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From Dusk Till Dawn -
Interview
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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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