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Tom Clancy's Rainbow Six: Raven Shield™

About Raven Shield

Q1: What graphic tools were used in developing Tom Clancy's Rainbow Six 3: Raven Shield?

A1: 3DStudio Max, Photoshop, and UnrealEd (the Unreal Engine Editor).


Q2: What Hardware 3D features does Tom Clancy's Rainbow Six 3: Raven Shield support?

A2: T&L, Projected Textures, CubeMapping, and ATI's TruForm™.







Title: Tom Clancy's Rainbow Six: Raven Shield™
API Used: DirectX® 8.1
Developer: Ubi Soft
Publisher: Red Storm Entertainment
Genre: First Person Shooter
Release Date: Q1, 2003
Demo Date: November 15 2002

Q3: Can you give us some examples of how Tom Clancy's Rainbow Six 3: Raven Shield takes advantage of those features?

A3:
Click to Enlarge Click to Enlarge Click to Enlarge
Projected Textures: Characters Shadows, Blood Spots, and Bullet Holes. TruForm™: Our characters use ATI's TruForm™ for optimal display results CubeMapping: Reflection in windows.

Q4: What feature of the Radeon Radeon® 8500 do you like the most? And why?

A4: TruForm™: That's the kind of feature that developers love. There is almost nothing to do in our code and the effect is awesome. More features like that are welcome. Those features can be implemented in less than a day in an existing project, so developers are really willing to implement them.


Q5: If you could ask for only one new 3D feature, what would that be? And how would you use that in your games?

A5: It would be great to have a per-pixel normal buffer: while rendering the object, you output the per-pixel normals in that buffer, and then after, instead of rendering the object again for another pass, you could only render a quad covering the object in screen space and use the stored normals to do lighting and other stuff.


Q6: If you could sum up how much the Radeon Radeon® 8500 improves Tom Clancy's Rainbow Six 3: Raven Shield in one sentence, what would you say?

A6: Radeon Radeon® 8500 is great in both performance and graphic quality. A player could set his character level at Low Quality, which frees CPU power, and the TruForm™ will make his character as good looking as High Quality on cards without TruForm™.


Q7: If you could sum up your view on ATI's future in 3D, what would that be?

A7: With high quality products, drivers and support, ATI will be a leader in 3D. Innovation is good, but innovation that can be easily integrated into a "in-progress" project is the key point. This allows developers to include those innovations in a near-to-be-released game.


About Ubi Soft:

Q1: Gives us a brief history of Ubi Soft.

A1: Ubi Soft Entertainment produces and publishes interactive games worldwide. The group is a leader in its field, and offers a diversified product range that is constantly growing. Ubi Soft develops its own products, and also works with famous developers. The group's ambition is to supply the public with games of excellent quality that allow the sharing of thrilling experiences. Set up in 1986, Ubi Soft has a presence in 20 countries, including the United States, Canada, Germany and China. The group distributes its own products and those of other publishers in more than 50 countries. In the 2000-2001 financial year, its sales reached 260 million euros, an increase of 39.4% over the previous year, with net earnings of 4.6 million euros. www.ubi.com


Q2: What do you think is Ubi Soft's 1 key advantage above other developers?

A2: Experienced development studios, all around the world, that share ideas and work techniques.


Q3: Tell us a bit about the people who developed Tom Clancy's Rainbow Six 3: Raven Shield.

A3: Nearly all of the team members are hardcore Rainbow Six fans. So it was pretty much building on what we know and what has already been done. The Core team consists of: Lead Game Designer Michael McCoy jr , Lead Programmer Eric Begin, Lead Artist and Artistic Director Carol Bertrand, Lead Level Designer Carl Lavoie, and Lead Animator Josef Sy. And not to mention the rest of the team who did excellent work on this title.


Q4: How do you go about creating a game as a team?

A4: Constructive meetings, one focused vision of what the game should be, and day in day out collaboration from all.


Q5: How long did the development take for Tom Clancy's Rainbow Six 3: Raven Shield?

