if you can get it.

    What kind of work background is desirable and/or helpful for the job? What skills are useful for the position?

    Joe: Beta testing experience goes a long way because of the similarities of the tasks involved. Strong problem solving and writing skills are definitely needed in order to find glitches in the game and document their steps to reproduce. One of the most important traits is to have a love for games. People who know games, play games, and love games make much better testers.

    Keith: Specifically related to QA? I'd say you need a healthy knowledge of various types of games, and what makes them "tick". Basic computer skills never hurt. But I think the most important qualities would be adaptability, and the ability to keep an open mind, as well as having an eye for subtle details and a nose for things that just "feel" wrong in a game. Lots of gamers come across occasional bugs in a game, but few can diagnose the cause and reproduce it. And fewer still can figure out how to intentionally "break" a game. When you can do that, you have what it takes to be QA...

    What is the most satisfying aspect of the job? The most fun?

    Joe: As a former publisher QA tester I often felt that my feedback and suggestions did not matter to whatever developer we were working with at the time. At Irrational, the most satisfying aspect of my job has to be seeing some of my own ideas implemented into the game. Everyone at Irrational Games can provide their two cents to the design team. In a sense we're all junior designers!

    Keith: Well, the most satisfying part is seeing something you've worked on for a long time finally be released to the public, and know you helped make it what it is. People have no idea how much work goes into making a game. The overall man hours, quadruple checking EVERYTHING with a fine tooth comb while working with the programmers and designers to bring the consumer a fun, enjoyable, well made product.

    The most fun part for me is getting everyone in the office in on big multiplayer good guy/ bad guy games. Splitting up into teams and going at it full tilt. Then you get to just run around freely in a finished virtual world you saw created from the ground up. That's a blast, literally!!

    What do you find most frustrating?

    Joe: Tracking down those ever-elusive bugs that just won't go away and have no rational cause or explanation. These can get very annoying for everyone involved!

    Keith: Every now and then you come across a bug that refuses to die. They're almost always game stoppers that seem to come out of nowhere. And just when you think it's fixed, BAM!! It pops up somewhere else. But when they finally do die it's a beautiful thing.

    What has been your favorite game to work on and why?

    Joe: Swat 4, of course. I am a big fan of tactical shooters so I could instantly connect with the style of gameplay before I even really played game. From a work perspective, Swat 4 has so many things to test and even now the game still surprises me. I keep finding myself logging time on the Multiplayer Demo during my off-hours at home. It's very rare to have the opportunity to test a game that's so fun to play.

    Keith: I'd have to say SWAT 4. First off, it's just a really fun game to play that adds some cool dynamics to the whole squad based shooter genre, and it doesn't get old. It also looks beautiful. But when you add in all the outside things we did to research the game, like real SWAT training, trips to firing ranges, and epic paintball battles, it's an experience I'll never forget. In general, working for Irrational is just plain fun. It can be hard, and make you want to pull your hair out sometimes, but in the end it's a great job, with great people. How could anyone hate playing/making videogames for a living?!

    --- Meredith Levine


    28 January 2005 -- This Week at Irrational with Meredith Levine

    Freedom Force Comic Earns Critical Acclaim and "Is being 'big in Europe' like having a girlfriend in Canada?"

    First I want to thank everyone for pre-ordering Freedom Force Vs. The 3rd Reich on the Irrational site. We have had a great response and everyone here is very excited for the game to come out. So keep those pre-orders coming, it's worth it for those exclusive Bronze Age characters! Plus if you hurry you could still get in on the signed concept art!

    Ken and I are back from a crazy trip to Europe where we visited something like 8 cities in one week and showed Freedom Force Vs. The 3rd Reich off to the press in Germany, France, and England. It was an insane week but very exciting to see how well the international press responded to the game.

    Thanks to the lovely weather in New England, we were trapped in London for an extra day. What would you do with a free day in one of the most exciting cities in the world? Theater? Music? Fine dining? Well, we went to a comic book store, a really nice one, but still... While there I caught my first glimpse of the finished Freedom Force comic and it is awesome. I realize I have expressed that opinion before but the whole finished thing just rocks and I was unreasonably excited to actually see it on the shelf. Reviews have started to come in and so far so good! Check out this one from on the 4th Rail by Randy Lander. A few of my favorite quotes: "A great comic, in fact one of the best I read this week." ..."if you like your villains super and your heroes wearing bright gaudy costumes and shouting out slogans as they pummel their opponents to the tune of giant sound effects, than boy are you in for a treat."

    Sean Fahey of Chud.com calls the comic a "personal dream come true" and says:

    "Writer Eric Dieter skillfully manages to capture the essence and personalities of these amazing characters"

    "Visually, you could not have a more inspired choice for this book than Tom Scioli. His Kirby-esque style is perfectly suited for this material"

    "It's a real joy to finally see the likes of The Minuteman, El Diablo, Man-Bot and The Mentor grace the pages of an actual comic book and I would love to see these characters eventually get their own monthly series."

    In other news, Bioshock was #1 on GameSpot last week. That's for unique users, mind you!

