FROM LEFT: GameLab's five members--Frank Lantz, Eric Zimmerman, Peter Lee, Ranjit Bhatnager and Kurt Koller (portraits by Lee).
A handful of big, lazy, brightly colored butterflies that look as if they
were cut out of construction paper float around your computer screen in
an environment straight out of The Very Hungry Caterpillar. You draw circles
around the fluttering creatures with your mouse, capturing them when you
have combinations in your "net" that resemble a poker hand: two
of a kind, for example, or three each in a different color. The goal is
to grab enough of them (five to start, increasing with each level) before
time, represented by a setting sun, runs out. As you move through the levels
the game gradually becomes more difficult as obstacles are introduced and
the butterflies get smaller and faster. It's simple--but simple can be addictive.
Above: Play
GameLab's games--Loop and
Blix--at Macromedia's Shockwave site.
The game is called Loop. It is the second release by GameLab, the New York--based
game-development studio opened last September by designer Eric Zimmerman
and designer-programmer Peter Lee. Their cheerful Tribeca office is a full-on
expression of the love these guys have for their medium. Upon entering the
narrow space--which in ubiquitous start-up style is outfitted in wall-to-wall
Ikea--the first thing you notice are the four classic arcade games clustered
around the door (including a nice tabletop version of 1980's Defender),
lovingly salvaged by Kurt Koller, one of GameLab's programmers. The longest
wall is tiled with a collection of 52 game boards, many of which, like the
Mr. T Game, have substantial kitsch value.
Lee, who is almost always camped in front of his translucent Mac Cube, rarely
leaves his desk. Zimmerman is constantly on the move--cordless phone surgically
attached to his ear as he paces back and forth past shelves filled with
Legos, German strategy games, Pez dispensers, anime figurines, and a library
of hundreds of cartridges and disks for their many video-game consoles (an
old-school ColecoVision and a state-of-the-art PlayStation 2 among them).
In the back of the office a conference table faces a large whiteboard filled
with cryptic shapes--an exploration, it turns out, of programmer Ranjit
Bhatnagar's (formerly of the webzine Word.com) idea that there might be
interesting relationships between Cubism and 3-D representation in a computer
game.
Above: Their creations, Blix (left) and Loop (center and right), are inspired
by classic arcade games (below), pop culture, and
personal projects.
If you've been wondering what happened to the people working on the Web
since the dot-coms went bust, this is where at least a few of the most talented
landed. The five people who make up GameLab--Zimmerman, Lee, designer Frank
Lantz, Bhatnager, and Koller--are all Silicon Alley pioneers who helped
shape the Web as we know it. Lantz was one of the founding members of R/GA's
Interactive division; Zimmerman was among the first people hired into that
group. "The idea of the Interactive group was that we were going to
develop entertainment software," he explains. "Then the Web took
off, and it became much more about client-based Web development."
"I hadn't thought about making games as a career, but what I realized
is that this is one of the few areas in new media that lets you do original
content," says Lee, who moved from Korea to New York in 1990 to study
animation at the School of Visual Arts. There he became intrigued by the
possibilities computers offered to add interactive elements to his work.
Upon graduating in 1995 he got a job designing and programming for Time
Online, in its pre-Web days as a part of CompuServe. After some early exploration
into the interactive possibilities of the new medium, Time Online started
simply running its parent magazine's articles. Lee left after a year.
"I come from an art-making background," Zimmerman says. "As
a painter I was always interested in the relationships between viewer, artist,
and work of art. I realized that in making a game I am able to design those
relationships, not as an effect of creating a work of art but as the thing
that I am designing." Straight out of graduate school he joined Lantz's
group at R/GA, but when it became clear that it was moving away from original
work he started his own company, Flat, with two partners. "We were
looking for investment for e-mail games," he says. "But in doing
so we transformed ourselves into what those companies wanted to see. So
Flat also became a Web shop."
In late 1999 Zimmerman left Flat in disappointment. At that time he was
also co-teaching a class on game design and interactive narrative in the
Interactive Telecommunications Program (ITP) at NYU with Lantz. That is
where Zimmerman and Lee met--Lee was a student at ITP and later was hired
as part of a fledgling game-design group at Funny Garbage. GameLab grew
out of an independent project called Blix that they developed together (along
with sound designer Michael Sweet).