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2. Thinking Big. It was in September
of 2006 when Sierra made the decision to give the project an extra year.
Everyone at Saber was in a state of shock from the decision. At the
time, the game was nearly done, and it was looking really good.
We took
it through two QA passes at Microsoft and were down to seven open bugs
-- that was all that we had to do to get the game on the shelves. We
were at the end of a long marathon of sleepless nights, everyone was
tired, the finish line was so close... and bam!, here comes the
extension. We all had to take a deep breath and gear up for another
long year.
After having some time to reflect,
we realized we were given a rare opportunity to really take the game
to the next level of quality and polish, as well as to put it out on
another major SKU, PlayStation 3.
Of course, as a young independent
developer it is important to prove that you can deliver a game on time
(which we had) and to get the game out on the shelves, but in the overall
scheme of things, the ability to put the game on the PS3 and to improve
the overall quality across all platforms outweighed the delay in shipping
the game.
The primary question posed by the extension
was what to do to stay competitive in this crowded genre a year later.
We were very fortunate that we had visionary people on the team who
could think big.
In the course of a year, the entire
rendering engine was redone by Anton Krupkin, Denis Sladkov, and our
rendering team, adding a large number of cutting-edge features such
as dynamic shadow maps and a sophisticated material system. Our lead
animators Alexander Myala and Sergey Boginsky traveled to LA to House
of Moves and replaced thousands of hand-animations with mocapped ones.
The story was rewritten by Michael
Hall -- a professional writer with Hollywood credentials. Rewriting
the story obviously required redoing all the VOs (therefore the lines
recorded by Nick Chinlund and Dennis Quaid were gone), FMVs and localization
assets. Our HUD and menus were redesigned from scratch.
Our multiplayer team led by Stas Zainchkovskiy
completely rewrote our networking system coming up with a state-of-the-art
client-server / peer-to-peer engine; Pavel Rusin (a member of Russian
Unreal II pro team turned pro programmer) spent the year balancing
and tweaking multiplayer gameplay code.
The art and scripting teams
led by Dmitry Kholodov and Sergey Larionov completely redid the beginning
and ending of the game, meticulously recreating the atmosphere of Krone
Era (needless to say, all characters, weapons and vehicles were redone
as well).
Finally, Anton Lomakin, our SFX Guru,
came up with some amazing rain effects which were highly praised by
the gaming press -- imagine stopping time and seeing individual rain
droplets frozen in mid-air, complete with distortion and refraction
effects. This is something that was never done before.
This effort paid off well. By the time
we shipped, TimeShift did not feel like a game with a "facelift"
-- it was an entirely new game. The public's reaction to the new
TimeShift was extremely positive.
3. Scheduling. Sierra fully
embraced the changes we suggested during the planning phase and they
were very supportive of us. However, we knew that even though the game
was becoming much better, we still needed to hit a Fall 2007 release
date, on all three SKUs. Missing holiday sales simply wasn't an option.
A full year of extension seems like a lot of time in the planning stages.
However, we quickly realized that if we wanted to ship a stable quality
product we needed to hit Alpha by March 2007, and Beta by June. All
said and done, we only had a few months to do a near-complete overhaul
of the product.
We all felt fairly confident we could
hit our dates on the Xbox 360 and PC, but whether or not the PS3 version
would be on time remained a question. We got our first kits around November
2006, and we had a relatively slow start.
It took us about three months
just to set up the hardware, compile the code on a new compiler, master
the dev tools and render the first polygon. However, we realized that
releasing TimeShift on PS3 in 2007 was a great opportunity, so
we kept adding more senior engineering resources onto it. The challenge
was that the PS3 version of the game was not a port -- all three SKUs
were being developed at the same time, with new assets and technologies
coming online as the PS3 engine matured. Things were moving, but moving
slowly.
In early June, at a meeting in our
St. Petersburg offices with Sierra's senior management, we were asked
to give the probability of us hitting on time on different SKUs. The
Xbox 360 and PC were estimated at 90%, but we could not give the PS3
version more than a 60% chance. We had a host of technical issues to
resolve with the SKU, ranging from fitting into memory, performance,
and technical requirements (TRCs).
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