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Project Offset Interview - interview|
| (hx) 01:24 PM CEST - Apr,08 2006 |
OGaming.com
has posted an extensive interview (thanks Nosferatu) with Project Offset's
Technical Art Director and spokesperson Rod Green as they talk about the
Offset Engine, their
coming collaboration with Red 5, and their vision of game development. Here's a
taster:
OGaming: Let's start from the beginning. Why did Sam McGrath, Travis and
Trevor Stringer, who received such acclaim for developing Savage at S2 Games,
leave to start Offset?
Rod Green: It's pretty simple really; they just wanted to start a company
to make a kick arse game. Being just employees they were limited to how much
influence they could have so they decided to break off and make it the dream
happen
OGaming: Understood. Sometimes to really get things done you have to throw
off the shackles of "The Man." But, was your goal to create a new game with
"Project Offset," or was the original plan to create a development tool to
license to companies such as Red 5?
Rod Green: The goal has always been to create an epic FPS game. We
developed the engine in such a way that it will allow us to develop quickly and
expand the features as needed. As it turned out there are a lot of other
companies who are interested in an engine that has these traits, so we, quite
unexpectedly, received a lot of interest to license the engine externally.
OGaming: Necessity, the mother of invention, really seems to have paid
off. So, what were some of the limitations of earlier MMO development engines
that you worked to overcome with the Offset Engine?
Rod Green: Every part of the engine was developed with the idea to
support the creation of a huge amount of content and to render these assets with
the highest cinematic quality utilizing the most efficient real time techniques
possible.
MMOs are massive in nature and so our engine and tools facilitate this
development. As the game development industry progresses, these large team sizes
we are seeing will give way to more efficient tools and methods and thus
reducing the burden of overstaffing. This is where smaller independent teams can
adapt to these techniques and deliver the content needed to succeed.
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last 10 comments: | xxxx | (08:50 PM CEST - Apr,08 2006 ) | | This game does look very cool. | |
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