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Thursday, August 10, 2006 |
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Red Steel Developer Blog #4
Hi everyone,
Welcome back on the Red Steel Blog! This week again I’ll introduce you to more dev team guys.
Wilfreed Trottet
Hi, my name is Wilfreed and I’m Lead Animator for Red Steel. For that I’m dealing with a team of six animators & I’m in charge of everything moving in the game from characters to fish, working closely hand-in-hand with my programmers.
I like fish and programmers ?
Francois
I am the Lead Engineer on Red Steel, so with the 12 people on my team we have learned how to master the Wii hardware and we use it at its best for all parts of the games: graphics, sound, controls, animation, SFX, AI …
Romain
My name is Romain and I am in charge of all the cut scenes in the game. So, I work with a story boarder and then my team is transforming this script into scripted events and programming the camera to make it happen “live” in the game.
Gregoire
I am the Lead Sound Designer on Red Steel. So I am in charge on anything that sounds: music, voices, ambiances, sound effects … I am working on creating them but also on integrating them inside the game. So my team and I mix all those sounds and program how and when you will hear them while you play.
Damien
Hello, I am the Marketing Game Manager on Red Steel. I work closely with the core team to understand what they want to develop and see how it fits to the player’s expectations. I am also working with three people to produce all the screenshots, videos and information you read or see on the Internet or in magazines.
David
I am David and I am the Lead Level Designer. I manage the biggest team as I manage all the graphic and level designers that works on the different maps of the game. I organize the production of the assets and I check the quality of those levels with the core team.
While I know this isn’t the most riveting Blog entry, I think it’s important that you get to know the Red Steel team so when they post on various topics later, you’ll understand who’s who.
Thanks again for stopping by and we appreciate your comments and support. While I won’t share exactly what will be discussed in the next Blog entry, know that there will be a new reveal.
Ciao,
Marie-Sol
Red Steel Developer Blog #3
Red Steel Blog Post #3
Hello everyone! This is Stephane, the Bachelor from the Red Steel team. I’m here today to let you know a bit more about the improvements and new graphic directions we have made since E3.
In May, the graphics of the E3 demo were a work in progress. Remember, we are working on a console that is also currently in development. The console's calendar therefore conditions our own calendar. We received the Wii kit one month prior E3. It was just too short to implement the style we had in mind in the E3 version at that time.
Also E3 was a major work step for us, as it was the first time we could see people on a grand scale playing the Wii games and especially Red Steel. It was indeed very rich in terms of feedback!
Now, we're working on developing our unique style specific to Red Steel – one that will not only be a great support to the scenario and the gameplay, but also be the visual identity and signature for this new game. We also keep working a lot on the impact of the graphics and on the way the player plays as well.
To tell you, in few words, more about this style, I would say that it is visually really representative of a cultural shock of a US guy arriving in Japan. I mean, we focused a lot on all the differences that make a Japanese environment unique through occidental eyes.
Also 70s' "film noirs" are another source of inspiration. It sticks well to our scenario and the gangster and mafia atmosphere you’ll discover while playing Red Steel.
So, this style is one of our big focuses, among many other ones, since we couldn’t make it for E3. We’ve reworked the lighting system, improve textures and added even more breakable elements. I’m happy let you have today a first look!
Click here for a larger image
Click here for a larger image
Stay tuned to the blog as we will have more to reveal soon!
Cheers.
Stephane
Red Steel Developer Blog #2
Hi everyone, this is Marie-Sol! I want to take this week as an opportunity for some of the key developers behind Red Steel to introduce themselves and let you know what they’ve been up to lately.
Nicolas Eypert
Hi, I'm Nicolas Eypert; I'm the Creative Director of the game. My task is to direct all the design departments so that we deliver on our original vision. This can be compared to being the director for movies.
At this step of development where game systems like sword fighting, combat, sounds and all others, are now in the actual game levels, I’m going through all the game again and again to see how does the mix does and what we can fine tune to make sure we deliver on our original vision.
Roman Campos Oriola
I am Roman Campos Oriola and I am the Lead Game Designer of the project. I am managing a group of designers who are in charge of all the game mechanics. Currently we are focusing on tuning the sword fighting system.
Stephane Bachelet (the Bachelor)
My name is Stephane Bachelet and I am the Artistic Director on Red Steel. I am in charge of designing the graphic ambiance of the game for places, interface, SFX and lighting. My everyday job is now to supervise all the graphic designers’ creation to check that they create maps that fit with the artistic direction we have set up.
I’ll explain to you at the end of July all the improvements and new graphic directions we have made since E3.
Jean-Baptiste Duval (JB)
Hi, I am Jean-Baptiste Duval and I’m Associate Producer. My role is to be with the team, in the trenches everyday. I’m in charge of the project & timing follow up. I can be seen as the team’s worst enemy.
But I’m also here to help them to accomplish their work, so I’m also their best friend! My team is the best one, working on the best project ever!
Jerome Collette
Hello, my name is Jerome Collette; script writer on Red Steel. I am in charge of all the storyline including dialog and character design. Lately, I have been checking the voice casting to be sure the voices fit the characters.
More people to be introduced and more details to be revealed very soon!
Cheers,
Marie-Sol
Red Steel Developer Blog #1
Bonjour,
My name is Marie-Sol Beaudry, producer of Red Steel here in the Ubisoft Paris studio. We’re excited to share bits of information here on the ongoing development of this Wii exclusive launch title. Along with me, you’ll get to hear from our creative director, lead designer, art director and others on their areas of expertise.
We were really excited by everyone’s response to the Nintendo Wii at E3 and were thrilled to showcase Red Steel at the Nintendo press conference. After working so long on this project in complete secrecy, it was great to not just show the game but to also let people play it for the first time.
For this initial Blog entry, we want to talk about the Wii controller and how we’re using it to it is fullest.
The challenge for working on a new system, especially one that has such a focus on the interface with the Wii controller is that everything we’re doing in the game is directly effected by the controller. This includes everything from level design, overall game design, movement and storyline. When we first received the controller our imaginations were limitless but then we spoke to our programmers and determined that there were guidelines and rules of which we’d need to adhere to in regard to both functionality as well as game play.
In other words, while the shooting was fairly straight forward, point-and-shoot, it was the sword play that proved to be a true challenge. We quickly learned that wielding a sword and manipulating the controller was a lot of fun, but we didn’t want to force people to become actual professional swordsmen – just have fun. Also, we have to consider the animations of the sword and matching it up with what you see on screen. We didn’t want any delay whatsoever in response to what was happening with the controller and what you saw on the screen.
We’re continuing to tweak the controls to optimize the game and ensure it’s a great experience on all levels, for example keeping the precision and accuracy of the aiming but working on the sensitivity and the stability. Also the sword fighting is going to offer more diversity in movements and couple of special moves I will not talk about this time...
Well, that’s it for now. Stay tuned and see you again in two weeks!
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