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Brothers In Arms SDK Interview
Written by John Callaham

Friday, 15 April 2005
Randy Pitchford of Gearbox Software chats with Computer Games Magazine about their plans for the upcoming SDK mod tools for their recent WWII tactical shooter Brothers In Arms.
Gearbox Software proved that the WWII action game genre isn't tired just yet with their release of Brothers In Arms: Road to Hill 30 in mid-March gaining high praise from game critics and high sales from retailers. While the developer is already working on a second game in the series, it is also preparing some mod tools for the PC version of Brothers In Arms that will be beta tested beginning next week. Computer Games Magazine got a chance to chat with Gearbox's head man Randy Pitchford to find out more about their mod support of the game.

Computer Games - First, is Gearbox Software pleased with the reactions that Brothers in Arms has received from gamers and game critics?

Randy Pitchford - It’s great for the game to get such attention and acclaim – we can hardly believe it. We knew that the innovations that the team achieved in squad combat, authenticity and character development in this kind of game were important, but it was hard to know what the world was going to compare the game to other things out there (since it’s a hybrid of so many other concepts we love).

I mean, we were really confident in how the game stood up technically against the other war games and we knew that we had really gone father than any of them have in terms of fulfilling the fundamental promise of using the medium to experience what these men really went through. Now that the game is out and we’re able to see the reviews and how the public sees the game, we’re obviously very proud.

I can tell you that one thing is clear: the Gearbox team will not squander the success and it will not take it for granted.

The team at Gearbox seems to be more eager than ever to apply everything we’ve learned (and the revenue the game earns) and put it all towards going even father with the next games. We’re going to talk about a new “Brothers in Arms” game at E3 which really does take the next step and also makes a lot of things about the game that were risky even better. Later, Gearbox will share even further developments that are really, really exciting. The support we’re seeing now will come back around over the next few years. So it’s really important for Gearbox to remain thankful to its supporters and customers.

Computer Games - When did Gearbox decide to create a full SDK for the game?

Randy Pitchford - I think, from the very beginning, we all knew we were going to a Software Development Kit (SDK) for end users who want to modify the game. I know it’s obvious now that Gearbox is a fully equipped and committed multi-platform developer, but we still have so much love and respect for the PC platform that we always knew that we wanted to give PC customers the power to push the game beyond where we went with it.

Computer Games - How hard was it to develop mod tools for Brothers in Arms, in comparison to Gearbox's previous work on the Halo PC mod tools?

Randy Pitchford - The SDK support for BiA is much bigger and better than any of our previous games that supported modification. With Halo, users were a bit constrained by the legacy of how the technology was constructed for development and the community discovered that there were some limiting factors with what Bungie and Microsoft were able to allow there. But I think the Halo mod stuff that the community has created is really amazing – some people have done some amazing things within the boundaries they were constrained by and the guys at Gearbox have been very impressed.

But, with Halo, mod authoers had to be limited to just maps and simple replacement and conversion kind of activities in multiplayer only. We also had a situation where we were only allowed to release the Halo Editing Kit to function with a Custom Edition of Halo PC – so that all of the core customers never had the opportunity to create or play with the new custom content. None of those problems are there with the BiA SDK. We’re allowing tons of power in code and content, we’re allowing single and multiplayer modifications and generally going into with the philosophy of letting the community go nuts with the software as far as we can within the bounds of the engine license.

Computer Games - What will be included in the first release of the game's SDK?

Randy Pitchford - We’re supporting new game code, mutators, levels, new characters, new weapons, completely new single player and multiplayer scenarios – mod authors will have a LOT of power with the Brothers in Arms Software Development Kit if they’re comparing it to the Halo Editing Kit and a lot of other games.

We’ve already seen some very amazing stuff with the first small group of testers who got to use the first version SDK.

For example, one of the teams created a modification to allow the player to use the squad command system in Brothers in Arms to direct artillery fire on distant targets. Think about that – have a friendly team set up on a mortar, look at a target and press the command trigger: “Put some fire on that position!” The mortar crew starts dropping shells into the thing and BOOM, BOOM, BOOM – the shells are away to the target. I saw a short video that the mod guys captured showing off what they had done - it was really awesome with the artillery landing short, but progressing in a rolling pattern until the target was finally hit and totally destroyed.I want our audio guy to give some new samples of Baker yelling commands like, “Fire for effect!” to support this kind of effort. In any case, it was very cool stuff to see and these guys build this modification in just a few days. I can’t wait to see what other stuff comes out of the community from the SDK – I know there are already a bunch of guys working with it.

