.: Register | Login Now :.
 
Xbox 360 November 2009 Gaming?
Dragon Age: Origins
Modern Warfare 2
Left 4 Dead 2
Assassin's Creed II
 
 
 
    follow me on Twitter




    Alone in the Dark Developer Diary #3

    by Eric Bush

    Hervé Sliwa, Lead Designer, Eden Games - Technology, Iteration and Central Park

    "To build all this variety of gameplay elements and features in Alone in the Dark we built our own technology. There is a full R&D department working on the tool we use at Eden – it’s an in-house tool called Twilight 2. The interesting thing about Twilight 2 is it’s the same tool we used for TDU. It was so flexible that with updates on it we can make all that we need for Alone in the Dark.

    There is another technical team working on the game engine specifically for all the different platforms to run everything in the game. We had the chance to develop a very open engine to bring together everything in the game – I don’t know if it would have been possible with another engine. The great thing for the designers is that everything has been thought of like Lego blocks, so if you have an idea you can pick a little part of the engine, add another part, meld them together and you have what you expect to have. After that you can play with it inside the game and build some specific situations or puzzles. The designers were able to prototype the game mechanics themselves and the engine helped us a lot to do that.

    How we managed to balance the innovation with fun in the game is by working nights (a lot) and the key word is iteration. You don’t have any other method. If something was never done before you need to build it, test it, see what goes well, what goes wrong, and you need to improve it and improve it, test it, improve it. We do this for all the features in the game, lots of iteration, iteration, iteration.

    It was fun because when we talked together about some gameplay situations in the game after some discussion we realised that nobody in the development team played the same situation the same way. Sometimes we talked about it and someone would say “we need to improve that because when you use this object to fight these monsters and…” I would say, “but you used that object to fight these monsters? You’re supposed to do that!” “No, no you can combine this with that and it gives you this result”, and I’d realise that yes it’s logical. We had lots of unexpected situations just from the creativity of the player – that was really, really interesting.

    On the other hand, it was difficult to manage lots of people on the project, and the new generation of game console brought lots of new issues. The team grew so fast that we needed to re-think all our processes to build a game. With this new type of content it created a new type of issue so our everyday work was re-thinking everything, which was very, very hard.

    The choice of Central Park is important, because what we want with Central Park is to give to the player some realistic environments to put all the extraordinary things in perspective. If you have a realistic environment everything not normal seems very, very weird. If you are in a completely weird environment the weirdness is normal, so what we want is to use the park to give the perspective on all the paranormal activity.

    Of course the park is also very useful in terms of environment because it’s very rich in terms of variety, there are plenty of buildings, there is a huge museum, lots of lakes, there are some parts which are very cute and charming and there are some more wild forest parts, and you have lots of bridges and roads.

    When we went to Central Park to do some research in terms of environments, we took tons of photography and we walked miles and miles. When we saw something we stopped and said oh, we can have something here, and we thought about how to build specific situations. Sometimes we simulated the situations of the game in the park, so it was quite dangerous sometimes, but it was interesting!"



     
     
    Related Games
    2009-03-14 Resident Evil 5
    Publisher: Capcom 
    Developer: Capcom 
    2008-10-15 Dead Space
    Publisher: Electronic Arts 
    Developer: EA Games 
    2008-10-01 Silent Hill: Homecoming
    Publisher: Konami Digital Entertainment 
    Developer: Konami 
    2008-06-25 Alone in the Dark
    Publisher: Atari, Inc. 
    Developer: Eden Studios 
    TBA Condemned 2: Bloodshot
    Publisher: Sega 
    Developer: Monolith Productions 
    Related Articles
    2009-11-19 Capcom Prices and Details Resident Evil 5 Add-On Content
    By: Eric Bush
    2009-11-10 Deadly Premonition Coming Exclusively to Xbox 360 in 2010
    By: Eric Bush
    2009-11-10 Resident Evil 5: Alternative Edition Releases as DLC in 2010
    By: Eric Bush
    2009-10-27 EA Celebrates Halloween 2009 w/ $19.99 Priced Dead Space
    By: Eric Bush
    2009-10-07 Capcom Wants You to Decide the RE5 Add-On Sales Method
    By: Eric Bush
    Member Comment
    No comments have been posted for this article
    Register now to post comments on Planet Xbox 360. Otherwise please login.
     
     
    Alone in the Dark
    Publisher
    Atari, Inc. 
    Developer
    Eden Studios 
    Game Genre
    Survival Horror 
    Release Date
    2008-06-25 

     
    total images available: 27
    .: Home| Contact Us| Advertise with Us| Terms and Conditions| Privacy Policy :.