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That's actually really interesting. Because to a certain extent, you
have expectations when you create technology, both based on the hardware and
based on the application of the technology. But to find that when you're asked
to exceed some of your expectations, that's what it creates.
AB: Yeah.
HH:
We definitely added stuff to our technology base on the back of this
project.
AB:
So, for instance, I think that you can see here in this scene,
featuring now, [indicates screen] is a system... This is actually a real-time
reflection. So, that wasn't in Killzone 2.
We developed this for this demo as a kind of test. So, you know, we'll use that
in future games. We can now do good reflections, so it's really interesting.
But this is the Killzone
engine. Is that was the engine is called? Or do you have an internal name
for it?
AB:
Oh, it's the Killzone
engine, yeah.
It's something you would potentially use. It's your studio's tech.
HH:
Yes. It's fully proprietary.
You will definitely leverage it for any project that your studio
does. I'm assuming that's your goal.
HH:
Yeah, a lot of it has come from previous projects. It's evolved,
going back a long way.
AB:
Another thing that this features that's kind of cool, is you can
actually see these different buffers. Let me slow it down a bit -- because you
can actually see it run in real time.
The things that I explained
before in GameTrailers, the different depth buffers or lighting buffers and
etcetera. So, it is kind of this tech demo in a sense that people can have a
view about the underlying technologies that we used to make that.
HH:
Are you somewhat familiar with what we're doing? We created this
deferred rendering engine that allows us to composite this image by layering
various special effects, lighting, various material buffers on top of it? Maybe
take a step back, Arjan.
AB:
Yeah, sorry. [laughs]
HH:
You're assuming too much knowledge already. [laughs]
Actually, that sort of leads into my question, right. So, this is
going to be on PSN, right?
HH:
Yeah, that's right.
So, what do you think about pulling back the curtain for your
audience, you know what I mean? Letting them see how these things are. I mean
obviously, you know in film, a lot of making of features hit DVDs and whatever,
but this is sort of on a different kind of level because, well,
A, it's interactive, and B, it's so technical. What do you think about that?
HH:
I think it's fantastic that end users get to understands how complex
it actually is. It's just one of those quirky terms. It's a "deferred
rendering engine". What the hell does it mean? What the hell does it allow
you to create?
I think for us to visually
present that, and that people toy around it any play with it and sort of
experiment with it in their own time at their own pace is very helpful to
making them aware of how complex it is. You started with the question, "You
spent quite a number of years," and this is a way I think to express the
complexities that went into this project.
AB:
And we had talks on videos on GameTrailers, etcetera, and they were
super highly ranked. And you look at the comments, people were like, "Whoa,
we need more of this information!" So, you know, let's give this kind of
stuff to them.
And to actually once more
show this is real time. This is not fake, this is not a movie that we're
playing in slow-mo or whatever, but you can actually see all that kind of stuff
in the background.
And it's a unique thing
that we developed for the Killzone
engine. It's a completely different way how to render your screen, and we kind
of explain how we did that. So, I think that's interesting for many people.
And another feature that it
has, is there are director commentaries. So, we had our art director, lead
technical artist, senior tech coder, and the director from Zoic who helped with
this, took over what you're seeing on the screen, etcetera, so.
I think that people will find that pretty fascinating. It's
interesting because among most people, even developers, very few proportionally are
working on games of this stature. You know what I mean, triple-A, first party,
single platform, 190 people at a top of the line team.
HH:
It's kind of a developer's dream to get that kind of opportunity to
not only make a game of that magnitude but also do it specifically for one
platform and not have to sort of find the lowest common denominator.
It really is great. That's
also very much the reason why Arjan and myself decided to sell the company to
Sony, because we got that opportunity three years ago.
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