We’re currently opening up the beta test program to another 100 participants, so there is an opportunity there for mod guys to get their hands on this stuff before the rest of the world. There is lots of information over in the Gearbox forums and on the Gearbox website at www.gearboxsoftware.com.
Computer Games - How extensive will the mod tools' tutorials and documentation be?

Randy Pitchford - Our problem right now is that we have too much information, actually. The document I just looked at today that the beta test group is going to get is 2mb and almost 200 pages. I’ve actually been complaining that it’s too much stuff and the overload of information is going to seem intimidating - and this is only for the advanced stuff that is unique to Brothers in Arms because the SDK assumes you can learn the basics from so much of the other tutorial material that is out there already for mod authors using similar tools. I imagine for the public release we’ll have to include the primers and use the advance materials and samples as a basis for an on-line community that is centered around the modification of Gearbox games (with Brothers in Arms being the best headliner).

Computer Games - So, in addition to the mod tools, will Gearbox set up a dedicated forum or separate web site for Brothers In Arms mods?

Randy Pitchford - Currently, that’s the hope. I think for the public release we’re going to have to provide some simple primers with the kit and support an on-line community where mod authors and fans looking for content can come together to learn how to do more or download their latest mods. We have some capability now to deploy the advanced information I was talking about earlier, but we can imagine that it can go much farther. So, we’re actually looking for some webmaster types who may be interested in getting involved with such a thing. If any of your readers are interested in that, they can contact our community manager via the Gearbox website or forums (www.gearboxsoftware.com).

Computer Games - Is it possible that mods made by third parties for the game might become part of a re-release of the game with new material?

Randy Pitchford - I would love that. We’re just now beginning to discuss contest and ways for folks who create cool stuff to be able to get their material out there to fans of the game. I think finding some way to include some of the best stuff in our future retail releases is a great thing we can do for the community. When we did Half-Life: Opposing Force, we had a contest for Team Fortress Classic level designers. The three winners all had their maps included on the Opposing Force CD. One of those guys was insanely awesome and ended up getting a job at Gearbox. He’s currently the lead level designer of the next Brothers in Arms game and has done pretty well for himself in creativity, happiness and money (royalties) over his years at Gearbox. I think this kind of thing is a really great path for exceptional amateur developers who, like a lot of us, just have “the burn” to make video games.

Computer Games - When can people expect the first public release of the mod tools?

Randy Pitchford - We haven’t announced a public launch yet, but you can imagine that it won’t be too long. We’ve opened up the beta test to another 100 participants, so people who must have this now can go to the Gearbox website and submit a request. We’ve put a few easy hoops to jump through in order to get in, so I think that people who really want to use the SDK have a really good chance of getting into the beta (if they sign up soon!).

We’re going to use the beta to teach us where to improve the SDK before the public launch. This includes affecting where we’re going to put our resources towards giving mod authors more power (based on feedback from the beta testers) and it also includes the kind of documentation and support we feel we should provide prior to public launch. This commitment is evidence of improvement and better resources than some of the efforts we’ve been able to make in the past. The hearts of the team seem to be in the right place and the successes we’ve had in the past (and the success we’re seeing with Brothers in Arms) is giving Gearbox even more capability to serve its customers better and better.

Computer Games - We have to ask: can you give us a little hint as to what we might expect from the next full Brothers in Arms game?

Randy Pitchford - We’re going to unveil it at E3, but we’re doing so by appointment only. John, of course we’ll give you a peek, but we’re going to be showing the game to a lot of your peers, too Smile There are some really exciting new features we’ve been working on that I can’t wait to get feedback on from the game critics. I’ve got to say that I love game critics – especially the fair ones. They play as many games as I do, but they are also forced to play the really bad ones as part of their jobs. We learn a lot from the serious game journalists and we take their feedback and insight seriously. I think you’ll find that our approach at E3 this year in giving priority back-room demonstrations to our friends in the media reflects that philosophy.

Computer Games - Finally is there anything else you want to say about the Brothers in Arms mod tools?

Randy Pitchford - Gearbox has a long history of supporting games post launch with modification capability and other things. There are always things we want, though, right? I know, as a customer, I always want the moon and the sun and the Earth (and a perfect game) and I want it yesterday and I want it flawless. But the reality is that everything worth anything requires a time commitment and an investment of resources. I know that Gearbox has that commitment and, even when it’s been an uphill battle, we’ve pushed for end-user support with our past games as far as we’ve been able.

With Brothers in Arms we have a lot more control than we’ve ever had before and we really want to give more power than we have in the past.The way we’re approaching the SDK for BiA, I hope, is evidence of Gearbox’s commitment and is evidence of Gearbox’s reinvestment of its success back into its products for the future. I also expect Gearbox to scale its commitment based on the response from the community, so I hope to see a great response because I know there are a lot of folks at Gearbox who are excited to help our fans and customer push new boundaries with the SDK.

