Opposable Thumbs got in touch with Christoph Balestra, developer of Naughty Dog's upcoming Uncharted: Drake's Fortune. They start off the interview with:
Walk us through the history of Uncharted. Where did the core ideas come from?
The history of Uncharted … wow, it's been a long process. We started about three years ago with a tiny group and once we were done with Jak X, everybody moved over to start working on Uncharted. The development was difficult at the beginning because we started with zero lines of code. The fact that we had our own language on the PS2 helped us back then, but not very much with this transition. We wanted our technology to be shared within Sony and maybe outside of Sony as well, so we had to rewrite everything in C++. It has also been a learning curve to get familiar with the shaders but I feel that we did more than catching up, we really pushed the envelop in terms of shaders and lighting. Animation was the thing we wanted to push more than anything else. We had to write very specific tools and get animators and programmers to work together constantly to get the quality of Uncharted.
Read the rest at the link below.
[Read: Uncharted Interview]
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