00:00www.pivotal.com
00:34One of the most exciting things about the new Conflict game is that we've got such a huge variety of
00:40different environments which are set throughout the entire world. We've got levels set in the Arctic, we've got levels set
00:47in Venezuela, Africa, Russia, in the middle of the Atlantic even. So the challenge for that was absolutely massive.
00:57One of the big problems we have with the new Conflict title is because there is such a variety of
01:03the locations with that comes a variety of different types of buildings and what they're constructed with. The big thing
01:11with the new Conflict title is that we wanted to destroy as much of these buildings as possible.
01:18We wanted to make fantastic, beautiful environments but ultimately we wanted to be able to destroy them as well.
01:24So the golden rule with the creation of all of these environments is basically they have to be plausible. If
01:31it looks like it can be destroyed, there's every chance it can be destroyed. That was the initial vision, that's
01:37what we set out to achieve and by and large we've done that.
01:43The very first thing we do is work with the designers as to where the location was actually started, where
01:50it was actually set and we'd very carefully research that with the artists.
01:54Once we've got those things nailed down basically we'll work with the designers to come up with an initial layout
02:00which they're happy with because at the end of the day although we're trying to achieve these fantastic looking environments
02:06we have to make sure that the gameplay is king.
02:08So we'll start off by getting the basics like the architecture, making sure it's got the right sort of textures,
02:15materials and environments.
02:19One of the curious things that we try and do with here at Environment Art is we're on this road
02:27to constantly strive to have these ambitious, huge, fantastic looking environments but the really curious thing is that at the
02:36same time we have to work out how the hell we're going to do this.
02:38We're going to destroy them as well. So we've got stuff like puncture technology, if it's a flimsy looking environment
02:45and it looks like it's going to blow or it's going to destroy then that's what we have to provide.
02:51It's got to be consistent, we can't break the rule, that's the really difficult thing. I mean there's a lot
02:56of games that probably just say well that's just too difficult, we won't do it there, we'll leave that.
03:01Whereas with us the big important thing is that it is consistent throughout the entire game. The one buzz word
03:07we used when creating these environments is vistas and that's something I've constantly pushed for.
03:15We've achieved that in abundance across the entire game. As a franchise we've enjoyed fantastic success with the Conflict brand
03:24but now is the time to really get that initial ambition that we set out to achieve in the very
03:31first game and really push it on a next gen product.
03:34I think we've really achieved that. I think we know this game is bigger and better and bolder than anything
03:41we've previously achieved in every possible way, the detail, everything. It's great.
03:47It's great.
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