Xbox
Football Season Begins Getting a group of surly, 250-pound football
players to jump on demand has become a routine part of the workday for Kathy O'Keefe.
She and a team of 40 other computer-graphics experts have developed NFL Fever
2002 for Microsoft's Xbox video-gaming platform. O'Keefe, a 3-D artist and modeler for Microsoft Games Studio,
did not foresee a future in sports games. While working on the design for an articulating
lamp, however, she became interested in how flexibility could be translated to
the computer screen. "I remember looking at my wrist and being amazed at
how it could move," says O'Keefe. "Creating this game required that
we first build a new race of men that moved in a realistic way in a virtual world
that is based on a real-life paradigm, where there are rules you cannot break." NFL
Fever 2002 offers a fast-paced, arcade-style football simulation featuring players
that eerily resemble their human counterparts. The ability to add "real-life"
nuances -- eyes that dart back and forth, chests that heave, linemen's bellies
that jiggle -- is a direct result of the increased power of the new Xbox gaming
console. "It is so powerful that it allows the game designer five times
as much development power as we had designing for the PC," O'Keefe says.
"Which means we are building more complex and challenging games that look
and play more realistically." For NFL Fever 2002, O'Keefe and her team
began reviewing the characteristics of football players, reducing them to six
general body styles that could be used for the 22 men on the field. The group
used reference materials -- from fighter games to books such as Gray's Anatomy
-- as well as O'Keefe's talents as a trained artist to guide the pencil sketches
that eventually translated into 3-D computer models. They also did field research,
taking O'Keefe back to her alma mater, the University of Illinois at Champaign,
to watch her hometown Chicago Bears play. "The Bears were using the
stadium because Soldier Field was under renovation," O'Keefe says. "When
I was in college, we went to the Rose Bowl, so I had seen quite a few games at
Memorial Stadium." Once the six body styles were established, the designers
set them side by side to adjust height, mass and width, so they'd work in relation
to each other. "We are actually providing a very limited representation
of all 1,600 players," O'Keefe says. "Our players are designed over
skeletons with 80 bones, compared to the 206 bones in the human body, yet we had
to have those bodies designed so that they move naturally within the gaming environment." Some
of the concerns for the artist were obvious, such as how high a knee rises when
running; others were more subtle, such as the height a player can raise his hands
over his head when wearing shoulder pads. "Whether we realize it or not,
each person's eyes are experts and they know whether an on-screen movement is
false or not," O'Keefe says. The designer finds the Xbox environment
exciting, particularly the new technological freedoms offered by the platform.
"The most intriguing thing is how technology keeps on rolling," she
says. "As an isolated team, we have had a complete and isolated relationship
with the game and the Xbox. Seeing the platform become unveiled and being able
to share our work with everyone has been very exciting to see." |