
After school
He was Massey’s youngest ever extramural student.
Now he is a lead engineer for the blockbuster Xbox game Halo.
Meet Chris Butcher.
Malcolm Wood writes.
Preparing a new world for its opening is a painstaking job.
February 2007, and on game developer Bungie’s web site
hints are being dropped about what awaits: foliage that parts
as you push through it, generating plays of dappled shadow; water
that flows, that is rippled by winds; and hyperrealistic gunfire
that takes on different characteristics when heard close by or
off in the distance.
Near Chris Butcher’s office in Seattle, a host of human
and alien life forms, good and evil – marines, brutes,
elites, prophets – are being prepared to meet their public.
Their dialogue is being scripted and recorded, their behaviour
tweaked.
This is, as Chris terms it, the golden time. “All of the
tools are there, all of the ideas are solidified. Now it’s
really about execution and commitment to quality. Every hour
counts.”
The world is that of Halo 3, the latest incarnation of a franchise
that for the last six years has been the de facto standard by
which the first-person-shooter video game genre is judged. Other
games like it are often referred to ‘Halo clones’ or,
if the anticipation is particularly eager or the hype particularly
heavy, as possible ‘Halo killers’.
How successful has Halo been? Halo Combat Evolved, released
in November 2001 as a launch title for Microsoft’s Xbox platform,
sold more than five million copies worldwide. It was the Xbox’s ‘killer
app’. Halo 2, released in November 2004, was the most popular
video game on Xbox Live for two years, selling over seven million
units by 2005.
Halo has spun off a series of novels. There is a fraternity
of fans who use the graphics engine to create their own dubbed
Halo movies (or machinima). There are even professional Halo
players, Chris tells me, whose sponsorship contracts can go into
six figures.
Little wonder that when I buy my copy of Halo 2 for research
purposes, the salesman presses me for anything I may have learned
from Chris about Halo 3’s release date. I tell him the
topic was out of bounds.
“That figures,” he says.
Chris has been there through it all. Indeed Bungie’s web
site places him among the company’s ‘grizzled ancients’.
Not bad going for a 29-year-old. But then Chris has stolen a
march on most people: he passed School Certificate before turning
10; began his studies at Massey at nine, and graduated with his
first degree at 15.
Chris Butcher was born in Canterbury in 1978 to parents who
were then working as scientists for the DSIR. But within a few
years of his birth the family moved south. His father, Peter
(whose varied career would include chemist, soil scientist, and
botanist among the job descriptions) became a soil conservator
for the Waitaki Catchment Commission based in Kurow, gateway
to the tussock expanses of the Mackenzie country. His mother,
Hilary, devoted her energies to Chris and his two siblings until
they reached school age.1
Over these years the family alternated between workday weeks
in Kurow, where they rented, and weekends and holidays in the
seaside settlement of Kakanui where they owned a house.
They were, recalls Chris, idyllic times. In Kurow, he says, “we’d
go and fly kites on the top of the hill in the nor’ west wind that blows
down from the Alps, or we’d wander round and find little streams and river
basins in this gorgeous tussock land”.
He and his siblings would roam the beach on weekends. “Even though I am
not what you would call an outside person any more, having all that when I was
growing up was really beautiful.”
He was also fortunate in his family culture. Both of his parents
were, to use today’s terminology, lifelong learners; his mother Hilary in particular
was there to read books to her toddler and talk to him whenever he wanted. “She
deserves any and all credit for instilling a love of learning [in me] at an early
age.”
When Chris entered Kurow Area School [now Waitaki Valley School]
at age five, principal Stuart McDonald, noticed, in Chris’s words, “a little bit
of potential”, and summoned an educational child psychologist. Chris’s
reading age was assessed as that of a 12-year-old; in short order he was advanced
two academic years and was receiving supplementary coaching in advanced mathematics
from his mother, who would come into school to go over the textbooks with him.
His first experience of gaming came when he was four or five.
