Tools & Tech
RSS Feed
Not Flash, Just Scaleform
KEY RELEASE: Scaleform GFx
by Jon Jordan
Scaleform's Flash-based user interface middleware has hit the industry's sweet point in terms of price to productivity, we discover…
Product: GFx
Company: Scaleform
Price: Available on request
Contact: +1 301 446 3200
www.scaleform.com
Maybe it’s a mixture of a lack of ambition and/or inverted pride but you don’t often hear middleware execs talking about how they’re running the fastest growing company in the industry. Brendan Iribe, CEO of game user interface vendor Scaleform, has no such qualms.
“We signed over 50 games in the first eight months from our launch in March 2006,” he says. “In 2007, we signed 120 games, and this year we’re on track to be in 200 new games. By the end of 2008, between 300 and 400 games will be using our technology. We’re the fastest growing middleware company out there.”
It’s hard to argue with those figures. But, as ever, behind such an overnight success story comes a tale of hard work and a certain amount of luck too. Back to the source. Brendan Iribe met CTO Michael Antonov at college. Both were into games, with Iribe on the business and art side and Antonov the programmer. Originally, they thought about developing their own game and started to play around with the tools required. But Iribe’s experience with multimedia for trade shows and exhibitions, plus their growing experience of the games industry, resulted in a more lateral approach.
“We saw there was a deficiency in terms of visual tools, so we worked on it for a while and decided bringing a user interface solution such as Adobe Flash to the games market would be successful,” Iribe recalls. “Of course, we didn’t know how hard it would be. After four years of attempting to make our own version of Flash Studio, we started talking to developers and instead made a UI engine powered by Flash. Even then it was another 3 years of development before we released the first version of GFx.”
Happily, this learning experience was funded by personal finance rather than venture capital, with that source, Iribe’s uncle, eventually coming onboard as CFO. Neatly, this coincided with Scaleform’s first proper year of operations and the since profitable annual returns.
The icing on the cake was the reputation of the company’s first clients. “Crytek had looked critically at the product for several years before signing up to use it in Crysis,” Iribe says, as if trying to play down the story. “As a new company, you need a champion – a big game – so Crytek was great, and then we got the call from BioWare. They wanted to use GFx. We wondered if it would be used in Mass Effect. They said they were going to use it in all their titles.”
It sounds too good to be true, but in actual fact, this the only way the sort of low margin, high volume productivity tools supplied by Scaleform can work. It’s not a Unreal Engine, more a SpeedTree or Miles Sound engine. Success only comes if it’s used very widely, as Iribe’s claim that 16 of the top 20 publishers are licensees underlines.
But three years into operations, there are plenty more, higher volume or higher margin, areas for Scaleform to investigate. The current major push is setting up the company’s Asian operations with documentation, support and website being localised into Korean, Chinese and Japanese. Scaleform will also have full-time sales staff in each territory. Then the focus will shift to new technological features (see boxout).
“We’re providing a UI solution and we need to do it globally,” Iribe says. “It’s fun but it’s not world domination. It’s UI domination in the games space. We’re providing a Flash pipeline, not a Scaleform pipeline. Every game needs font, text and icons. We’ll enable you to do some things you can’t otherwise do such as animating your UI or putting it on 3D surfaces, but our foundation is the efficiency of the workflow we offer through Flash.”
Iribe also says that GFx isn't Scaleform's only innovation - the firm will offer new software next year. Always the businessman, he says: “We’re always looking to expand the business and make more money so we will be launching more products in 2009.” Several are planned but he’s coy about going into details, at least about one of the planned extensions. “You can say we’re thinking about expanding GFx with other complimentary middleware solutions,” he decides. “They will be add-on products that create complimentary solutions. We’re never going to make a 3D engine.”
Then he changes his mind. “We’re going to be doing a localisation product,” he reveals. “No one does localisation because it’s such a fragmented market. But user interface design, fonts, text and localisation go really well together. When you localise a game most of your efforts and problems concern the text and there we can offer an affordable, effective, streamlined process that helps manage it. A simple example. With the click of a button we can automatically check for overruns in every language. That’s a huge saving right there.”
