Crysis Warhead Interview: Lessons Learned - interview
(hx) 11:22 AM CEST - Sep,14 2008
- Post a comment / read (1) The chaps over at
ShackNews has conducted an interview with with Crytek producer Bernd Diemer
as he talks about Crysis Warhead, Crytek's upcoming stand-alone shooter. Here's
a taster:
Shack: How did the focus on more complex AI change the level design of
Warhead?
Bernd Diemer: Two things changed. One is that our creative guys, our
level designers, programmers and everybody, they are a lot more familiar with
how to build levels for the nanosuit. And how to build levels for this alien AI
we did, because we could use what we learned with the humans, how to construct
interesting scenarios by changing geometry, in the level. Like in that canyon
you played, that really is tailor-made for the alien AI the way it is now.
Because they can jump, similar to the MK nanosuit dudes, so the level has to
reflect that. And then we can create this "oh my god" situation, where you have
one guy jumping over here, or over there. Like you experienced a moment ago:
where you are completely surprised by what the AI is doing, but still you can
get a grasp of what is going on. So we got a lot more comfortable building
levels for nanosuit and alien AI.
Shack: What exactly have you changed as far as destructible objects and
environments?
Bernd Diemer: We added a lot more stuff that blows up. [laughs] For
example, one thing which always annoyed me in the original game is that we had
these really nice, big fuel tanks, which didn't blow up. Which is realistic,
because in real life fuel tanks don't blow up like they don't in Hollywood. But
it's so much fun, so we said, "To hell with realism, we want these things to
blow up."
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