The Waitaki District Catchment Commission housed a minicomputer
(a Digital PDP 11/23), and sometimes Chris’s father Peter would sneak his precocious child in to surreptitiously
play one of the resident games. They were games only a geek could love, the input
going through a keyboard, the output emerging line by chattering line from a
dot matrix printer.
“There was a Star Trek kind of game. It would print out the sector surrounding
your spaceship, you would type in numbers for where you wanted to fire torpedoes,
and then it would print out the sector again. That was fun.”
A few months later his father purchased a Sinclair ZX81, a
computer console, which loaded its programmes via cassette tape
and connected to a television as a monitor. “I would start by typing in games that I found in magazines
and then I would modify them, changing little things.” On a more sophisticated
Spectravideo SV-328 he installed a lunar lander game. “I’d make my
own levels for it and change it so it would drop little weapon crates that the
lunar lander would go and pick up. And I would get my brother to go and play
it and tell me what he thought, and I would go and change things.”
At age eight, Chris remembers, he became intrigued by the content
of the computer science classes his father Peter was taking extramurally
through Massey.2 Programs coded on to punch cards would be sent
to Palmerston North to be run on a mainframe computer and the
results posted back. “That sounded really interesting,
so I asked him if I could join in and do a few exercises.”
(Peter’s account is slightly different. He had intended that he and Chris
should enrol in the same year when Chris was eight, but his son needed special
approval and delays in the paperwork prevented him from enrolling until the following
year.)
The next year, at age nine, with his father’s blessing and the help of
the Massey Extramural Students Society [EXMSS] he enrolled in two papers, the
first in a series that would lead to a double major in science and computing.
(But for a delay in the processing of his application, Chris would have begun
extramural study at the age of eight.)
For the first couple of years, he and Peter studied papers
in common. Chris found it easy enough to grasp abstract concepts
but his lack of life experience sometimes left him floundering. “There was a topic on managing your information systems
and how to keep your projects on track, and I think I got an ‘E’ or
something. I had no idea about business processes or anything like that. I was
about 12. Still, an ‘E’: it was kind of humiliating.”
He sat the extramural exams in nearby Oamaru. “One of my fondest memories
is of the woman who ran the examinations. She had this beautiful, large house
with a gorgeous garden. I would get my parents to take me there early because
I liked to talk to her, have tea and explore her garden. Sometimes I would try
to finish the exam early just so I could wander around and read some of the interesting
books she had.”
Chris also became a regular visitor to Palmerston North for
vacation courses, first staying in motels with his father, then
staying in student dormitories, and, finally, boarding with EXMSS
president Liz Hawes and her partner, author, playwright and actor
Peter Hawes.
“I loved taking time away from school and focusing on the courses for a
couple of weeks. Going to six or seven hours of lectures a day focused on a particular
mathematical topic was really exciting. I remember thinking, ‘Boy, the
students going to college and attending lectures have it made. It’s so
much easier than going through a text book and trying to figure it out for yourself’.”
How did he find the experience of being the solitary youngster
in a class of adults?
“You put a kid in that sort of situation and they will be looking to make
friends. If all the people in your class are 30 to 35-year-old men and women
then you are going to try to make friends with them as best you can.”
One postgraduate teacher took him off to play Dungeons and
Dragons with some of his postgraduate friends.
Liz and Peter Hawes remember Chris well. They have anecdotes
of how he took a manuscript of Peter’s latest book to bed with him one evening and delivered
an incisive critique the following morning (“not necessarily a most favourable
one,” says Peter), of how when taken to a regional netball game the slightly-built
Harry Potter-like youngster displayed an uncanny knowledge of performance and
form, of how he achieved effortless mastery of the sound control system for one
of Peter’s theatrical productions.
And they remember how well he was able to relate to everyone.
Indeed, Chris was fascinated by his fellow students and the many
walks of life they came from.
In the popular imagination giftedness shouldn’t be like this. Giftedness
or genius, in Hollywood terms, should confer other compensatory disabilities.
The gifted should be socially autistic or even schizophrenic, as in A Beautiful
Mind, or at least dislocated and conflicted as in Good Will Hunting.
Chris isn’t that way at all. He seems almost distressingly well adjusted.
