Need for Speed: High Stakes - 1999

Need for Speed: High Stakes - 1999

My eventual early career goal was to secure a job at Electronic Arts (EA) and contribute to their iconic FIFA franchise. However, achieving this goal was not a straightforward path. The job market was highly competitive, with numerous students graduating from 3D animation and art programs, all vying for the same opportunities. I was eager to start my career, willing to take on any role that would allow me to use my skills as an artist.

First Opportunity: Family Ware and Medical Animation

My first professional opportunity came with a company called Family Ware, a dedicated animation house specializing in Macromedia Flash animations for online content and advertising. Flash was the go-to program for creating 2D animated art optimized for low modems and bandwidth, which was crucial at a time when internet speeds were a significant limiting factor.

One notable contract at Family Ware was with Vancouver General Hospital. We worked closely with a heart doctor to demonstrate how animations could be used for medical purposes. This project led to me and another talented animator, who later worked at Disney, being recruited by the doctor to produce a simulation of laparoscopic surgery, complete with interactions between doctors and nurses. This experience broadened my skills and provided a unique insight into the applications of animation beyond entertainment.

Breaking into EA: Networking and Persistence

Determined to break into the gaming industry and specifically EA, I leveraged a connection with Jon Adkins, a local 3D artist and software reseller. Jon owned a small business in Vancouver that sold 3D software to various companies, including EA. Building a relationship with Jon proved crucial. I purchased specialized software from his company, which served two purposes: enhancing my 3D portfolio and providing a reason to frequently visit Jon’s store.

Through our interactions, Jon learned about my aspirations and facilitated an interview at EA Canada. This was my foot in the door, albeit not with the FIFA team, but with the Need for Speed (NFS) team. In early 1998, EA Canada was still a relatively small studio located near Burnaby, just outside Vancouver, with approximately 300 employees. My interview for the NFS team, which was in the final stages of developing Need for Speed III, was a challenging experience. Interviewed by a panel of over ten people, I faced uncomfortable and inappropriate questions about my age, marital status, and potential overtime commitments. Despite this, I was offered a job, marking the first significant step in my long career in the video game industry.

Contribution to Need for Speed: High Stakes

Though hired as a 3D artist, my primary role on Need for Speed IV (High Stakes) involved working alongside track designers using a proprietary piece of software called “Mr. Spline.” This tool allowed us to draw out a spline, essentially the middle of the road, and apply banks and geometry troughs. These designs could then be exported to the engine and converted into road and side geometry, enabling quick and iterative decision-making about the quality of the drive.

About Need for Speed: High Stakes:

Released in 1999, Need for Speed: High Stakes, also known as Need for Speed: Road Challenge in Europe and Over Drivin' IV in Japan, was the fourth game in the Need for Speed series. Developed by EA Canada and EA Seattle, the game introduced several realistic elements, including a damage system, customizable license plates, and detailed car interiors. High Stakes was known for its robust career mode, car upgrades, and variety of tracks, contributing to its positive reception among players and critics alike.

Development Challenges and Innovations:

One significant challenge during the development of High Stakes was the relocation of the studio during the Christmas 1998 period, resulting in the loss of three weeks of work. This required the team to work long hours to meet the release deadline. The PlayStation version, released in March 1999 in North America and April 1999 in Europe, featured detailed car interiors and customizable elements. The Windows version, developed by EA Seattle, included graphical improvements such as higher polygon counts for cars, detailed 3D dashboards, and individual headlight outputs for night driving.

As a 3D artist, I contributed to the optimization of art for the PlayStation 1. One of the most exciting aspects of the project was the opportunity to create "easter-egg" race tracks that could be unlocked in the game's front-end. These tracks were built in our spare time, often resulting in late nights as environment artists stayed to ensure their creations were included in the game. I created custom art with the words “Goadyear,” a playful nod to the Goodyear Tire Company. However, due to legal concerns, these had to be replaced with “Goady” just before submission.

Impact and Reception:

High Stakes was well-received, earning an aggregate score of 86/100 on Metacritic. It was praised for its engaging career mode, car upgrades, variety of tracks, and the introduction of both racing and hot pursuit modes. Critics highlighted the game's balance of realism and arcade-style racing, the detailed car models, and the overall graphical fidelity. Some criticisms included issues with the online racing portion and a less realistic damage model. Despite these minor flaws, High Stakes was celebrated for its replayability and fun factor, making it a beloved title among racing game enthusiasts.

Personal Reflections and Career Impact:

Seeing my name in the credits of High Stakes and witnessing the game on store shelves was a proud moment. I vividly remember visiting a local EB Games, watching customers pick up the game, and engaging with them to share their excitement. This was a time when physical game purchases dominated, and the personal interaction with the buying public added a special touch to the experience.

Need for Speed: High Stakes not only marked my first game credit but also solidified my passion for game development. The lessons learned from working on such a high-profile project with a talented team set the stage for my future endeavors in the industry. The iterative design process, the emphasis on quality and optimization, and the thrill of seeing my contributions come to life in a major release were invaluable experiences that shaped my career trajectory.

Innovation in Game Design:

High Stakes was groundbreaking for its time, particularly with the introduction of a damage system and the depth of its career mode. These elements set a new standard for racing games and influenced subsequent titles in the series and beyond. The ability to customize cars and experience realistic damage added a layer of immersion that resonated with players, making the game a standout in the genre.

Technical Achievements:

The graphical improvements in the Windows version, such as higher polygon counts and detailed 3D dashboards, showcased the technical prowess of the development team. These advancements not only enhanced the visual appeal of the game but also demonstrated the potential of emerging technologies in gaming. The attention to detail in the car models and environments contributed to the game's success and longevity.

Community and Cultural Impact:

High Stakes cultivated a dedicated community of fans who appreciated its blend of arcade and simulation elements. The game's engaging multiplayer modes and the thrill of high-stakes racing fostered a competitive and vibrant player base. The cultural impact of High Stakes extended beyond the gaming community, influencing car culture and contributing to the growing popularity of racing games.

Building a Foundation:

My experience on High Stakes provided a strong foundation for my career in the gaming industry. The collaborative environment, the emphasis on innovation, and the challenges overcome during development taught me valuable lessons in teamwork, problem-solving, and creative thinking. These skills have been instrumental in my subsequent projects and roles.

Evolving with the Industry:

As the gaming industry has evolved, so have I. The transition from physical media to digital distribution, the advancements in graphical fidelity, and the increasing complexity of game design have all been part of my journey. Adapting to these changes and continuing to push the boundaries of what is possible in game development remains a driving force in my career. 

Need for Speed: High Stakes was a pivotal project in my career, providing me with the opportunity to develop my skills, collaborate with talented professionals, and contribute to a beloved franchise. The lessons learned and the experiences gained have been invaluable, shaping my journey in the gaming industry. As I look to the future, I am inspired by the possibilities and motivated to continue creating exceptional gaming experiences.

 Meta:

Paul Goad. Game Development Credits. Need For Speed IV: High Stakes

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