When it launched in 2005, the Xbox 360 was, certain issues aside, a successful product. But it was also drab. Lifeless. Until, in 2008, along came the avatars.
First officially unveiled at E3 2008, Microsoftâs Avatars were seen by many as an attempt to cash in on Nintendoâs success with their âMiiâ characters, caricatures that had become wildly popular as the individualized mascots of Nintendoâs new Wii system.
Included as part of a wider upgrade to the Xbox 360âs user interface, dubbed the âNew Xbox Experienceâ (or âNXEâ), the Avatars were designed by the team at Rare to be part-dress-up doll, part-online identity, and, rather than being simple Mii clones, were the product of years of hard work at both Rare and Microsoft.
This is their story.
IN THE BEGINNING
âWe (Rare) had been mulling an idea like this for several yearsâ, says Lee Musgrave, Rareâs lead artist and one of the people primarily responsible for the design of the avatars. âThe idea that you could play multiple games, bought separately, with the same (self-styled) character is something that we thought was pretty compelling, and something that would really be a benefit to the console in generalâ.
Rareâs initial idea for their avatar system was simple: create a single identity, tied to a user or a user account, that would be represented by an on-screen character of the userâs design, and which would be able to be carried over between games.
âWe kicked the idea about internally, did some very scant groundwork on the kind of technical work that would be required to get something like this to work, flung a few emails about our thoughts across the Atlantic [to Microsoftâs head offices in Redmond, Washington]âŠand then Nintendo announced Miisâ.
Oops.
Unsurprisingly, Musgrave says, momentum on Rareâs project began to pick up pace after Nintendo first unveiled their own avatar system in May 2006. Rareâs thunder was stolen by the Kyoto companyâs bold, console-wide initiative for their new Wii console.
But with stolen thunder came renewed focus for the team at Rare. âWhen we heard through internal grapevines that the Xbox platform team were putting together a completely new dashboard interfaceâ, Musgrave says of Microsoftâs initial plans for the NXE, âwe made it our business to get the work weâd already done on âshared charactersâ in-front of themâ.
Rareâs fledgling avatar system (indeed, it can be said Rare itself was fledgling at this stage, with the company having failed to deliver a certified AAA hit since being purchased by Microsoft in 2002) was shown to Microsoft. Microsoft loved it, green-lit the project with a new, greater scope (the avatars would now be bound to the console itself) and things took off from there.
WHO WAS DRIVING?
By this stage, the project was being driven by a select number of Rare personnel: head of production Lee Schuneman, designer Dale Murchie, art head Lee Musgrave and animator Nick Makin.
âThe project team working through early ideation,â Musgrave says. âAnd [the] concept [team] worked closely with the Xbox LIVE team to ensure the avatarâs became active, living, breathing personas across the consumersâ entire Xbox 360 experience.â
âOnce we moved from pre-development into actual implementation, about a dozen core team members from Rare worked hand in hand with Xbox to bring our shared vision for the avatars to lifeâ. These extra hands included Chris Sutherland, Bjorn Madsen, Rod Boyd, Gareth Lough, Ryo Agarie, John Doyle, Will Overton and Rareâs internal animation and rigging teams.
NAILING âTHE LOOKâ
âWe labored long and hard on the look of the avatars from the outsetâ, says Musgrave. âOur main goal was to create a style that did not alienate ANYBODY . . . this was about bringing people TO Xbox, not turning them off, and we deliberately went about creating something that was intrinsically human, but customizable to a point where people could express their personality within the systemâ.
âAt the same time, we were careful not to make it SO customizable that it became a playground only for highly creative people who wanted to turn their Xbox avatar into a monster. We danced around the exact level of creativity to open up with Avatars several times, and I think we eventually hit a spot with the faces, hairstyles, clothing and accessories that allow people to portray themselves pretty nicely, and with a certain âedgeâ if they are so inclined.â
Throughout this piece, you can see examples of early concept work for the Avatars, Rareâs art and design team toying with several varying styles of character before slowly approaching the short, stocky figures that would comprise the finished article (final image at bottom of article).