To be sure, there is some link between autism-like conditions and mathematical
ability, he says. (Asperger’s is sometimes called the ‘little professor
syndrome’.) And some of the people he works with are certainly extraordinarily
focused and single minded. But this isn’t him.
“I do like doing well and achieving things but I have always been more
about learning and having fun and experiencing things. And that’s served
me very well. I have never been that worried about being the best.”
At 15, Chris graduated from Massey with a BSc; at 16, while
in his final year at school, he continued extramural study, acquiring
a Postgraduate Diploma in Mathematics.
Then it was on to Otago, the nearest university to his family
home. Strangely enough, although he took papers in computer science,
he wasn’t sure he
wanted to carry on with it. “I was really excited about being a scientist
and discovering new things and helping make the world a better place.” He
took papers in physics and chemistry, but computers, computer games, computer
graphics were so much fun. Nothing could displace them.
“I always remember the disappointment of the chemistry professor at Otago
when I told him I wasn’t going to go and do honours in chemistry because
I just wanted to go on and do some computer graphics work.
“I loved the idea that you were creating these worlds that existed only
inside the computer and then you were able to write code to render them and to
look at them.”

He joined Otago’s computer graphics research group, and
in his third year he and his fellow students would gather in
the computer labs to play Marathon (another Bungie game) on the
Macintoshes. An arms race between the systems administrators
and the students ensued: the sysadmins determined to maintain
network security, the students intent on bypassing it to run
fragfests late into the night.
Chris added a masterate in computer science to his academic
resumé, then
commenced working on his PhD; his thesis addressed real-time visualisation of
graphics for computer-aided modelling. “Things were going alright, but
I wasn’t that happy with the progress I had made. I was looking at starting
over or writing something that I thought would be sub-par. I was also running
tournaments on the internet for Myth, another more strategic game Bungie had
put out. So I was running these tournaments for hundreds of thousands of people
on the internet. Then I saw that Bungie had a position for a computer graphics
programmer on their web site.”
On spec, he sent in a couple of demos.3 Bungie liked them.
He was interviewed by phone, flown to the United States, interviewed
in person, and offered a job.
Who was his new employer? Bungie was set up in 1992 by Alexander
Seropian to publish his self-penned Operation: Desert Storm.
Bungie’s first significant
success came with 1993’s Pathways into Darkness written for the Macintosh.
Pathways was followed by Marathon in 1994, Myth in 1997 (Mac and PC), and Oni
(Mac, PC and Playstation 2) in 2000. All garnered praise and awards.
The game that would become Halo was demoed at a Macworld in
1999. It looked spectacular. Certainly Microsoft, which was quietly
preparing to enter the market with its own console was impressed;
shortly afterwards it bought the company.
Although slated to work on Halo, Chris was first flown to San
Jose to work on the artificial intelligence for Oni.
Bungie had found cheap office space amongst the urban sprawl,
not that surrounding physical environment mattered too much to
Chris.
“I was spending all my time at work back then. We were working 100, 110
hour weeks, and when I’d go do my laundry – I didn’t have my
license at that time – the only other people I’d see walking would
be wearing bathrobes and pushing shopping carts full of plastic bags.”
Once, so Bungie legend has it, he was so bushed that he fell
asleep in a park on the way home.
“I think it was the fourth of July actually, because there were fireworks
over San Jose, and I was walking home earlier than usual. I was so tired, I knew
I had to go home and get some sleep. It was probably only around 10 or 11 and
there were fireworks over downtown and I saw these people sitting out in the
high school playing field. They had a nice view of downtown from there and they
had folding chairs. I thought I’ll watch for a few minutes and then I’ll
go home, and when I woke up I was cold and clammy and there was dew on my face.”
From Oni, Chris went on to work alongside fellow games developer
Jaime Griesemer on the artificial intelligence for Halo 1, or
more accurately, on working out ways of making the game’s characters act in ways that convey the illusion
of intelligence.
Real artificial intelligence, according to Chris, is still
many years away.
