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Do
you work primarily on the multiplayer or single-player environments, or do you
just mix them up?
MZ: Personally, I'm primarily focused on
Campaign, but during the main title release, I tend to pinch-hit occasionally
in multiplayer, with just a quick collaboration and to check it out. Sometimes
I'll hop over and finish out a space. The time I really focus on multiplayer is
in downloadable content construction. On Halo
2 and 3, I actually got to make a
map, which was really fun. I'd love to work on multiplayer full-time as well,
but I can't do both necessarily.
Well,
the scope at which a game like Halo
is at, it's difficult to even own a large chunk of anything.
MZ: It is, and it's becoming more
collaborative at every step.
So let's move on to the interplay between design
and technology - they're each limited by each other in a lot of ways. How did you reconcile those?
MZ: Absolutely. We're constantly evolving
those targets and the development pipeline... evolving the art bar, is what I
mean by "target", and that art bar is defined by budgets that we're
engineering now. Especially with the 360 and the GPU and the CPU and the
complexity of current-gen shader systems and physics and so many things going
into the game. There's no simple answer.
When I started in the industry, it was
pretty much, "What's my poly count? What's my texture budget?" Now, I
can't even get a straight answer from the programmer, because there is no
straight answer. They have the most elaborate profiling tools and are
constantly tweaking performance based on, like, "Are you throwing a lot of
grenades?" That's very different if you were driving six Warthogs, or if
it's just you and a sniper rifle.
So
do you sit down with the design team?
Brian Jarrard: It's like trying to wrap
your head around this problem of... you have the engine. The engine can support
either a lot of things like Warthogs or rocket launchers or something, and you
have to design a map.
What kinds of things you put in the map are
influenced by the design of the map, and vice versa. So if you're making a map
for Warthogs, you'll have hills you can jump off of or whatever. But at the
same time, the technological limitations might be based on how many Warthogs
might be in the level. They're so interdependent that it might be difficult to
find that spot.
Bungie/Microsoft's Halo 3
MZ: Absolutely. Again, we had the benefit
of... in Halo 3, we had a pretty good
idea of what our sandbox was. Certain things were more clear than others. The
Warthog behavior was pretty similar, but the Scarab, for example, became a
pretty different beast. In Halo 2, it
was not really real. We faked it in a way that... in Halo 3, in the environment, it's AI-driven, it's stomping around,
and if it stomps on a Warthog, that Warthog has physics and explodes.
And you can get on it and ride it while
it's moving around. That's not something that you necessarily know what the
target's going to be early on, so you prototype spaces and test that stuff
early if you can. Some things come on late, but you can proceed with a lot more
certainty with a space that's using Warthog combat that you've done for two
games, whereas the Scarab is crazy and scary. And then you decide to throw two
of them in the level and you're like, "Wow! Even crazier!"
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Again, great interview