Other Tools & Tech
- KEY RELEASE: XSI ICE
Nov 18 - Inside the new visual XSI interface
- Resolve your resolves
Oct 21 - Why unnecessary resolves should be your enemy
- GUIDE: User Interface technology
Oct 13 - Our round up of the latest UI tools and middleware
- KEY RELEASE: Unity v2.1
Oct 10 - We take a look at the rapidly maturing mid-level game engine
- Epic Diaries: Bourne Again
Oct 08 - How UE3 helped power Bourne's small-screen debut
- Sulpha, so good
Sep 19 - SCEE's Oliver Hume unveils the firm's new PS3 audio tool
- Hands on advice
Aug 29 - TUTORIAL: Nintendo DS development
- TOOL FOCUS: Metaforic
Aug 20 - We look at the latest anti-piracy tool
- TOOL FOCUS: AI.implant
Aug 19 - Artificial intelligence package gets back into games
- TOOL FOCUS: Gamespy
Aug 18 - The latest on one of the industry's most popular online technologies
- Epic Diaries: August 2008
Aug 14 - An update on what's going on in the world of Unreal Engine 3
- A viewpoint from Nvidia on Larrabee
Aug 13 - The full, cautious and sceptical statement from Nvidia on next-gen graphics
- Bright rising Eastern star
Aug 06 - KEY RELEASE: Testronic Labs' MMO testing kit VENUS Blue
- Life in the Engine Room
Jul 25 - GAMEFEST 08: Unreal Engine 3 developers share experiences
- Character Building - Part 1
Jul 22 - TUTORIAL: Character Design
- Character Building - Part 2
Jul 22 - TUTORIAL: Character Design
- Latest Intel on the Make Something Unreal Contest
Jul 21 -
- Triggering the light fantastic
Jul 18 - KEY RELEASE: Fork Particle v2.5
- Physical exercises
Jun 20 - Why physics is now more than a gameplay gimmick
- Intelligent decisions
Jun 17 -
- Vicious Competition
Jun 16 -
- Heard About: Death Jr 2
Jun 16 - Looking at the franchise's audio migration from PSP to Wii
- The 'Force remains strong
Jun 13 - KEY RELEASE: We look at the evolution of Perforce
- Audio Q&A: MGS on DSP
Jun 11 - Xbox 360's audio guru Guy Whitmore quizzed
- Building a virtual office
Jun 10 - Multi-site development - part 2 of 2
- Decoding the Future
Jun 10 - Multi-site development - part 1 of 2
- Networking opportunities
May 20 - An overview of the development landscape for online games
- Horsepower for courses
May 12 - GUIDE: Game engines
- Heard About: Battlefield Bad Company
Apr 18 - Behind the scenes of EA DICE's next-gen sound design
- The Power of Touch
Apr 16 - A guide to using haptic devices for art and design
- Heard About: SingStar PS3
Apr 03 - London Studios' Dan Bardino on the production of Sony's singing game
- Sound for a pound
Mar 20 - Guide: Audio engines
- Autodesk's move into middleware
Mar 18 - Behind the scenes of the Kynogon acquisition
- Never Say Die
Mar 14 - An introduction to Havok Behaviour
- iPhone development
Feb 14 - An iPhone / iPod Touch programming primer
- The Epic Diaries: February
Feb 14 - Epic's monthly update on all things Unreal
- Enter the light
Feb 13 - KEY RELEASE: We look at Geomerics' Enlighten
- Striking the right pose
Feb 11 - Character animation tools round-up
- Where next for NVidia and Ageia?
Feb 07 - ANALYSIS: How the recent acquisition could affect developers
- Q&A: France's Play All initiative
Feb 05 - The nuts and bolts of building a shared tech framework
- Mobile Antix
Jan 16 - How one company plans to revolutionise mobile development
- Q&A: Microsoft Research Labs' Joaquin Quiñonero Candela
Jan 04 - On new XNA contest Silicon Minds and work with Lionhead and Rare
- Killer Characters
Jan 02 - An overview of the leading character animaton tools
- Part of the process
Dec 13 - Our round up of source control and build managers
- The Epic Diaries: December
Dec 07 - Epic's monthly update on all things Unreal
- Visual arts
Nov 23 - What's new in Microsoft Visual Studio 2008
- Brain Training
Nov 15 - An overview of the artificial intelligence field
- Security tools round-up
Nov 09 - Keeping your code locked and bolted
- Heard About: Sega Rally
Oct 16 - All about the audio in Sega's racing remake
- Poetry in motion
Oct 08 - The latest moves in the mocap market
- Heard About: Harry Potter and the Order of the Phoenix
Sep 19 - The audio production of the new movie tie-in
- In-house Party
Sep 12 - UK independents talk up the benefits of in-house tech
- Designing for Next-Gen Game Audio
Sep 05 - Rob Bridgett
- MMO Engine Round-Up
Aug 29 - Building the online planet
- Quick thinking
Aug 24 - Part 2 of 2: Further exploration of EA’s fast prototyping strategy
- Grand Rapids
Aug 23 - Part 1 of 2: How EA is implementing rapid prototyping
- Designing games for the Wiimote
Aug 22 - Making games for Nintendo's motion sensor
- Arcade Fire
Aug 21 - Stainless Games offers eleven top-tips for Xbox Live Arcade development
- Heard About: Heavenly Sword
Aug 14 - Ninja Theory and SCEE discuss the audio production of a PS3 epic
- Brief Encounters
Aug 07 - How to prep your outsourcing partners
- Lost in Translation?
Jul 19 - Guide to getting audio translation right
- Transition Tips
Jul 16 - Swordfish Studios' advice on getting ready for next-gen production
- Deal... or no deal?
Jul 06 - How to get a good contract
- 8 steps to a successful studio
Jul 06 - Simple advice for your business
- Succesful networking
Jul 04 - Online gaming best practices
- Avoiding crash and burn
Jul 04 - Ensuring staff stay happy
- Casual creations
Jul 04 - Justin Felker
- Sell your studio
Jun 28 - Nav Sunner















