From Dusk Till Dawn - Interview

Are there any wacky stories you'd like to share about From Dusk Till Dawn's development?

 Always the same thing… Development is definitively a job for crazy guys… It’s like to raise babies… The best part of it is the conception but this delicious moment never carry on. A month before the dead line, the publisher asked us to change the look of the hero… Of course, Seth looks like George Clooney a little bit, but lightly. Executives of the movie studio saw the model, roughs… We made a video where you see Seth Gecko’s back 95 % of the time and see briefly his face… The animators & designers made their work too well… In a certain angle of camera, the “guy” was really George… So 2 days after the making of the trailer we had a phone call: “Hello guys… We prefer to see a different hero. Yours, could be George Clooney! Do you get it? Whoever the main character is, he can’t be George and can’t be too similar to him… At any price! OK? So change it. By the way… If your character could look like George… It would be very cool… So, do your best & bye bye… We need the video for this afternoon. Take care. Bye bye now.”

What elements do you feel will be critical to the next generation of survival horror games?

May be A.I & a very realistic artistical touch. Video games are on the track of movies now and the public waits for a similar immersion into a universe. For survival horror a lot of elements are in the line. Your enemies have to be dangerous, vicious, and furious and your allies must really help you or betray your faith. We work hard on it and it took 4 months to Jean-Luc Thomassey (one of our beloved coders) to implement A.I & behavior on NPC able to react an attack, follow a strategy, find out the better path, follow the hero to wacko him… Another important part of the work is typically the design. We worked on sets and location with a company named Nano K.  For graphics and animations we used an in-house tool label called Theo. Theo (brave boy) is specialized in production of assets for the video game. It gives us the ability to create all the visuals including character/background modeling mapping, animations, ambiences, lights, particle system, the paths and movements of cameras (including a stack of various lenses)… It also can be used as a tool to direct cinematics, or to put a sound on an animation key frame… So, Theo developed and maintain for 4 years by Christophe Nazaret is very useful to create a realistic and plausible world… The better realistic the universe is, the better you can invent horrible things. Obviously, the genre becomes more adult than 4 or 5 years ago… So the average quota of blood had enhanced in proportion of techniques, state of art and gamers wishes. 

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