Go sign up for the beta of the SDK: www.gearboxsoftware.com

Thanks for taking your time with me, John (and readers!)



That sounds very promising for the modding community. I especially like the fact that calling mortar or airstrikes can be modded into the game.

quote:

Zaskoda: What is the BiA: SDK?

Ben:The Brothers in Arms: Software Development Kit (BIA: SDK) is a collection of Tools, Code and Help Documentation to allow you to modify BiA. With it you will be able to do everything from minor modifications such as simple weapon setting adjustments, to make your own custom single & multiplayer maps, to even go so far as to fully convert BiA with new art and code that alters game play.

The primary focus of the BiA SDK is to allow customers of Brothers in Arms the power and freedom to add new content and modify the game or to give customers the capability to play new content and modifications created by other users. There are a lot of talented people who spend time on the Gearbox forums and play the games Gearbox has created. Some of these talented people have been mod authors for previous games Gearbox has developed. This has in no small part motivated us to give these guys the support they need to keep building cool stuff with our games! Many Gearbox developers started out doing the same thing these guys are doing and we are delighted to give more tools to play with and learn from. Another benefit of the BiA: SDK is all the user created content. Even the fans that don't have any desire to create anything will be able to find new content to play with for years to come because of this SDK.

Zaskoda: What tools are available in the BiA: SDK and what will users be able to modify with them?

Ben: Unreal Editor: Brothers in Arms Edition This tool will allow you to edit & create levels, modify textures and sounds, import & add Static Meshes and animations. You will also be able to modify and write Unreal Script with this tool. Everyone familiar with UnrealEd for editors from the Unreal Tournament series of games will find much about this editor familiar.

The Complete Library of Unreal Script files for BiA We include all the .uc files used in the creation of BiA. This is a very powerful feature as it allows mod creators a lot of flexibility when modifying the core BiA gameplay.

Map Information Generator (MIG)
This tool is for Level Designers to create Information files which they distribute with their maps when released. These files are needed to get custom maps to load in BiA.

Uber Texure Creator (UberTex) This programmer gathers all the UVW data from a series of models (Static Meshes) and creates a single (uber) texture out of them, which can then be applied to said models instead of using multiple textures. This helps performance with video cards as there's a finite number of textures that can be loaded into memory at any given time, despite how large or small they are.

Zaskoda: What kind of things have the SDK beta testers created using the BiA: SDK?

Ben: The external testers have been able to accomplish remarkable things with the BiA: SDK even in the short time we've been testing it publicly. In the first week, one of the SDK testers had already created a new weapon and was able to use it in the game. In another case two guys from The Lost Battalion mod (a programmer & level designer) worked together to create a really cool video of a player controlled mortar team. This video was so amazing that it eventually got out and everyone was talking about it. We didn't need any more justification after that to convince us the BiA: SDK would go over well with the other BiA fans!

We've seen countless new custom map screen shots popping up as well as lots of new mod groups forming together. We've had people going crazy writing tutorials and working together to build really great early community sites geared towards BiA: SDK content. The web master of the Halo Maps site has already started a really great BiA Maps and Mods Resource site that looks to be very promising. We've found the level of enthusiasm the SDK testers have had for this project really impressive. One can't help but be blown away to see how much people want to help others learn to create content!


Zaskoda: What changes have been made to BiA to accommodate the SDK?

Ben:We decided a really good mechanism for mod-creators to quickly implement custom modifications was the Unreal concept of "Mutators". To facilitate BiA Mutators, we've added GUI-support for this. These updates will allow any user to download a mutator and easily activate it to modify both their single & multi-player BiA experience. To make the process as painless as possible, guests to multiplayer matches will only have to join a game and the active mutators will auto-initialize for everyone. This means there is no need for all parties in multiplayer to download and set up mutators for it to work. We've also added a way for users to view the current active mutators before a match begins.

We have also updated BiA to support loading custom single and multiplayer maps. For the most part, we have kept cosmetic changes to BiA at a minimum. The idea is to give our customers the power and freedom to add new content and modify BiA while also allowing others to easily play new content and modifications created by other users. Judging from what we've seen so far, we can tell there are some really talented people working with us in the BiA community. We expect to see a lot more cool stuff from these guys and can't wait to work with them more in the future!

Zaskoda: When do you expect the SDK to be ready for public release?

