Week 13

Pretty lively in the team this week, with the start of two new Neighbourhoods, poetically named Neighbourhoods 2 and 3. The teams are made up of Olivier and Stephane for Neighbourhood 3 (with designs by Stephane and on textures), and Eric and Edouard (one of the two new recruits of the month along with Loic) on Neighbourhood 2. So it was battle stations all week to define the designs, hassle me with questions on the scenario and on what was going on in each of the neighbourhoods, and setting up an overall view from above. The art directions chosen should give an original result.
Tony spent a week on animating the robots, impatiently awaiting the first Motion Capture files. Philippe finished Syao, one of the incarnable characters of the game.

Our trainee, Nathalie, is working on various objects of the adventure. Their modeling will be simple but there are so many objects in the adventure that it is preferable to get started as soon as possible. The arrival of a feminine element in the team was somewhat disturbing for some, who were seized by a sudden passion for object modeling...

The beginning of this Month 4 (already...) marks a first turning point in development. We must now start gathering together the graphic elements for their use in the scenario. Our adventure editor (IAM) will be fully operational in two months' time. We must now therefore link up the sets and the sequences of the adventure to be played out in them. This is the interesting part of production, where the characters and the sets that have taken weeks to create to tell a story start to be used. It is as thrilling as it is difficult and we will undoubtedly have the opportunity to realize this over the coming weeks.

Pierre will be in charge of linking the graphics and the scenario of Section 1, of refining the graphic details (those which make all the difference between a fine-looking game and a very fine-looking game) and of finishing the inside sets of the scenario which are still lacking.

That's it for this week's news. I would add that the specter of the London ECTS is starting to loom over the team. The programmers have already started to warn me that there was no question of spending three weeks in preparing a demo... The difficulty of these exhibitions is always that we would really like to exhibit lots of things, but it is often time lost in development. It's up to me to assume the difficult task of arbitrating between the demands of marketing and those of production. It sure isn't always an easy job...

See you next week.

Autor: David Cage
Source: Quantic Dream

11/01/1999 Eidos Interactive ships Omikron: The Nomad Soul
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Week 13 Monday, August 11, 1997

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