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3. Thinking Big -- The Flipside.
Like we mentioned above, it was critical for us to think big and to
try to advance every aspect of the game in order to stay competitive
and come out with a AAA game in 2007.
This was the only viable strategy
-- but it had a flipside. We had minimal time to spend on preproduction
and feature testing in the early stages. We had to be working on assets
at the same time as the technology to support those assets came online.
Obviously, we were stumbling upon unforeseen issues all the time.
One of the biggest technical challenges
we had was with our ShaderCache system (see Wrong #4) -- but that's
not the only example. ShadowMap technology only became functional at
the time we were at Alpha, so Olga Cheremisova and our other lighting
artists had a very limited time to go through all the levels and set
up proper lighting.
Sometimes we did not have the time to properly upgrade
the tools to accommodate the volume of new assets. Our lightmapping
tool was developed two years ago, but it was never tuned to handle the
very large scenes that we were coming up with.
In the worst cases, it
was taking up to 45 minutes to calculate lighting for some of the larger
scenes, which is obviously totally unacceptable and made the life of
our lighting artists even tougher. The only viable option we had was
to continually upgrade hardware and give multiple computers to the key
lighting artists.
Another issue we faced was production
speed due to constantly evolving technology. Although our engine
was highly optimized in time for ship, we were not able optimize the
engine fully during development, which affected the work of artists
and scripters who unfortunately had to struggle with the game running
at sub-optimal framerates.
It was only at the end of production
that we had time to get the engine running fast. Had we been able
to do this earlier, the design department would have had an easier and
more efficient time scripting our levels.
Finally, because the final dev schedule
was so compressed, most assets were coming online late -- even though
everybody involved was pushing as hard as possible, the sheer volume
of new assets was mind-boggling. This included delivery of mocap, VOs,
localization data, FMVs, and other components.
It was our first attempt
to use mocap, and probably because of that, it took us over a month
to get the first mocapped animation in the game and nail down the pipeline
(of course, when we finally got that first animation in we lost Ruslan
Vizgalin, our lead animation programmer, for three weeks -- he was in
the hospital fighting pneumonia).
This whole process was wreaking havoc
on our lead AI programmer Sergey Mironov, the scripting team and the
producers -- most animations and animation transitions were not working
for about a month, the game was not playable, and it was impossible
to easily tell what the source of a bug was -- was it one of the many
animation glitches, or a scripting issue, or an AI navigation problem?
It was not much easier with VOs and
localization assets. VOs were recorded and localized at the same time,
even before integration of English-language VOs in the game was complete.
Anna Naleushkina, Saber's AP responsible for those production tracks,
was frantically coordinating from our St. Petersburg office the movement
of those tens of thousands of assets between the recording studio in
LA, the processing house in Vancouver, and localization team in Dublin.
Surprisingly, nothing was "lost in translation".
To be honest, we don't know if there's
a good solution to handle this -- other than add more time and make
the project more sane. That clearly wasn't an option for our team, though.
When you have such a massive number of assets coming in and you need
to do the integration very quickly, it simply creates a project-wide
havoc, and it feels as if the skies are falling.
There was never enough
time to fully update the tools or pipelines, so all we could do was
to clench our teeth and plow forward. A good enough number of Saturday
night beers helped us succeed.
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