Of
course, even console development is not without its pitfalls. Just ask
Travis L. Williams, Senior Producer of
"Run Like Hell" for the PlayStation 2. "Developing
a game for a platform that is not yet on the market (PS2 was not
on the market at the time of this interview) is always worse than
developing for a platform, PC or otherwise, that's there already, because
you're working with an unknown factor. Anyone who's working on an emerging
platform -- there's growing pains, you have to do things differently.
Eventually you get used to the system, but not before you make some
mistakes in the first few iterations. I can't think of any emerging
system I have developed for that was a breeze," said Williams.
"For example, the Playstation 2 -- it's great, but from an artistic
standpoint, it's almost the antithesis of everything you've learned
to this point. It doesn't have a lot of texture memory, but it can display
a lot of polygons, so you find yourself going 'Well -- I guess I don't
make a texture of the grating, I just make the grating itself -- in
polys. That's something that's a bit foreign. And, then we got infatuated
with how many polys we could use, so we started using too many polys,
and we had to stop ourselves and come up with a happy medium. It's always
harder -- hopefully you just learn as you go on."
"Run
Like Hell" will be a third-person perspective game where you do
a lot of exploration -- it is being slotted into the survival/horror
genre. "That means that a lot of the enemies you will be facing
will not be slow-moving zombies like in Resident Evil but rather fast
moving aliens which will kill you if they get their paws on you,"
says Williams. "There's also a 'game-within-a-game' element
-- for instance, you may be in the middle of a hallway with a jammed
door, and you have to pry it with a crowbar. Meanwhile, there are aliens
coming at you from either end of the hallway, so you have to pump a
button as fast as you can to pry open the door before they can get to
you. The difference between startling someone and really terrifying
them is what we are trying to achieve."
Williams also has
an interesting piece of advice for those looking to get into the industry.
As he tells it, "Several years ago, I was in a store trying
to buy the Advanced Dungeons and Dragons Dungeoneer's Survival Guide.
I had $18 in my pocket -- the guide cost $18 and some change, but I
didn't have that, ok? I had $18. Of course, the guy wouldn't give me
a break at the store, so I started looking for something else -- I had
to get SOME gaming fix -- I'd read all my other books. I found this
book called Ars Magica by a Minnesota company called Lion Rampant. The
book was pretty crappy, but it was a cool gaming system. I played this
game for five years and built up a lot of campaign material."
At this point he got out of school and started getting into programming,
and found himself living in Atlanta.
"So, I sent
all of my Ars Magica campaign material to Lion Rampant and I became
sort of pen pals with Lisa Stevens at the company. She sent suggestions,
and she was the one to let me know that their company worked with an
investor, an investor who was requiring that they move to Atlanta! Anyway,
when they moved down, I knew their system better than they did, so I
worked with them at conventions as the dungeon master, or 'storyteller'
as they call it. As they merged with White Wolf Magazine to become White
Wolf Game Studio, I was going to school, working at a gas station, and
game testing for White Wolf. After Lisa went to a small company in Washington,
I was the one who knew the most about computers, and so I started shopping
White Wolf's Vampire game around to different companies (including,
for instance, Interplay -- which turned me down!). This way I met people
in the industry including a guy at GameTek who offered me a position
as a game designer. From there I went to Akklaim, from there to ASC
Games, and from ASC Games to Interplay. The point is that I was doing
all of the things that were preparing me for a Senior Producer position
ever since I was 16. So my advice is to spend all your money at the
game store, kids!"
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