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So, was the game co-developed alongside the animation, or was it
adapted from the animation?
RD: Well... Between you and I, we were way ahead of them, from the
start.
I see.
RD: And because they had to go from the manga translation of
script, back to more correction and drawings, their process was a lot slower
than ours. We're just like: "We see that picture! Let's get it
moving!" You know what I'm saying?
And the series was originally supposed to be black and white,
right? And we thought "Woah! That's gonna be great!" because no-one
had ever done that before. Marketing squashed it, in their infinite wisdom,
and, well, in the end, they were kinda right, so -- but you never want to tell
marketing that!
(laughter)
RD: So we had to create a color palette, and so we had to go to
Eric, and Okazaki and his guys,
and say, "Hey, look. We had to create a color palette, because our
marketing department says we can't go black and white. Will you accept
it?" And Duke Mighten did an amazing job coming up with the original color
palette of how the game was going to look. And it got approved by Gonzo.
And then it started showing up in their art. So there's been a lot
of cross-pollenization. Where I had originally sold the franchise on, "I'm
gonna get all this free art! We can save all this money!" Nnnnever
happened! We were always so tied together that no one could get ahead of each
other, to even help each other out.
I really like the watercolor look that the backgrounds have; it's
pretty neat. And I saw did put some of that black and white in there.
RD: Yeah, well, we had to sneak it in. We changed art directors
almost a year and a half ago a cat named Brian Johnson, who literally sat down
with Danny Chan, who was old school from Naughty Dog, from old Crystal days. Just one
of those programmers who are keyed into the industry; who just literally never
say no. They always just say, "This isn't good enough. We can do better.
We can do something wicked cool! Never mind the milestone, I'll talk to
Dave!"
And they said they could create something -- I remember, the
milestone was coming up, and they just had this idea of literally taking it
from the stylistic, to the, like, hyper-stylistic, and the crosshatching and
all that was born. And I remember the day Danny told me, "Hey, man, I
think I have a great idea. It'll push us..."
Because we were worried -- our original prototype looked nothing like the current Afro; and it would've
shipped a year and a half earlier, but it was late by game standards, and
would've not survived in the current game market. It just was way
underperforming in the look.
But we took six weeks to get it to work, and we missed an enormous
amount of milestones trying to get it pulled off, but it changed everything
once they got it. The dynamic crosshatching through the engine -- they hammered
on it for weeks and weeks till they got it right.
It's nice when a game can go in a visual style that's actually
interesting and different; it's not just, like, you know, closer to reality;
it's actually trying to use next-gen power for what it should be used for,
which is to try to do something unique, that we could only do with computer
graphics.
RD: A lot of the decisions we made were not because we thought we
were the smartest kids on the block. We definitely knew we were the poorest
kids on the block, and we had to take a lot of... Not shortcuts, but we had to
get there. Especially with fifteen guys.
So, the whole cutting and
crosshatching was, we knew that we couldn't survive, competing with the Gods
of Wars; it's always on a really big games; it's just a lot more of
everything.
So we had to say, "Hey, Danny, how can we catch up, and make
ourselves as different as those games, without spending all our money on
it?" And Danny said that we just had to be different, and stay different,
period. We can't be realistic -- too many titles do that amazingly well. We
can't do the movie fantasy -- way too many teams do that amazingly well. We had
to just literally find our own path, stick to it, and hit it. He was right.
Same thing with the cutting. We simply, doing the math, didn't
have enough money to animate all the permutations of Afro killin' people. So
Danny Chan again said: "I've got a solution, and I think I can have it
prototyped in a week." It took him four days. Boom. And I think that in 30
years of gaming, no-one has ever had this, and DC, as we call him, pulled it
off in four days.
Since then we've been thinking, "Oh my god. It's just a time
bomb ticking in our game." And I don't know what that cutting is going to
do, because all these other teams never pulled it off, and I was sweating that
for the longest time. I'm still sweating! There's got to be something there
waiting, some ogre under the bridge, that says that that can't work -- but it's
worked. We can't imagine why no one ever thought of it.
There are still ideas out there, to be found, potentially. It's
just, you know, sometimes necessity is the mother of invention, but also I
think some people are, on the other hand, too busy just making a game --
RD: Spider-Man 50.
Right.
RD: Just makin' the same games, right? And it takes a lot of
trust, and a lot of professionalism on both sides: From the management side, to
know that, hey, we're going to have to take some risks, and we're going to miss
some milestones; do we still believe? And I found myself in a lot of meetings
with management, saying, "Do you believe?" and they did. And again,
and again, Mr. Iwai did; again, and again. And so, it worked.
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In this artcle I said that the my team didnt use any additional 3rd party middleware, thats simply incorrect. Forgotten was that fact that in the two years we were just 15 guys we turned to David Miles (a trusted oldschool Crystal Dynamics alum & friend) to help us solve our AI path-planning problems. We have since aquired a longterm use licence from his company Babelflux. It's path-planning technology has saved our beacon 12-times from sunday since. Thx again Prof Miles!!