Monday, 14 February 2011

Compared to Silent Hill 3...


Spyro  compared to SH3
They wanted have a game in full 3D , but the primary focus is interaction with the animations.
Most difficult part was coming up with the concept of the game; what kind of game to do. Craig Stitt, Artist for insomniac games came up with the idea of the game having something to do with dragons; an appealing idea as they can be capable of so much and ‘and they’re cool’

Came up with having a panoramic 3D engine for the playstation 1, this took up a lot of effort considering this was for an early console. Alex Hastings (V.P. Software) was told specifically what to do for the idea, but went a completely different direction which is what the game ended up keeping. He needed to work on seven different renders for the environments, working on different levels of detail. And also created an engine where you could see more detail in closer view, and to be also to still see things in the distance; every transition they tried to do a fade or morph to make it so you didn’t notice this. The sky itself taking up well over 5,000 polygons, which was almost pushing the extent of the playstation back then.

Mini game, the free flying levels were purely down to how the player wanted to take it on to achieve the goal, collecting the objects.
They used the new dual shock controllers to  its extent too, when you charged into object the controllers would vibrate as if your feeling the recoil from the impact.

The soundtrack, Spyro’s voice: Carlos Alazraqui went through an array of different styles of voices just to pick out Spyro’s, from high nasal-y voice to a deeper cooler voice but was found to be too mean, were aiming for a more friendly voice; in the end found on in between the two. 

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