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I
was talking to Matt about the shared tech, and obviously the investment that
Midway has put into this shared tech -- which is built around Unreal. What do
you think is the advantage of that, for your studio?
AP: It actually has had huge advantages for
our studios. Unreal gave us a great head start. It allowed us to start
prototyping, and building next-gen content really early. As a matter of fact,
some of the casinos that are in the game were built three years ago, when we
were first speccing it out; so the art team can jump right in.
Now, obviously, since we're an open world
game, we had to heavily modify the engine. We had to add streaming, for large
environments, and actually the AI system, the nav meshes for character pathfinding,
and that kind of stuff.
We had our own systems to support open world, but since
it was a shared technology effort, we gained from [Midway's Newcastle, England studio]
-- we got a lot of their driving physics.
And it's cool, because you can pull what
you want. So, just most recently, we got, basically, their attack systems. Ours
are not nearly as deep in car combat as they are, but they had some really cool
physics systems, on how you bounce off objects, and just make driving feel
really good. We also had a bunch of their designers tune our cars.
Really.
AP: Yeah. The cool thing about the shared
tech initiative is that you're all working on the same technology platform, so
it's very easy to share resources. So we've had team members help out other
projects -- Stranglehold -- and then
we've had team members from other projects help us out.
And they can just dive
right in, and we're all using the same stuff, so they know how to tweak the
physics parameters. And yeah, each game has its own particular weirdnesses, but
it's really easy to get an advantage from other people in sharing resources.
I'm
interested to hear that about that process with Newcastle. Because they're deep in
development in their game, and you're shipping this fall, so... It seems it's
too altruistic to believe.
AP: There's always grumblings here and
there, but they get something out of it. We worked on the streaming system, so
we're the ones who basically built the streaming system that allows them to
stream their beautiful world.
So they got that, and it's just sort of a
trade-off, and we strategically figured out who's going to do what; we had
expertise in streaming, from The
Suffering, and Drakan, so we were
the guys that were tagged to do the streaming tech.
But, overall, it has really had an
advantage. And I'm looking at the next round of games, and that's really where
we're going to start paying off in dividends. I mean the ability to pull resources,
and to use tech from all the different projects, is just going to give us a
tremendous head start.
You
worked more on the streaming, and they did more of the car physics and car
combat. When you're planning the next slate of Midway games, are you talking to
different studios? "You're focusing on this element of your game, and
we're planning to have an exchange."
AP: Well right now we've gone from tech
sharing, to everyone's finishing their games off, and we haven't really, we're
not focused on the next round of games. But we are going to meet back up once
we get these games taken care of, and we'll start going through that process
again.
You
guys all shipping --
AP: We're shipping near each other.
Then
you'll have meetings?
AP: And go, "OK, we need to make
improvements on the streaming system; Surreal, why don't you guys do
that." Or, "We need to make some improvements on the vehicle damage
system -- or whatever it may be -- hey, Newcastle,
you're good at that..." So it really goes to the core competencies of the
studio; really leveraging off that.
And the cool part is, when you
have a shared studio approach like that, not only do you get the core
competencies of your individual studio, if you're a multi-project studio, but
you get the strengths of the other studios. So I can go to Brian Eddy and go,
"Hey, the way you do damage in Stranglehold,
that was cool! Let's take it from your game; show us how to use it, and how can
we make it better?" That sort of thing.
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Shaun, keep in mind that GTA4 has gone episodic - meaning their tech and gameplay is version 0.1 - it's only going to get better with each episode and subsequent full title.
Cheers,
Ian