- MEDIA ˇ
- GAME ˇ
- DEVELOPMENT ˇ
This week we had two field-trips, where we shot some live-action footage for out Launch-trailer – one indoor session in a basement in Central Copenhagen, and one outdoor session in ‘Dyrehaven’ near Copenhagen.
We had a few volunteers from the Reto-Moto-team, but more importantly 9 community-members showed up and helped us make some truly great shots for the trailer. We’re really looking forward to show you all the trailer once it is finished. We’ll probably also have one or two more sessions, and we’ll try to let you know when a few days in advance, so you’ll be able to join us.
Oh, and remember to vote for us at IndieDB’s “Indie of the Year 2011″ awards here – last call for phase one!!!
Wednesday we went to ‘Dyrehaven’ near Copenhagen to make our second Trailer-shoot. We had to cancel the first outdoor session last weekend due to bad weather, but we managed to set up a new session, and we got some really great shots for the trailer.
Thanks to RamboDk and MGMMads for once again to show up and help us!
We’ll probably do another outdoor session within the next month or so, and this time we’ll try to announce it in good time so more community-members will be able to participate.
Send us a mail, if you by now already know that you won’t miss the next Trailer-shoot and the unique opportunity to be immortalized in our launch-trailer. Send a mail to [email protected] with your name and your phone number, and we’ll contact you as soon as we have found a date for the next session.
In my ‘sparetime’ I’ve worked a bit on a system similar to the glow effect seen in some other games (eg. Left4Dead), where it’s possible to ‘see’ certain mission objectives through walls in order to aid the player on the way through the game. I know even from myself that it sometimes can be really hard to find certain key points in our game, as the in-game map isn’t that detailed. Below is a screenshot from my current experiment.
Let us know what you think! Whether you like it or not…
Do you know what day it is today? Oh yeah it’s Alpha-key-day! 300 Alpha-keys has just been sent by mail. Remember to join us at the weekly Play Sessions: Tuesday, Thursday and Sunday at 20.00 – 24.00 CET.
It can take up to a few hours for a mail to find it’s way, so remember to check again later today and also check your junk/spam folder.
See you on the Battlefield!
We’re currently recording material for our launch-trailer and are looking for community-members who wants to participate.
We had originally planned two sessions in the past weekend, but had to cancel the outdoor session Saturday due to bad weather conditions – but now we’re trying again tomorrow!
To be more specific:
- Wednesday the 7th of December – outdoor trailer-shoot in Jægersborg Dyrehave (near Copenhagen, Denmark) from 09.00 – 16.00
We know that this is with very short notice, but we have to shoot while the weather is good. It looks like snow is coming soon, and we really want to have some good outdoor-shots before winter comes.
Send us a mail if you find this interesting and wish to participate in our launch-trailer tomorrow.
Send the mail to [email protected] with your name and phone-number, and I’ll contact you ASAP with the details. We’re looking for ordinary gamers at any age, so don’t be shy.
The task is unpaid, but we’ll provide food, beverages, an Alpha-key for Heroes & Generals and hopefully a just-as-fun-day as we had last Sunday!
Each week we’ll feature one of the developers from the team and tell you a bit about who they are and what they are working on.
First of all, what is your gamertag in Heroes & Generals?
What is your position at Reto-Moto?
For how long have you been working here?
From the beginning (that’s a bit more than 3 years I guess). We founded the company after leaving IO Interactive, but we had to sit around for a while waiting for our non-compete clauses to expire so not much work were done in the first period.
What games have you worked on?
I have been working on games since the high-school days (I’m an old man now), where I did a few terrible games for almost no pay. My first ‘real’ game was a 2d vertically scrolling shooter for the Amiga, called Banshee (released by the now defunct Core Design (Tomb Raider) in England). Then I did a few games (AMOK + Scorcher) for Sega Saturn together with a few of the other Reto-Moto-founders (Scavenger Inc. / USA) before we moved back to Denmark (Scavenger folded) to start IO Interactive. At IO I worked on the first four Hitman games as well as Freedom Fighters. I was Game Director on the Hitman series, and made graphics and gamedesign on Freedom Fighters.
Which tools do you use for making Heroes & Generals?
Softimage XSI, World Machine 2 (Base terrain), Visual Studio (for plugins for XSI), Flash Builder 4 (for the strategy game), Photoshop/Illustrator/Indesign.
What are your hobbies?
Ehh Hobbies? What I do when I’m not making Heroes & Generals? I teach a bunch of 7 year olds how to play ice-hockey a few times a week. Excellent sport. Fast, physical and requiring a lot of dexterity and coordination. I would also call the programming bit of my work a hobby :-) Let’s me use the left side of the brain once in a while.
What’s the best thing about Heroes & Generals?
The fps part fits my taste perfectly, lots of vehicles and not-too-fast action on large terrains. I love Tanks :-) The strategic and tactical parts of the game is also something that I really like.
Yesterday we had our first Trailer-shoot featuring 9 community-members in a basement in Central Copenhagen. We had a fun day and ended up with some really great shots for the trailer.
Thanks to all the participants for your time and dedication to our project, and for helping us make a hopefully great trailer. We look forward to show all of you the trailer when it’s finished.
We had to cancel the outdoor shoot in ‘Dyrehaven’ Saturday due to bad weather-conditions. Instead we’ll spread it out to several shorter sessions throughout the next month or so. So if you might be interested in participating, please send a mail to [email protected] with your name and your phone number, and we’ll contact you as soon as we have found some new dates for the outdoor sessions.
We’re looking for ordinary gamers at any age, height and weight. The task is unpaid, but we’ll provide food, beverages, an Alpha-key (should you not have one already) and hopefully also a fun day!
The making of the Battle Suit M-1942 Parachutist Reinforced and a brief look of the character model workflow
In our character pipeline we are using several graphics programs to accomplish the highest quality as possible with quite a limited number of character artists.
The model is still a work in progress and all insignia, patches and badges are not included here. Final tweaking of shaders and colors are not yet final.
We have found that the cloth simulator program Marvelous Designer is very useful in creating nice, high resolution clothing models and subsequently from those the low resolution in-game models in a pretty fast fashion (no pun intended…).
Marvelous Designer is creating all the main cloth simulation features such as the draping of the cloth onto our base nude character model creating realistic wrinkles and folds. The clothing is made from many pieces of sown together sewing patterns we create from reference of real world clothing. We basically have our very own uniform sweat shop. :o)
This program also gives us total control of the physical properties of the various fabric types.