Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Contents
Past And Future Tension: The Visual Design Of Deus Ex: Human Revolution
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
June 2, 2012
 
38 Studios' Downfall: The Gamasutra Report [65]
 
How Space Quest's creative duo buried the hatchet after 20 years apart [2]
 
Gamasutra's on-site E3 2012 coverage starts Monday
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 2, 2012
 
Insomniac Games
Senior Gameplay Programmer
 
Insomniac Games
Gameplay Programmer
 
Square Enix
Product Manager - PC/ Web-Based Browser Games
 
Nexon America, Inc.
Game Development Intern
 
ROBLOX Corporation
Game Developer – ROBLOX – Fast Growing...
 
Big Fish Games
Game Designer
spacer
Latest Features
spacer View All spacer
 
June 2, 2012
 
arrow The 20-Year Estrangement of the Two Guys from Andromeda [7]
 
arrow The Anatomy of a Bad Game [16]
 
arrow Old Grumpy Designer Syndrome [22]
 
arrow 10 Tips: The Creation and Integration of Audio [2]
 
arrow Beyond Heavy Rain: David Cage on Interactive Narrative [49]
 
arrow Leading Change - An Excerpt from Beyond Critical [4]
 
arrow Persuasive Games: Process Intensity and Social Experimentation [29]
 
arrow Culture Clash: How Video Games Are Crashing the Museum Party [8]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
June 2, 2012
 
A Few Thoughts on Kickstarter [8]
 
Dust in The Wind: An Analysis of A Valley Without Wind [2]
 
The "Gratitude Update": Connectrode 2.0
 
Molleindustria's Unmanned: Excellence Through Boredom [11]
 
Story Design Challenge #4: Design a World [2]
spacer
About
spacer Editor-In-Chief:
Kris Graft
Features Director:
Christian Nutt
News Director:
Frank Cifaldi
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
Features
  Past And Future Tension: The Visual Design Of Deus Ex: Human Revolution
by Chris Remo [Design, Art, Interview]
19 comments Share on Twitter Share on Facebook RSS
 
 
April 16, 2010 Article Start Page 1 of 3 Next
 

It's been nearly a decade years since the original Deus Ex was released, and the game has been long-established as a classic of player-driven gaming that has, in the minds of many, yet to be equaled. At this year's Game Developers Choice Awards at GDC, a new teaser trailer for its second sequel, Deus Ex: Human Revolution, was revealed -- and was warmly introduced by Warren Spector, one of the instrumental creators of the original game.

Real-world technology has changed considerably in the years following Deus Ex, and that has implications both on the design of its sequel (what's possible on current PCs and consoles) and its world (delivering a believable visual look for a game set in the 2030s.)


Here, Gamasutra discusses the challenges and choices of these decisions with Jonathan Jacques Belletete, the game's art director, who also gave a GDC 2010 lecture on the game's art direction.

How did they arrive at the Cyber-Renaissance aesthetic? What meaning does the team mean to impart? And how does this jibe with the original game in the series? Though nobody working on Human Revolution was involved in the original game's production at Ion Storm, it looms large in their decisions.

Was it interesting for you guys to see Warren Spector get up there and introduce your first teaser [at the GDC Choice Awards]? As a person who drove the original Deus Ex, he seemed very gracious and very optimistic.

Jonathan Jacques Belletete: I've been on Deus Ex: Human Revolution for three years. We really started from day zero -- the four of us: the game director, the producer, and one of the lead game designers. Honestly, to see Warren, the way that he was, and the stuff that he said -- in those three years, it's one of the main milestones definitely for me and for a lot of us.

He gave us so much credibility in the way the he looked so genuinely excited and almost emotional about the whole thing. With us having worked so hard in the past six months on that teaser and stuff, it was amazing.

How much do you have to think about a teaser like that? It sounds like it was a major production to get just that going, aside from actually making the game itself.

I imagine at a certain point, you've got to lock in what this teaser is. And then the game's being developed too, but things might be changing.

JJB: Yeah, absolutely. When we started the main story, the main plot was really pretty much locked down. It's an RPG, so there are a lot of side quests and other side stuff to do, but the core of the story and the conspiracies and all the overarching high-level stuff was all down, and then Cody and [creative agency] Goldtooth did an amazing job. They're the ones who took all of our material, and there was a lot of stuff. It's a humongous game.

They went back to their studios and they locked themselves up for a couple weeks trying to dissect everything and seeing what the core elements were, and they came up with this amazing idea for the teaser that we loved. All of our themes are in there. All of our motifs are in there. A lot of important stuff from the story is there -- very quickly and sometimes just suggested, but there's a lot of stuff to be digested in the teaser.

We were really stoked about that. The CGI was done by Visual Works, which is the CGI studio of Square Enix, which we're so grateful for, because it's really the top visuals you can get for those kinds of things.