Ben:The BiA: SDK itself is nearing completion, however there is still the task of testing the updates to BiA itself. This process is very extensive as we require a full QA pass to ensure the updates are of expected level of quality to our customers. Provided everything goes smoothly, we should see the BiA: SDK being ready for the public within a month.

This message has been edited. Last edited by: TennesseeTitans,



"Dancing is a contact sport, football is a collision sport."- "Iron Mike" Ditka

Xbox Live Gamertag- Titans 2005
 
Posts: 1733 | Registered: Mon November 08 2004Reply With QuoteEdit or Delete MessageReport This Post
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i cant wait for the SDK to come out



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Posts: 485 | Registered: Sun December 12 2004Reply With QuoteEdit or Delete MessageReport This Post
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Maybe someone will be able to make an "authentic weapons mod" since Gearbox doesnt have a clue.
 
Posts: 361 | Registered: Thu December 16 2004Reply With QuoteEdit or Delete MessageReport This Post
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Whats SDK stand for?


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Posts: 24 | Registered: Mon April 04 2005Reply With QuoteEdit or Delete MessageReport This Post
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DOES IT MEAN ITS A MISSION EDITOR. THAT WAS ONE OF THE BEST BIT OF OFP.

AND IF NOT, WOULD A MISSION EDITOR BE AVAILABLE?


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Posts: 24 | Registered: Mon April 04 2005Reply With QuoteEdit or Delete MessageReport This Post
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SDK = software development kit. basically the tools you need to make maps and mods of your own.


Between RO and BIA, ill never get enuf sleep
 
Posts: 149 | Registered: Wed March 16 2005Reply With QuoteEdit or Delete MessageReport This Post
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Thanx. (i'm not that clever with computers)

Does this SDK mean you have to be a techno genius to work it, or will it be workable for dummies, such as myself?


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Posts: 24 | Registered: Mon April 04 2005Reply With QuoteEdit or Delete MessageReport This Post
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mix master, if you havnt done anything as far as "coding" a game and adding script, then i dont think it is something you can handle ( not trying to insult you ). I would leave the mods and such to the people that know how to work the SDK. ( dont worry, im no coder either, so i cant use this ). There might be some basic things yuo can change, like the weapons people can use, and small stuff like that, but as for designing your own levels and such...i dont think we can handle that. Others can and good luck to them!
 
Posts: 147 | Registered: Sun November 28 2004Reply With QuoteEdit or Delete MessageReport This Post
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so uber stoked for new levels, new characters, new weapons, completely new single player and multiplayer scenarios
WOOT WOOT bow
 
Posts: 32 | Registered: Mon March 28 2005Reply With QuoteEdit or Delete MessageReport This Post
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There is a God. He loves us. Amen.


 
Posts: 448 | Registered: Sun March 20 2005Reply With QuoteEdit or Delete MessageReport This Post
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quote:
Originally posted by DarkAutumn:
There is a God. He loves us. Amen.


lol not really love the game and its future more.

cant wait for the modders to get there hands on it


 
Posts: 1259 | Registered: Mon December 27 2004Reply With QuoteEdit or Delete MessageReport This Post
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Any more news
 
Posts: 31 | Registered: Thu March 17 2005Reply With QuoteEdit or Delete MessageReport This Post
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i want a german campain!
can anyone create it??

bow bow bow
 
Posts: 156 | Registered: Wed March 02 2005Reply With QuoteEdit or Delete MessageReport This Post
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It's been over a month now, as per the interview, is there any more news on the release? I know there are a tonne of people axiously waiting to get their hands on the SDK!
 
Posts: 12 | Registered: Fri May 13 2005Reply With QuoteEdit or Delete MessageReport This Post
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Hey, I'll tell you as much as I can fill you in on, without lawyers coming and suing my ***.

There will be a patch for Brothers in Arms to add support for SDK material. The SDK will be released at the same time, or around the same time. Right now, its looking like thats a few weeks down the road. Remember, for every day spent working on and polishing the SDK, the better it will get. Right now, the main instrument in the SDK is UnrealEd, the Brothers in Arms version of it. As such, EVERY map that shipped with the game, including single player and multiplayer maps, CAN be edited by you, me, or whoever wants to, once they have their paws on the SDK. You can make small changes to the retail game. You can also make huge changes. You can also make a total conversion mod (ie. new enemy, new time period, new weapons, new vehicles, new HUD, new maps, etc). Its as extensive as it sounds. The only limitations I have found is my imagination, and my skill Smile

A few more weeks. It is being worked on and it is being tested extensively.

Oh, and theres a surprise coming when its released too.
 
Posts: 509 | Registered: Mon April 05 2004Reply With QuoteEdit or Delete MessageReport This Post
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