All
The World's
A Stage
Silicon
Knights is based
across three floors (the second, fifth and eighth) in a non-descript
tower block in downtown St. Catherines. Gamasutra wasn't granted
access to the fifth floor, where "secret things are happening",
but was granted full access to the second and eighth. Silicon
Knights' main reception is found on the eighth floor, and is
immediately striking, with the reception desk situated in front of a neon "waterfall" that static pictures can't do
justice to. Dyack revealed that the reception had been carefully
designed.
"We
strongly believe that the media is about entertainment first, and so
the front entrance is set up like a theater, with an exit stage left
and an exit stage right. When you come in you should see it as a
theater stage." To emphasise his point, he continued, "We
strongly believe in entertaining people, and a lot of people mistake
this industry as being technology-based. Technology is only an
enabler. We're entertainment first and foremost and we want people to
know that the minute they walk in the office."
Very
striking on the tour were
the ornate mounted swords outside of key offices, which are given to
staff members who've worked at the company for ten years. Director of
content Ken McCulloch told us a rumor that any staff member staying
for 25 will receive a suit of armor.
McCulloch
is one of the six directors --
not including
Dyack
-- on the Too
Human
project, and another, director of design Henry Sterchi explained how
such a large contingent of directors manage to work together.
Sterchi commented: "We
have a lot of process planning committees. For an example, people
would lay out all of the intended cinematics and then we'd work out
how they tie into the levels. It's important as instead of just
'bookend' cinematics we want to have scripted events during gameplay.
We have to work together on that."
One of the many swords which line the walls of Silicon Knights.
The design director also feels that the number of directors on the project is a strength:
"In each director we've got somebody, who, while they might love
the whole of the game, their section is their baby and the one
they're looking out for. If somebody from cinematics wants to take
control away at a point I think is critical that the player have
control, or if I want to take liberties that the art director isn't
pleased with, it's great that we all get together and we meet and
discuss it."
He also noted: "Everyone from each department has a full understanding of
what's going on in the other departments. They're all in on the level
flow, the game design, they have all the maps, knowledge of when the
enemies attack, and they're all involved."
Technical
art director Mike Seto agrees that the climate at Silicon Knights was
especially collaborative: "We are a guild -- that's our
philosophy. We make sure we're teaching each other and that everyone
contributes to the game. I mean I can talk to anyone, a designer
about a game mechanic that I don't feel is exactly right and he'll be
more than happy to take a look at that. We make sure everyone feels
free to comment on where things are going."
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