    Also, SWAT 4 and Freedom Force vs. The 3rd Reich both made GameSpy's Most Wanted Games of 2005. We also couldn't help but notice while in England that both SWAT 4 and BioShock had made PC Zone's top games of 2005 list, too. Crikey!

    --- Meredith Levine


    21 January 2005 -- This Week at Irrational with Mered... Bill Gardner!

    Ooo la la---Freedom Force Pre-order details revealed

    Bill Gardner here, filling in for Meredith. "Where is my favorite bubbly industry persona," you ask? Well, Ken and Mer decided they were too good for us plebeians and took off for Europe. OK, that's not entirely fair; they're on a whirlwind press tour promoting Freedom Force. Hope you enjoy your fancy Parisian cheese and wine, guys. So, it looks like this week you'll have to make do with me. While I might not be as cute (careful Bill, that's your boss' wife) or have quite the same Hello Kitty collection, I come bearing good news.

    We're proud to officially announce that Freedom Force vs The 3rd Reich is now available directly from Irrational Games. Visit our brand new store at Freedomfans.com to order today. I know what you're thinking. "How is that tidbit worthy of these hallowed headline halls?" Well, when you order directly from Irrational, you will receive our bonus disk with three exclusive Bronze Age characters. PLUS, the first 500 orders will receive signed concept art from our own Robb Waters! Oh my! Talk about sweetening the deal. As if getting your hands on one of the most anticipated games of '05 wasn't enough, we're giving you all kinds of delicious extras.

    Now if you'll excuse me, I need to go tell all my friends to pre-order so they get some of that sweet, sweet plunder and you don't. They're so much more hard-core than you.

    Gardner out.


    14 January 2005 -- This Week at Irrational with Meredith Levine

    Let's start this week with the "Nice Things People Are Saying About Freedom Force Vs. The 3rd Reich" Section:

    I am about ready to trade in my Jennifer Garner crush for Allen Rausch of GameSpy, who wrote a simply fabulous preview of Freedom Force Vs. The 3rd Reich after getting his hands on the demo. The lovely Mr. Rausch calls the game "incredibly enjoyable" but that's just the beginning. Here's what else he has to say:

    "The detail level of the cityscapes and battlefields in Freedom Force vs. the Third Reich is extraordinary"

    "Freedom Force vs. The Third Reich's storyline is insane, and I mean that in the best way possible."

    The game "should it be manna from Krypton for strategy gamers looking for a fun, light-hearted title, but if it achieves the kind of success it deserves -- well, the sky's the limit!"

    Freedom Force Vs. The 3rd Reich is on GMR's list of the top 50 most exciting games of 2005. They note that "Science has speculated that fighting Nazis is the world's most gratifying form of videogaming." Duh! There weren't too many PC games on the list so we feel extra honored.

    Check out this interview with Ken on Eurogamer.net. The questions are slightly different from the usual fare, which allows Ken to share a bit of insight into the development process and gives some other info you may not have read before.

    Digital Jesters (the European distributor of Freedom Force Vs. The 3rd Reich) is putting on a Create A Comic contest The winner gets an expensive graphics card and a copy of the game. Check it out, it sounds like fun and the rules generously allow for people who can't draw!

    Andrew Park of GameSpot gets a hands-on look at the game and gives fans his first impressions and says "The game seems to be coming along extremely well."

    And finally, here is a preview by Vince Massa on ActionTrip.com. I respect a man who admits that he loves nothing more than wearing a cape. In fact, I am a bit of a closet cape fan myself. I am still mourning the loss of the Wonder Woman cape I had as a child. I think my relationship with it may have worried my parents. But anyway, check out the preview and have a wonderful week!

    In SWAT 4 news, Tom McNamara of IGN took a good hard look at the demo and was kind enough to share his views. He noted that SWAT 4 "looks darn good, with detailed character models, subtle bloom effects, and high-res textures" and my personal favorite "judging from Irrational's previous titles, I expect to see a strong single-player mode and attention to story in addition to the promising multiplayer we just got a taste of." This forum features some very nice and educated opinions of SWAT 4 Beta testers like "Avean" who says "after 15 minutes with this game in multiplayer my feelings were, 'Is this the greatest game i have ever played?'" and "This is 11 out of 10 possible since you guys have redefined what a FPS game should be like. I am out of words!"

    -- Meredith Levine


    7 January 2005 -- This Week at Irrational with Meredith Levine

    Pre-Ordering Freedom Force vs. The 3rd Reich straight From Irrational Will Make Your Life Complete! (or at the very least, snag you a whole bunch of exclusive FF goodies!)

    That's right, Fans of Freedom! The brand new online Irrational store is in testing and should be ready very soon. That means you can pre-order Freedom Force vs. The 3rd Reich, which when you get it right from Irrational comes with a very cool bonus disk. I will be sure to let everyone know as soon as the store is good to go. And remember, ordering from the online store is the only way to get the bonus disk. And what's on the disk? Something you won't find in stores, something you won't find anywhere but here. Stop teasing us, you say? Watch this space, Fans of Freedom...

    Freedom Force Vs. The 3rd Reich was named one of the top RPGs of 2005 by