As for what the Avatars wear, Musgrave says that, rather than attempt to dress the Avatars themselves, Rare enlisted the services of a number of fashion consultants. These fashionistas helped Rare âput together hundreds of pieces of visual reference from all kinds of fashion styles and genresâ, which Rare then modeled and modified to fit the Avatarâs art style.
Of course, the avatars didnât launch with âhundredsâ of pieces of clothing. And six months on from release, additions to those options have been few and far between. But Musgrave says that the initial range of clothing options available â whose limited nature and range has drawn a little criticism from users â is âactually something that is not fully appreciated yetâ, with many articles of clothing designed in the Avatarâs gestation period yet to see the light of day.
Musgrave is also at pains to point out that the clothing options âcan be added to infinitely over time, to give us angles into pretty much any kind of trend or genre that you could imagine.â So if happy pants come back in, people, donât worry: your avatars should be covered.
PUTTING THEM TO WORK
So the look and idea of the avatars was coming along. Yet for them to actually mean something, they had to be more than just dress-up dolls. They had to be characters. Avatars that didnât just represent a gamer physically, but could be controlled by them as well.
âWe ensured throughout the entire technical development of the Avatar system that we kept one eye on the big prize, which was getting these things into as many places, products and games as possibleâ, says Musgrave. âTo this end, we actually wrote TWO avatar systems that are available for other developers to use, and a whole boatload of documentation and guidelines as to how developers should go about using avatars in their own gamesâ.
The first of these allows developers to take a consoleâs Avatars and, using the 3D model as a base, rip still images from them in a variety of poses. This is the simpler of the systems, to be used mainly for games or programs that use 2D images, and users can even try it out themselves: itâs the same tech employed by the âphoto sessionâ tool used to snap a pic of your avatar for a userâs gamerpic.
The second system is more complex, and allows developers to lift an avatar modelâs geometry and textures and use it in a 3D game. While we havenât seen much use of this to date, Musgrave says that this tool can be âslotted into the code of any âin-developmentâ Xbox applicationâ, so it shouldnât be too long until Microsoft â like Nintendo already has to great success â starts using avatars more extensively as game characters.
THE MUSIC
With the art and technology now sorted, there was one more thing to take care of. The music â which, for an avatar system, sounds meaningless! Theyâre a visual thing, after all, so musicâŠeh, whatever.
Yet anyone who has created an avatar will know that perhaps the most endearing aspect of the whole thing is the music featured, and in particular, the catchy chimes that play when a user saves changes to their Avatar.
This crucial, yet under-appreciated side of Avatar development was handled by Rare music man Steve Burke, with help from Dale Murchie along the way.
GO FOR LAUNCH
The Avatars made their public debut with the release of the New Xbox Experience on November 19, 2008. And while the NXE brought welcome changes to the 360âs dour user interface, it quickly became clear that the main attraction of the update were the Avatars, their widespread use and acceptance allaying any concerns that they would be ignored by the 360âs less âcuddlyâ user base.
âThe main thing that I think we achieved here, and the main part that really lines up with our initial hopes for the project, is the level of integration and permeation that the avatars enjoy on Xbox 360â says Musgrave. âThe success of the Avatars is down to the fact that they have been allowed/forced into all corners of the system. There are Avatars on the very front page of every dash of every Xbox, and when you buy a new box, one of the first things you are prompted to do is make an Avatarâ.
Indeed, Avatars have become a standard character across Microsoft for the Xbox 360, with executive avatars taking the stage at major presentations, and the characters also taking pride of place on Xbox 360 packaging and promotional material.
THE FUTURE
With the avatars having successfully made the journey from abstract game novelty to console mascots, creators Rare are looking towards the little guysâ future.
âWe have a list of about twelve million things weâd love to do with the avatars, their clothing and accessories, and how this all might cross over into the real-world . . . and there are several of these ideas that are being worked on behind the scenes right nowâ, Musgrave says.
âStep one is complete: we have the look, the system and the tech. Step two is . . . due.â