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Do you do a lot of layering or combining of textures, as well?
MB: We do, but that's slow,
so we try to do as little of it as possible. I think, generally, most textures
in the game have two and sometimes three layers. We try not to go overboard.
From an art perspective - thinking specifically about the end-game
or post end-game scenario in Call
of Duty 4: Modern Warfare...
MB: The airplane?
Yeah, is it hard to justify something like that? From an art
perspective, is it like, "Now we have to generate these assets, too?"
MB: No, that's not how that
stuff usually works. We make between two and three times as many levels as
people actually see, and due to schedule restrictions or overarching story
changes, they just don't fit into the final game or plotline. But we make that
decision pretty early on.
Still, there are always
some assets that we really like, that look really good, and that we really want
to use, and in the specific case of Mile High Club it was just too good to let
go. How its purpose plays into the overarching Modern Warfare plotline is still yet to be seen.
So with the intro sequence, where you're riding in the car, was that
entirely scripted by hand? Because a lot of those animations were not reused in
the game, like someone poking their head out of a dumpster.
MB: I think a lot of those
animations, actually, came from that reuse I was talking about -- I mean, not
the majority of them, but there was a good chunk of them at the start of the
level that we'd actually made for other levels that got cut.
We call that level Coup.
When Coup was first being built, it was like the graveyard for animations. We
were like, "Oh, we're cutting this animation," but it would work in
Coup, and we put it in the background, or we put it wherever. And then, once
the level really took shape, we then started making custom animations for it.
And now, it's a good mixture.
That's interesting to hear, because some of us who obviously weren't
privy to your process at the time were speculating, "How could these guys
afford to make this extensive sequence here?"
MB: We have a very good
arrangement with Neversoft; they have a motion capture facility that we use.
They are a 15-minute drive up the road, and they don't charge us as much as a
commercial house would, so we can afford to try things out like that and use
them once, and that's really good.
In terms of making sure that you were going to be able to control
this IP more and do your own original projects, how has that affected the
company and the feeling there?
MB: I think everyone at
Infinity Ward feels some ownership for Call
of Duty, and we're very proud of it. But at the same time, we knew when we
first started talking to Activision that we're making Call of Duty for them; it's their property. So, we accept that. But
the more successful we are, the more leverage we have, and the more we can say,
"We want to do this next."
I think at this point, we
could probably make whatever game we wanted. I think that another thing that
would influence their decision to let us do that is that we have a very high
internal standard.
And if we started making a game and we didn't think it would
sell, even if we thought it was good, if we didn't think it would sell, we
would pull the plug ourselves. I think they trust us in that.
During the postmortem for Game Developer magazine, it was mentioned that
there was a second project that was distracting for some time, and you made the
decision internally to not distract yourselves with it. Is that being revisited
now, or is that still in the future? Or not to be revisited at all?
MB: There's no such thing
as purely revisiting anything like that. We always have a big pile of ideas
cooking. Jason has said, I think, that we'll expand to two teams when it feels
right, when we actually have two games worth of ideas that are ready to go, and
not just two high concepts that are ready to go.
I think that was the problem
last time, we just had a high concept, and when it came down to figuring out
the nitty gritty, it took a lot of effort. It does, it takes a lot of effort.
Have you guys ever considered doing anything on a smaller scale? Infinity
Ward has always been pretty oriented toward blockbusters.
MB: We talk about it all
the time. We're constantly talking about what iPhone game we want to make or
whatever it is. But seriously, eh, I don't know. It might happen. There's a lot
of people who are excited about it. But there's nothing concrete for sure.
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