L.A. Noire: Final Thoughts
The game is finally out, and we take a peek behind the development curtain in our two-part look at this long-anticipated game.
The only thing the cynics in the peanut gallery love more than an underdog is the guy who might not ever finish the race. When L.A. Noire was announced in 2005 as an upcoming "detective thriller," nary a detail was in sight, save for PlayStation platform exclusivity. A year later, a CG trailer surfaced and provided a first look at what the game might look like, before the elusive studio went dark. It was late 2010 before we heard anything about the project again, with some gamers justifiably assuming that the four-year silence relegated the game to Duke Nukem Forever vapourware status--a moniker bestowed upon titles doomed to never see the light of day.
More than six years after development on the game began, Detective Cole Phelps has finally had his day in court, with the game now on sale and critics singing its praise. But a few questions remain: What took so long? Why did the Australian studio go to ground? And where are its sights set from here? To answer these questions, and more, we sat down with Team Bondi's creative and technical leads for candid discussions about making L.A. Noire, what went wrong, how they could have done it differently, and some of the lessons learned in the process. In this first part, we delve behind the scenes into the nitty-gritty of the game's technical wizardry, including building a motion-capture system on theory, mating traditional animation with cinematography, and the arduous task of actually fitting the results on a disc.
Team Bondi as a development team is clearly a bigger fan of "show" than "tell," and for this reason, we were eager to see the office space where they have toiled away for so many years. The company takes up the entirety of a large floor in an unassuming Sydney office complex. As the lift doors open, we're greeted not by flashy oversized game props, pinball machines, and beanbags, but rather a humble, huge, unoccupied space. A low-slung coffee table is covered in the latest gaming magazines. Fixed to the wall beside a reception desk are framed discs and cover art for previous titles such as The Getaway--a game brother from a different mother that helped shape L.A. Noire's development. Team Bondi's first-shipped title doesn't have a space on the wall yet, but after surging global sales since launch, we're sure it won't be long before it takes its place alongside its predecessors.
As we pass through the office on our way to a meeting room, we notice that the walls are adorned with character concept art, reference photos of 1940s-style America, cars, and fashion. It's more like a time capsule than an office, and it's this devotion to detail of the era that permeates every aspect of L.A. Noire and drives the people who worked on it for so long.
The final results of this labour of love, particularly the game's unique facial scanning, speak for themselves--but where do you start with a concept as elaborate as this? Technical director Franta Fulin and producer Naresh Hirani took us right back to where it all began: building the tool skeleton to support the game's creative skin.
"People think we were an established team because we've done other projects before. There wasn't a single line of code, there wasn't a single texture, there were no tools, there was nothing to click. No desks, no nothing. A blank office with a few guys from Europe and a few guys from here. From there, it took years to finally get it to the point where it was something to call a team," says Hirani.
Fulin continues the thought; "Someone had to sit down and write the code to read the stuff off the disc before anything could be put onscreen. Every little layer had to be built one on top of the other. I think the first two years of the project was just about building tools."

In 2006, the team began to expand, evolving beyond simply developing technology and starting to put together the first semblances of actual gameplay experiences. But it wasn't all smooth sailing once they had the chance to begin layering content over the subsystems they had built, explains Fulin.
"Another tricky thing was the PS3 wasn't really something that existed. We were working on this game before we had PS3s to work on. Once it did start coming out, we were going through different revisions of the hardware, and Sony would tune a fundamental aspect of the PS3, and we had to rework everything for that. Then they'd change it back again a few months later. So that was part of the challenge, too."
Fulin goes on to discuss some of the bigger technical hurdles that the team was forced to tackle. "Naturally, the [Motion Scan] being the new technology, but other than that, the massive environment. That's a technical challenge for any team; you're working on a massive open world and can go anywhere you want, streaming things in. The level of detail we wanted for this game, as you're driving around looking at shop displays that have accurately modelled things in them. Pulling all that stuff in, there's never enough memory to hold everything you want, so you're constantly pulling things off the disc. Trying to do that in a way that the player doesn't notice, that was one of the big challenges. Making the technology disappear under the gameplay."
While Australia has managed to carve out its own niche in mobile gaming with the success of games like Halfbrick's Fruit Ninja and Firemint's Real Racing and Flight Control, the Aussie industry has seldom been known for its home-grown AAA game development. As a result, both while building the tools and moving on to the game's artistic design elements, Team Bondi faced a fresh wave of tests: finding locals to do the work.
"We found a lot of skill sets. The big related industry is animation, so we found a lot of people with that skill set we had to re-skill. It wasn't the usual situation where you have a big development community you can pull experienced resources out of and build the team quickly. In a lot of ways, we had to become kind of a university and train people up on what it was to make games," says Hirani.



