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Tuesday Sep 04, 2007
Co-Driving With The SEGA Rally BoysNot many games have enjoyed the level of anticipation that SEGA Rally’s What are your all-time favourite video games? What games are you playing at the moment? What’s your role on the development of SEGA Rally? Are there any real-world experiences you’ve drawn upon to help make SEGA Rally? Who is the best SEGA Rally player in the office? Who is your all-time favourite driver? Why? What car do you drive? Why? What five vehicles would you have sitting in your fantasy garage? Why? What is the fastest speed you’ve ever travelled in a road vehicle? What were your favourite TV shows as a kid? Which toy could you never seem to put down as a child? If you could listen to one tune while you drive, what would it be? You’re stranded on a desert island, which car part would you take with you, and why? If you weren’t making games, you’d be…? Describe SEGA Rally in five words? To find out more about SEGA Rally, why not visit the official website at www.segarally.com
Posted by Dave in SEGA Rally on 12:31:36PM Sep 04, 2007 |
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Tuesday Sep 04, 2007
Pushing to Alpha - Condemned 2: BloodshotThe butterflies start to grow in my stomach around this time every project cycle - and it’s a good thing. It always happens with every project - no matter how much planning, schedule updating, and iteration on features has been completed; time is rushing quickly by when you’re ‘pushing to Alpha’. If any Producer says they’re not feeling any butterflies, or strain for that matter, during this time, then they are either lying or don’t care about the game they are producing…so I’m glad to feel those old familiar flutters.
We’re now pushing forward with our Game Design Alpha. It’s at this phase that we’ve turned our attention more closely to the specific needs of the Level Designer. All the models, animations, engineered systems, audio files, world art prefabs and environments are now coming together to hopefully give us that gameplay experience that we all want so badly. If the Level Designers find themselves with a blocking issue (i.e. an animation doesn’t play properly or an engineering bug prevents a feature from working properly), we all do whatever we have to so they aren’t blocked. There are occasional verbal blurts as a blocking bug may pop up or a final implementation of a sub-feature isn’t quite working out and a decision is needed quickly - but the focus remains strong and people continue to move forward as we all know our dates can’t, and won’t, change. Even though, as a Producer, I want everyone’s final weapon requests to have been done by our Engineering-Content Alpha, there are always going to be needs for assets and iterations for ongoing gameplay creation and tuning. It really becomes a balance between ‘art’ and ‘business’…
The ‘Art’ is finding that compelling, beautiful, strong gameplay experience that is fine-tuned and enjoyed by all and the ‘Business’ is keeping it on track and within budget - and many times these two goals collide. So this means trying to leave some schedule room for iteration and evolving the gameplay experiences - even though usually the schedule is tight already at this phase. Here’s a breakdown as to the various disciplines that work on the Condemned 2 team: Character Art World Art We’ve also outsourced some of the prefabs we need for this project. Level Design Animation Principal Technical Art Lead & Art Director The Art Director is completely responsible for the vision of the game: what does the main protagonist look like, what do the enemies look like and potentially act, the weapons, the UI, the environments - they all fall under the domain of the Art Director. Engineering CTT Audio Most of the voice-acting is recorded by an outside contractor with direction from our Game Designer and Audio Lead. Game Design Multiplayer QA Production Playtest Publisher Dave Hasle, Senior Producer at Monolith Productions
Posted by Dave in Condemned 2 on 12:14:26PM Sep 04, 2007 |
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