A5: In all, it lasted 26 months.


Q6: Tell us about Tom Clancy's Rainbow Six 3: Raven Shield and how it came about. homepage.

A6: After acquiring the Tom Clancy license through Red Storm, we knew that a huge fan base was waiting for another Rainbow Six title. So we sat down and came up with a couple of ideas on how it could be made, what engine we were to use, etc., and started with a conception of what will be the next Rainbow Six. Rainbow Six 3: Raven Shield advances both the technology and gameplay of the franchise without sacrificing its overall appearance and feeling. Set in the first decade of the 21st Century the world is not unlike the present day.

Players lead an elite, international anti-terrorist unit code named "Rainbow". The player assumes the role of mission commander, before and after each mission and plan out every detail of their missions from the operatives and their gear to their exact paths and actions. During missions players jump into the action by controlling any one of eight Rainbow operatives as they engage terrorists and save the world.

Unlike most first person shooters, Raven Shield presents a detailed and convincingly realistic story line. To keep in step with the story, both the world and the equipment within it are also based on reality. Combat in the real world is a scary thing where a single well placed bullet can kill anyone. Combine all this within 15 fast paced Single Player missions over 12 unique maps and 6 unique Multi-Player maps and you get Raven Shield!


Q7: What new ideas / features did you bring to Tom Clancy's Rainbow Six 3: Raven Shield?

A7: Here is a quick list:
  • User friendly mission planning: We've simplified the planning in a way that anyone would be able to plan out there missions, and have fun doing it.
  • Simple "Heads-Up Display" displays all in-game information: The HUD has been completely revamped.
  • "Quick Order Interface" button, quick ordering system to issue real time orders to your team: By pressing spacebar you will be able to give order to your team in real time.
  • Prone character postures: The prone has been added, in order to be less of a target, but of course your mobility is lessened as well.
  • Intelligent teammate, enemy, and hostage AI: The AI, which is the main part of the game, has been improved for the Rainbow team, Terrorists and hostages. Now you really feel like you are part of the Elite team that is Rainbow. But the terrorists as well have a whole new attitude, so you will have to be extra careful.
  • Fluid Peek & Crouch feature allowing the player to position his body in almost any position: While holding the CTRL button and moving your mouse, you will be able to peek in the tiniest cracks and holes to keep an eye on your target and neutralize him.
  • Realistic death animations generated by Karma's physic system making every death animation unique: No death animations are used in the game. All of them are controlled by Karma.
  • Arsenal of 57 real world weapons including pistols, sub machineguns, assault rifles, shotguns, sniper rifles, and light machineguns.
  • First and third person representations of all weapons.
  • Weapon attachments including 3.5x mini-scopes, thermal scope (sniper only), sound suppressor, and high capacity magazines. Terrorists have access to grenades.
  • Other useful equipment such as thermal sensors, CS "Tear Gas" grenades, smoke grenades, and 3-D heart beat sensors.


Q8: What were the best and worst moments during that time?

A8: The worst was when we had many changes in the team. Resource changes during the project were one of the worst moments, as we needed to continue at the same pace with the updated team.

The best moment was when we got the first fully playable version. That was a thrill for the whole team to play Rainbow Six 3 and relive the unique experience that only this game brings to the player.


Q9: How do you decide which graphic features to support in a title given the development time of your titles?

A9: We study what is available on the market in terms of graphic features and find ways we can learn and improve on it. The result: An amazing looking game called Rainbow Six 3 :-)

Q10: How closely have you been working with ATI and how do you see that continuing going forward?

A10: ATI has been providing us support in our development needs, both by providing us with the required hardware, and helping us resolve technical issues we may encounter. If all goes well, ATI and Ubi Soft will surely be dealing together for the next titles to come.

Q11: What is next for Ubi Soft and Rainbow Six 3: Raven Shield?

A11: Other high quality, fun products. As for Rainbow Six, you will have to wait and see.

 

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