It's very deeply related [to the game itself]. You can almost have that scene in the game. There's something very, very close to that in real-time in the game. Cody and his gang, and all the folks at Square Enix, really made it happen, and they really got it. They really understood what we were trying to do.

 
Article Start Page 1 of 3 Next
 
Comments

Kevin Patterson
profile image
I'm really looking forward to playing this game. I hope a Collector's edition will be available, and that it will

have some stuff referencing the other games.

ken sato
profile image
For me it's more along the lines of the story and game play. There's a lot that Ubisoft has delivered in title development that was pretty impressive in the sense of visuals, game play, and narrative which, when compared to other titles, pretty much meets or surpasses expectations.



Note: Title comparisons are used only as budgetary and definitional guidelines. Basically a how much in budget and time spent to what was delivered in the final product.



Over all Deus Ex has both history and yet the potential for a fresh outlook. It will be interesting to see what the final product plays and looks like, whether they will buck last years trend and follow the trajectory of recent Ubisoft titles.

George Blott
profile image
If anyone reading hasn't played the original, do yourself a favour and do so, it's available on steam, will work on a newer PC quite well, and is loaded with great design choices (with the exception of the button mapping which feel anachronistic today).



Eidos Montreal might just put themselves firmly on the map with this one. Interesting too to hear how SquareEnix are involved already, if only by sharing a CGI studio.



I also like that you transcibed your laughter, Mr.Remo, it gives the interview more Joie de Vivre!

Maurício Gomes
profile image
@George if you tell me how to make it work, I would be glad, I bought it on Steam a long time ago, and still don't managed to make it run properly (it runs too fast, and the audio and video of cut-scenes dsynch heavily)

Bart Stewart
profile image
I remain skeptical. As much as I *hope* that DX3's designers actually understand and can replicate what made the original Deus Ex great, there are still too many questions for me to *expect* to enjoy DX3 as much.



1. DX3 will run on the 360 and PS3. To what extent will that produce the cramped levels of DX: Invisible War and other console games, rather than the expansive levels of the original PC game that enabled multiple pathways for solving game challenges?



2. Why so much emphasis on the visuals? Those were never the most important aspect of the original game.



Deus Ex was far more about its multi-modal problem-solving gameplay design and its cusp-of-transcendence story than its looks. The sequel paid more attention to being shiny; look what that got it.



3. Deus Ex, a game whose core story had a highly political edge, was made by people in Austin, a liberal outpost in conservative Texas in 1990s America. DX3 is being made by Canadians in Montréal. No offense intended to our northern neighbors, but what are the chances that they perceive and care to follow Ion Storm's extraordinarily fair-minded handling of the DX story?



I was concerned about this even before M. Belletete's comment (at the end of page three of Gamasutra's interview) that a legislator asking whether people should be taxed to fund experiments in changing what it means to be human is basically the same as an Inquisitor threatening to imprison or kill a person for expressing thoughts that fail to conform to a religious doctrine. Is someone who is capable of such an analogy up to the challenge of developing story-driven gameplay that allows the player to think and decide for himself what's right, as the original Deus Ex did?



...



I'm neither predicting nor wishing for failure of any kind for DX3. I'd love to see it do as well critically and far better commercially than the original game its developers say inspired them.



What I'm saying is that given what we've been told and shown so far, I believe that while this might wind up being a good game in its own right, what's been shown and said so far doesn't persuade me that fans of Deus Ex will consider this new sequel as enjoyable.



Of course some fans will never be satisfied. Others, however (including me, I like to believe), while having doubts are still open to the possibility that this game may capture the magic of the first one... but it's up to Eidos Montréal to answer the skeptics through the design and gameplay and story and art and sound of their new game.



I think the odds are against them, but I wish them luck and hope they succeed.

Jonathan Arsenault
profile image
@George Blott

Funny what you say about Eidos Montreal being finally put on the map with this one. Seem to me that this studio was created for the sole purpose of creating this game and absolutely nothing pointed to it staying active after the completion of this project, until Thi4f (who the hell came with this title?).



@Bart point 3.

It's made in Canada which is a Liberal country next to the biggest conservative country of the world...

Jonathan Arsenault
profile image
I'll be the first in line to get a cranial jack...

George Blott
profile image
@Maurício Check out this thread http://bit.ly/98KemM from the steam forums, there are a couple of fixes recommended within :)

Tim Johnston
profile image
RELEASE DATE. NOW. :)

David Tarris
profile image
Bart Stewart,



As to your first question, I would have said you have a point last console generation, but I see little to no difference in the production values of the modern PC game versus the modern console game, particularly with regard to the expansiveness of the levels.



The primary reason for the reduced level sizes in Deus Ex: The Conspiracy was the memory limitations of the PS2, which had 32MB of RDRAM. By comparison, the PS3 has 256MB of XDR DRAM. Xbox 360 has 512MB of main memory. You could argue that PCs these days have significantly more than that, but remember that your console is essentially (though not actually) running one process as opposed to however many your PC is running at any given time.



