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  • Student Postmortem: Carnegie Mellon's Beowulf's Barroom Brawl

    - James Portnow
  •  Conclusion

    While Beowulf's Barroom Brawl will probably not be hitting home consoles anytime soon, it taught us a great deal about working with unusual technology as well as working with each other. We were lucky enough to have Barroom Brawl make it into the BVW Show (a Carnegie Mellon sponsored demonstration of cutting edge entertainment technology) and there be seen by members of the industry working on projects of a similar nature.

    This was a great experience, and really, what more can you ask for than swapping stories with pros about all the things people do that you can't possibly anticipate? (We had a player who got it into their head that Dokar, the first opponent, was much taller than them and ended up hitting the tracker box suspended seven feet in the air.)

    Having worked on Barroom Brawl leaves us all excited to see how many of the challenges we faced are overcome by the industry at large as games move towards more natural input devices. We wait with eager anticipation for the first game that really gives us a sense that we are not only moving within a world but interacting with it as well.


    Website and Trailer:
    Developer: Round Table Games (an ETC group)
    Publisher: The Entertainment Technology Center at CMU
    Number of Designers: 4
    Length of Preproduction: 2 weeks... 8 days a week
    Length of Production:
    Approximately 130 hours per person
    Release Date:
    October 17th, 2006
    Platform: Projector and Motion Trackers
    Development software used: Panda3d, Maya, Photoshop, Adobe Audition, Fruity Loops
    Development hardware used: 4 Dell Precision 380 Workstations
    Project Size: 70MB

    James Portnow is a Master's student in the Entertainment Technology department of Carnegie Mellon.


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