|
So you've got to find these certain bite-sized areas that you can optimize?
JE: Yeah. You need to find all of these systems, and you need to
pre-design systems. We found that out rather early on in a nasty way
with the collisions. We assumed our collision system wouldn't be done
on SPUs, and that was a big mistake. We designed it around general
access and not small chunks.
We had to completely kick that out the door and redo it. We realized
that we should look out for that in the future, and every single system
which would even remotely lend itself to that was designed like that
from the beginning.
How close is it to release?
JE: We're releasing in July. The state of the game we're in right
now is alpha. Alpha means that we've got all of the levels in final
memory, which was our biggest push. Now that all of the features are
in, we start optimizing, tweaking, and bug fixing.
Can you tell me more about the progressive mesh? I noticed that
things were being generated on the fly, and mountains were just kind of
popping up. It's cool in a way, but it probably shouldn't happen.
JE: In the end it comes down to tweaking, and we're probably going
to tweak the progressive mesh until the last day. Somebody who is
running on a 1080p system and who is really accustomed to look for
stuff like that will probably see a little bit of growth here and
there. Then again, at least we can do something like that. Without
progressive mesh, I don't think that the thing would have been
possible, quite frankly.
Are those mountains generated differently each time? What is important about progressive mesh?
JE: Progressive mesh is not only the mountains. Every single thing
you can see on screen is running through the SPUs' progressive mesh
code. On the landscape, it's basically using more traditional
techniques. It is progressive mesh, but we've had landscape generation
since the GameCube days. We never had a CPU which was strong enough to
do it for the whole world, though. It's really cool.
The big thing on the landscape is the detail level. I don't think
any landscape has been done with that level of detail. Back in the day
for the GameCube landscapes, the typical approach was to tediously
hand-texture everything on the landscape. What the RSX does in Lair
is we give the graphics chip a pixel-shader program which is actually a
rule set. That makes texturing of landscapes an extremely quick thing.
Why draw from the movie world for your script and score?
Obviously they have established good work there, but it's a different
industry from ours. What is important about that Hollywood feel versus
the game feel?
JE: I don't think that there's a Hollywood feel when it comes to
music. I think music is something universal, and I think that we simply
don't get the best composers. It has nothing to do with Hollywood, per
se. It's just the attraction for someone who writes a good orchestral
score, and has a choice between working with movies and games. I still
think, sadly enough, that most people choose to work in movies.
The deal with John [Debney] was very unique in the sense that when
we thought about using somebody who has mostly been working in movies,
I was really afraid of it. On the one hand it was a matter of who can
deliver something like John Williams, but on the other hand there was
the matter that all of the guys who can do that are probably not
interested in games, which means that we're going to get this
half-baked soundtrack that doesn't have much to do with the game, and
to work with them will be a real pain.
The cool thing about John was when he really started asking the
right questions. I think his son had gotten him into video games just a
couple of months before we contacted him. He was playing, and he was
wondering about the medium. John has an interesting history, because
before he became the John Debney we know nowadays, he was actually at
Disney and was composing songs for the theme parks.
Award Winning Composer John Debney
He was very much an on-staff composer back in the '70s. So he has
dabbled in the media, because the requirements for theme park music are
quite different for what you do for a movie score. He actually tapped
back into that experience when he was working on Lair.
We explained that we needed to have pieces which can quickly fade
from one piece to another; we can't have long, drawn-out tracks.
Normally, every composer would just say, "Come on, you guys, I'll
compose you something and you figure it out for your game thing." John
really said, "Ah, interesting. Okay, then let's figure this out." It
wasn't the Hollywood thing with him specifically.
That's good, because a lot of the time when you get Hollywood
composers it ends up like that. It's a game, so obviously the music
should be somewhat interactive.
JE: You know how interactive our Star Wars games were.
Basically the best example of that is probably when you're landing on
the ground. There's drums setting in, in addition to the piece. The
whole mood is changing. That was actually created on huge boards which
we did with John and our music director. They really mapped out for
what motion and what branches are possible at certain moments in the
game and in the level.
John really looked at it in his score and said, "I can give you
three types of that general theme." The general theme is important,
because it's this overall arc that goes through the whole game. But
some moments you need something where drums can come in and more
tension is created, or it can fade down. He really did all of that
collaboratively. It wasn't something that we had to suck out of the
material at the very end. That was really cool.
|