Furthermore, it's mostly a matter of programming, right? I mean, both the Xbox 260 and PS3 are more than capable of running both Oblivion and Fallout 3, two games with massive open worlds, so I see no reason this should be a concern for you. Or if it is, it should be concerns towards the developers, not the supported hardware.



Also, I wouldn't credit Austin with the original game's fair-minded political tone, but the people who made it. There's no guarantee that the game will be politically fair, or even that they'll be going that direction with it.



I too have my concerns, but I'll withhold my ranting until the game is actually released.

Bart Stewart
profile image
David, I’d just note that “production values” aren’t quite the same thing as whether levels are large enough to enable multiple problem-solving pathways. A cramped space can look great in HD, but it’s still a cramped space that’s mostly about restricting what the player can do.



That said, I think there’s been some improvement in level sizes in consoles. That’s a good thing. But the PC, as you point out, offer more memory and thus fewer architectural limits. That means games made for the PC (as opposed to console games ported to the PC) can be designed to offer gameplay -- in particular, exploration-oriented gameplay -- that console games with less level space can’t.



Regarding Oblivion and Fallout 3, those two games use Bethesda’s internal engine that allows multiple outdoor zones to be rendered simultaneously (with a lot of level-of-detail optimization). They absolutely serve as evidence that consoles can support games that are tweaked to appear “open.” (Although even their games then revert to the usual small and therefore restrictive spaces in indoor/underground areas.)



As for political tone, I remain impressed with the balance from the team at Ion Storm. If the folks making DX3 can similarly refrain from imposing their personal beliefs on players, I will be surprised but pleased.

David Tarris
profile image
Bart,



We can debate the meaning of production values until the cows come home, but it doesn't make a bit of difference towards my actual point.



In the world of video games, there's absolutely no difference between "appearing open" and "being open", so long as the behavior is what you would expect. You're not going to keep every object loaded at all times, performing physics calculations, multiplying matrices, etc. You're going to have a routine loading and rendering select bits at a time, so I really don't know what you're driving at there.



I guess I just don't know what kinds of games you're referring to, but if you're simply looking back at the original Deus Ex, you can't tell me that you believe today's consoles would be incapable of providing you with a level size like that. Again, if the game ends up being that way, it will be due to developer shortcomings, not hardware shortcomings.

Kevin Kissell
profile image
If the developer can pull off anything close to Deus Ex 1, then they will have another bar raising game.

Bart Stewart
profile image
David, I’m with you that today’s PS3 and 360 *ought* to be capable of supporting games with large and complex spaces equivalent to those in the 1990s-era Deus Ex. But for the most part, we haven’t seen such games on those consoles.



If that’s more because of self-imposed limits inside the heads of game designers than from technical limits on consoles, that’s rather sad, isn’t it?



But either way supports my core concern: the fact that such games generally haven’t been made is reason to doubt that Eidos will buck that trend with its console-based Deus Ex 3.



I hope they can and do, but we’ll see.

David Tarris
profile image
Bart,



Just a quick note on the reason for modern games typically lacking large and complex environments. I said "developers" not "game designers", which I feel is an important distinction here. I'm not saying that the industry lacks the creative faculties to make interesting environments. I'm saying that, and you should know as well as anyone here, that just about every game starts off as the next AAA title. However, problems arise from every point in the development pipeline, very typically technical. And I'm saying that these shortcomings are not because the hardware in incapable of doing what these developers want it to do (most of the time, anyway), but because of a failure somewhere in that process. This could be design, programming, or (frequently) project management related.

Benjamin Marchand
profile image
@Bart Stewart : You couldn't express better how I feel with this sequel.



I'm feeling they are not putting that mature, adult, contemporary political reflexions which made DX1's philosophical grandeur.



I hope I'm wrong.

Christian Philippe Guay
profile image
The interview is cool really, but the only thing I really care is how that game is going to be played. I just can't wait for some real gameplay footages.

Kevin Reese
profile image
I really hope that Deus Ex 3 is closer to Deus Ex 1 than ...I don't know.. Rainbow Six Las Vegas 2 (not that was a bad game).



EM seems to be a talented and devoted bunch from all I've seen and read; I hope they make a good game worthy of the name...and not just another same old game that we've seen 100 times but set in the Deus Ex IP.

nana koduah
profile image
Ok so I haven't played the original Deus Ex. I tried invisible war for 4 or so hours (i got claustropobic and stopped). But i'm really hoping this will do it for me.



Hoping for:

-a story much like Ghost in the Shell

-the expansive world of Farcry 2 (haven't played oblivion or fallout).



What i may get:

-claustrophobic

-unlockble DLC (is it still DLC if you have to unlock it?)



Please,please make it good.


none
 
Comment:
 




UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.