When Bungie was developing Pathway into Darkness in the early
1990s the development was done on a Mac IIFX. Described then
as ‘wicked fast’, the IIFX
ran at 40 MHz. Today the Xbox 360 gaming console runs with a three-core chip,
each core running at 3200 MHz.
Advances in graphics processing power have allowed ever-increasing
levels of detail and realism in gaming worlds. In fact, so real
have the worlds become that game developers now contend with
something they call the uncanny valley: when a character becomes
cosmetically close to being real any aspect of its behaviour
that seems unnatural will jar disproportionately.
“Games like Halflife II have very elaborate facial animation systems,” explains
Chris, “and Ken Perlin [a professor at NYU] can create completely synthetic
characters that appear to express emotion through their animation and through
their reaction and their movement. But there is no real emotion behind any of
that. We haven’t made any progress whatsoever towards actually simulating
any kind of social interaction. There’s such a long way to go.”
What of the latest platform, the Nintendo Wii? Chris dismisses
it as a toy. A clever toy that with its easy-to-use gaming wand
will widen the game-playing demographic, but a toy nonetheless.
“Ultimately it’s a dead end. For me what is really interesting is
creating game worlds that are stimulating and immersive.”
The Bungie of today is very different from the one he entered
back in 1998. Microsoft’s
acquisition and Halo’s success have meant many changes. For one thing,
a change in location: Bungie is now located just outside Seattle, close by Microsoft’s
Redmond campus. For another, a change in scale: 80-plus Bungie staff are dedicated
to the Halo project, 18 of them engineers. Chris is one of five lead engineers.
For Chris, too, things have changed markedly. Living in Seattle,
with its culture, climate and surrounding natural landscape,
suits him well. He is happily married.
Does he miss the old days of 120-hour weeks? Not really.
“Everybody goes through that phase. You stay up late, you eat pizza, you
drink Mountain Dew and write computer games. It’s the most fun thing in
the world to be there with a bunch of people with a shared passion.”
He stays in touch with the people he worked with back in 1998
though. “Put
people through hell together and they will form a bond with each other.”
As a lead engineer (and ‘grizzled ancient’) he can now even at times
step back a little and think strategically about where next. So where will Halo
go? Legions of Halo gamers want to know. Chris is somewhat bemused by the extent
of the game’s fan base and he is fascinated by the many different ways
people relate to the game: to the backstory of the Halo universe; to the sheer
wonder of the game’s landscape; to the choice of playing in single or multiplayer
mode.
His father, for example, still plays the original Halo release – which
he prefers – and Halo 2 in single-player mode. They are, he says, the only
Xbox games that hold an attraction for him.
Chris’s reaction to the phenomenon of his father the Halo player? “It’s
surprising and really heartwarming and funny.”
Bungie is of course constantly reacting to the feedback from
its fans, but not too slavishly. Sometimes what players say they
want is not what they really want, Chris explains. The game’s aesthetic overrides all.
“One of the people I admire most is J.K.Rowling. She’s under such
incredible pressure from the public to do X or to do Y or do Z. She has this
real integrity. She respects and appreciates her fans, but she knows what she
wants to do with Harry Potter. She knows how she wants to finish the tale.”
1 When her youngest child entered school,
Hilary became a food technologist at Nestlé in Oamaru. Chris’s
brother is now an airline pilot. His sister works for the Ministry
of Education.
2 Chris’s father Peter was the
EXMSS coordinator for North Otago.
3 One of them being an adaptive-level-of-detail terrain rendering
engine allowing players to fly over Myth maps.
Playing by numbers
Gender of US gamers: 62 percent male 38 percent female.
Percentage of US heads of households who play computer or video
games: 69 percent.
Average age of US frequent game purchaser: 40 years.
Percentage of US gamers over the age of 50: 25 percent.
Percentage of US gamer parents who report that they play video
games with their children: 80 percent. Percentage of these who
feel that playing games has brought their families closer together:
66 percent.
2005 US revenues for entertainment software products and directly
related accessories: $10.5 billion.
Source: Entertainment Software Association www.theesa.com |