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By
Gloria Stern
Gamasutra
February 20, 1998

McCoy
character detail
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Apartment Bldg
real-time shadows
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Crystal Steele
character detail
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Police Base
lens flare
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Voigt-Kampff
replicant detection
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Chinatown
fog effects
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Lucy
character detail
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Bar Scene
reflections
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Rachel
character detail
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Features

An
Interview with Louis Castle About Westwood's Blade Runner
Westwood
Studios, under the direction of Louis Castle and Brett W. Sperry,
have created more than forty interactive games for console and PC, the
latest of which is the CD-ROM game based on the classic story of Blade
Runner, the definitive sci-fi noir.
For those of us who have indulged in the quaint practice of giving names
to our computers, the ambiguity between life forms and non-life forms
is already blurred. Now the vigorous debate over whether technology can
create life and is it a good thing if it does, has been staged on a new
platform.
The aspect of a grim, dystopian metropolis is the setting for the electronic
version of Philip K. Dick's futuristic novel, Do Androids Dream of Electric
Sheep. If the term "classic" can be applied to contemporary literary genre
of science fiction, it would properly pertain to the story of Blade Runner.
Mythology, allegory and a compelling story on many levels are the ingredients
from which Louis Castle and Westwood Studios built their game.
Where
did the idea of doing Blade Runner As a CD come from? What in your background
prepared you for this project?
Castle: I always loved the Blade Runner film and I wanted to do a product
that had a chance of recreating the same emotions I felt when I viewed
the film. Twelve years of making games with my partner, Brett and the
recent experiences with Monopoly and the Lion King really made me anxious
to approach a complex and powerful film.
You wear several hats in this project, Louis. As well as being co-founder
of Westwood Studios, the idea of doing Blade Runner as a computer game
was yours. What was there about the story that appealed to you? Did you
have to sell the other members of the company?
Castle: Myself and Erik Yeo were challenged with how to make a great game
based on the Blade Runner license. The lead designer, David Leary, did
a great deal of the work on the title. I drafted the original technical
specification and design document in early 1995.
How extensive was the original proposal?
Castle: The document was only a dozen pages or so but it covered the game
concept and a brief description of the technologies that would be created
to bring it to life. Many of the ideas in the concept document were specified
in detail in separate documents.
As Executive Producer with responsibility for personnel, timing of
the project, budgetary considerations and delivery of the beta model,
you must have had a few surprises. Did everything go as planned?
Castle: No, but many things did. In fact, Blade Runner is the closest
I have ever come to realizing a design document verbatim. The biggest
challenges were self imposed. Each time a portion of the product exceeded
our expectations other portions had to be reconsidered.
Being the technical director as well, there must have been compromises
dictated by your function as Executive Producer. How did you put the team
together?
Castle: We added a few new people, not the least important of which was
James McNeill, a chief architect in many of the new technologies.
How many developers were on the Blade Runner team?
Castle: Westwood has one hundred and twenty on staff. We managed Blade
Runner among the two other products put out at the same time.
The team was comprised of the coders and artists that worked on the Kyrandia
series of adventure games and the Monopoly CD-ROM.
Then most of the team had experience working together. It was just the
technology that was new, then?
Castle: The biggest technical compromise we had was to reduce the detail
of many of the game's character graphics to fit the game on 4 CD-ROMs.
We had to have a minimum set of locations and animations available on
each CD to minimize disc swapping. That caused many of the game's secondary
characters to be of a much lower resolution than the game engine would
allow.
What were some of the factors that you faced in producing and integrating
the art work?
Castle: Over 249 gigabytes of assets were created, managed and compressed
onto 4 CD-ROMs. It was a huge task with many disparate systems that needed
to work like clock work to make the game a reality.
The images in the movie of the decadent city and the images of the
replicants are familiar to fans of the sci-fi genre. Did their existence
make the job easier or harder?
Castle: Having a great base of demanding fans made it easier to get excited
about the product, but also made it very obvious that we could not make
mistakes about interpreting the film. The fierce following is what helped
to mold the game. It was clear that Blade Runner fans would not be satisfied
with a running gun game in LA 2019.
With a story as well known as this one is, what were some of the more
difficult concepts to deal with in the game version? What needed to be
retained and what needed to be struck?
