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Tribes: Vengeance - Developed by: Irrational Games

   

Tribes: Vengeance

About Tribes: Vengeance

Q: What graphic tools were used during development of Tribes: Vengeance?

A: All our art is done using 3ds MAX 5, character studio, and Photoshop. We produce normal maps for our characters using ATI's NormalMapper tool. Additionally we have our own in-house tool for producing the detailed cutscenes needed by the T:V storyline.


Q: What hardware 3D features does Tribes: Vengeance use?

A: Hardware TnL, Vertex shaders, 2.0 Pixel shaders, Projected Textures, Render to Texture, Frame Buffer effects

 



Title: Tribes: Vengeance
API Used: DirectX® 9
Developer: Irrational Games
Publisher: Sierra
Genre: Action/Adventure
Shipping: Winter 2004

 

Q: Can you give us some examples of how Tribes:Vengeance takes advantage of those features?

A: Some examples are:

  • Pixel and vertex shader animated water running entirely on the GPU
  • High precision bump mapping on characters, with per light source specular
  • Precomputed global illumination bump mapping on scene meshes, with global specular approximation
  • Precomputed global illumination bump mapped lightmapping
  • Fullscreen light blooming on explicitly tagged scene geometry


Q: What 3D features do you like the most and why?

A: The best 3d feature at the moment is definantly high precision pixel shaders. Suddenly they open up a whole new realm of rendering possibilities... things that weren't even conceivable to do in real-time only a couple of years ago. The best thing about the new shaders is that they are generalised enough to let developers produce their own custom shading techniques, rather than being limited by the hardware standard... this will lead to some really stunning looking games in the near future.


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

A: You know, i think that new 3d features in each hardware iteration are becoming less and less important. What is becoming important is the speed, instruction set and resource limitations of the shader pipeline. Already we are at a point where a lot of things that could be considered hardware 'features' can just be implemented in a generalised way using shaders.


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

A: ATI has set an extremely high standard with the R300 core. As i mentioned above, one of the important things going into the future is going to be the power and speed of the shader pipeline, which is something ATI's hardware already excels at. I'm looking forward to seeing ATI continue this trend with even more powerful hardware, both in the PC and console arena.


Q: Give us a brief history of Irrational Games.

A: Irrational has been around for a while now, producing the critically acclaimed System Shock 2 and Freedom Force on PC. We are currently working on Tribes Vengeance, and a sequel to Freedom Force.


Q: What do you think is Irrational Games 1 key advantage above other developers?

A: Irrational's primary focus is always on gameplay and story. You can be guaranteed that an Irrational title will always have fun, polished gameplay intertwined with a compelling story and characters.


Q: Tell us a bit about the people who developed Tribes: Vengeance.

A: T:V has been developed by people with a range of backgrounds and experience. We have people who have worked on fps games before, people with experience in strategy titles, and a few people from the tribes community itself. This has created an interesting dynamic, and allowed for a lot of varied input as to how to make T:V a more accessible, fun game, while still remaining true to the original tribes titles.


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

A: You have a lot of meetings and write many many documents :) The important thing is to take on board everyone's opinion, while still having a core group of people who are ultimately responsible for all decisions.


Q: How long has the development taken for Tribes: Vengeance?

A: Excluding the prototype, about 1.5 years so far.


Q: Tell us about Tribes: Vengeance and how it came about.

A: Towards the end of work on the original Freedom Force, Sierra approached us indicating that they were considering another Tribes title. Along with other companies, we were invited to submit a design proposal outlining our vision for where we could take the tribes franchise. Eventually Irrational's proposal was selected by sierra, and we moved onto developing a proof of concept prototype. This took about 8 months, during which time we mainly fleshed out how a single player tribes title could work. After the prototype was complete, it was evaluated by sierra who than gave us the green light to start work on the full game.


Q: What new ideas / features did you bring to Tribes: Vengeance?

A: Too many to list here :) I guess the most obvious thing Irrational has brought to Tribes is the addition of a large single player campaign to what was previously a multi-player only title. We've also done a large amount of streamlining of the existing tribes gameplay concepts. Its been a tough balancing act for the designers trying to make a more accessible game that still appeals to veteran players, but i think they've done a great job.


Q: What have been the best and worst moments during development?

A: Best moment was playing with some Tribes newbies for the first time, and actually seeing them pick up the game really quickly and start enjoying themselves. Worst moment, well, I'm sure there will have been one by the time we ship :)


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

A: Make your best guess about what kind of hardware the majority of people will be using by the time you ship, pick a target platform spec, and then develop everything so that it works fine on that platform. Once the core stuff is working, you start looking into additional little eye candy features that you can implement for high end users only. That way your game runs on a variety of platforms, while still keeping up to date with the latest hardware trends.


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

A: We have been working extremely closely with ATI, who have been very supportive with sample hardware and technical advice. Going forward I think this relationship will continue, and help us make some really cutting edge titles.


Q: What is next for Irrational Games?

A: Newer, better, funner games :)

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