FarSight Technologies

FarSight Studios is dedicated to staying on the cutting edge of of interactive entertainment development, as such we are a licensed developer for the Nintendo Wii home entertainment system along with the Sony Playstation 2, Sony PSP, Microsoft Xbox, Nintendo GameCube and the Nintendo DS. 

We've been doing console development since 1988 and have additional experience on nearly every platform  existant in that period: Sony Playstation, Nintendo Entertainment System, Super Nintendo Entertainment System, GameBoy, Sega Genesis, Sega Saturn, Sega 32x, and Sega DreamCast. We've developed what we believe to be the best cross-platform architecture in the industry. 

 This architecture accomplishes the often conflicting goals of exploiting the advantages of each platform while allowing our team members to generate content only once which runs seamlessly on all supported platforms. We empower our team members through a toolset which allows everyone to build resources and run our games in their own office on any platform, without the intervention of an engineer.  That means there's a test station for every console we are developing on in every office. We've also developed custom cross-platform resource technology which helps us manage the 50,000+ resource files that comprise our typical next-generation game. We start with a robust SCM (Software Configuration Management) system, which we use to track and selectively distribute every resource associated with each game: source code, art files, sound data, scripts, builds, and even documentation. Every team member also has access to Rez, our custom resource compiler and graphical browser. Rez can build any resource on any platform of any of our games quickly and easily. At the heart of Rez is a powerful scriptable resource compiler which can take a single platform-independant input file and compile it automatically into multiple platform-specific resources that can be used directly with our game engine on each platform. Rez includes a smart linker that improves build speed by allowing individual resources to be rebuilt without affecting others.

Rez can also generate "patch" resource files which contain only those resources that have changed between builds. This allows us to post frequent and immediate builds for our publishers, since the patches are usually small enough to download over FTP instead of requiring that a full build be burned and sent through a delivery service. Our resource engine has a platform-specific runtime component which we've created on each platform (often in hand-optimized assembly language). The resource manager runs independently of the file system on each platform, and allows us complete flexibility in how we arrange our resources on the DVD. The manager groups resources together by usage to eliminate seeks, minimize load times, and optimize memory. It also transparently handles compression and decompression of resources, and includes a memory management component with full support for overrun detection, leak checking, and fragmentation analysis.

We believe that our cross-platform technology maximizes the productivity of each team member and provides superior value to our publishers and superior quality to the people who play our games.