Castle: We needed to retain the mood and atmosphere of the film or all
would have been lost. We had to "lose" the actual film "story" since we
did not want the player to be able to change the film. Instead, we allow
the player to interact with the back story of the film and change many
things that happened "off camera".
Did some parts need to be reformed or revised?
Castle: Not very many. We did months of planning before beginning production
and it really paid off. Most of the time and effort was spent implementing
a plan, the planning was done exceptionally well.
In the novel and the film, the main character, Dekard, has a strong, unitary,
obvious goal of eliminating the replicants. Were there obstacles to translating
it into the game format?
Castle: No. Killing things is a particularly easy goal to get across in
a game. In fact, the value and ability NOT to kill things was much harder
to get across and to implement.
The question of the true nature of Dekard, human or replicant, is a
major question posed by the novel and the film. It seems that it might
present problems in a strictly computerized version that depends so heavily
on visuals for representation.
Castle: Since we solved that problem by not dealing with Dekard, this
was not an issue. In fact, our character, McCoy is even more questioning
since he is accused of being a replicant. The ambiguity is one of the
game's greatest strengths.
Were you able to make use of the film footage?
Castle: We didn't use any film footage. It was all recreated from scratch
with 3D software. There was no "translation" just loving devotion to the
film's vision and a great deal of extremely talented artists.
How
did you go about preparing the scenario? Since the game is faithful to
the film, did you start your manuscript from the movie script?
Castle: Yes. We began production by duplicating key sets from the film
and trying to engineer similar situations. We abstracted the script and
tried to identify the pacing and emotional beats of the film. Finally
we created a unique script with this knowledge and then tried to make
a simulation that "allowed" the script to happen, but did not constrain
the player to tell only one story.
What were some of the innovative technologies used?
Castle: We used breakthrough special effects like shadows, translucent
lighting, attentuation, lens flares, fog, mist, and many others rendered
in real-time game play.
What are some of the games within the story?
Castle: Mounted in the immersive detective story is a police training
maze, an ESPER photo analysis device, the Voigt-Kampff empathy response
test that is featured in the game and your personal Knowledge Integration
Assistant.
When filming, the visuals and the audio are created simultaneously.
Was that the case in the computerization?
Castle: The script was written and the dialog was recorded first. We animated
and motion captured to the dialog track. It is almost like doing an entire
film in post.
Is there a difference in the "playing time" or speed for visuals in
the filmed version as compared with the digitized version?
Castle: Our game emulates 640x480 24 bit component color at 15 frames
per second at all times. Most people would view the film in video resolution
(slightly better) but on an NTSC monitor (much worse) so the effect is
that the game looks better on a monitor side by side with the same image
on a television. The film still looks better on an NTSC TV, but not by
much! ;)
What was the technology used in the development of the game?
Castle: The technology used in Blade Runner for the characters allows
for many small single color polygons to be rendered by a standard (non-3D)
video card. The result is that we can "render" 20,000 polygons for our
main character on a P90. Although compression allows these characters
to take up a minimal amount of memory per frame the sheer number of frames
of animation, at motion capture rates of 15 frames per second, caused
us to exceed our CD space again and again. To keep the players from having
to swap CDs in and out of the drive we had to reduce the polygon count
to less that 3000 polygons on many of the less important characters. Since
these are flat shaded polygons the characters did not do the technology
justice.
And what about the color palettes? Was that a problem?
Castle: Pallette Problems? YES! In a big way! The Pallette and the smoke
and myst effects required 24-bit color to look right. Unfortunately, there
are very few cards that can support 24-bit at 640x480 with a reliable
15fps. What we created was an animated dithering technique that simulated
24-bit on 16-bit cards. The result is a 16-bit series of images that simulates
more color by strobing pixels. It is similar to how an image on NTSC television
works.
Westwood has created games for video, Nintendo, Sega Saturn and Genesis,
Sony Play Station, Amiga and Mac. That represents a lot of experience.
What's next?
Castle: With more memory and a larger CD surface we could have easily
made all the characters look nearly as good as they did in the cut scenes.
We intend to explore this aspect of the technology in upcoming games.
Thanks, Lou, for all the info. We'll watch for your next project if
we're not too busy playing Blade Runner.
Gloria
Stern is a game design consultant and the director of The Virtual Classroom,
a distance learning program for creating new media. She is the founder
of The Mouse Trap and Two By Two. Her web activities include reviews,
live chats, a Q & A column and Gamasutra interviews.
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