Kamalot
09-24-2007, 06:50 AM
MTV just put up a great interview with Mark Pacini, game director of Metroid Prime 3 (http://www.mtv.com/news/articles/1570214/20070920/id_0.jhtml) from Retro Studios. In the interview, Mark discusses how they designed the control scheme around the Wii remote, why the game does not utilize the Zapper shell, and in-depth details about how the team utilized the graphics in Prime 3 to make the world feel alive and unique.
"The Wii is a fairly decently powerful game system as far as polygons go," art director Todd Keller said, refraining from making any serious complaints. "We don't have a lot of depth with shader stuff, but we can make really good color palettes." Keller, who has been overseeing art in the "Prime" series, said the system can graphically surpass the achievements of "Prime 3," noting "you can definitely do more stuff that will be way beyond that." But he also shared a philosophy about game graphics that suggests there's plenty of ways to impress players' eyes that don't involve pushing tech. Instead, he talks about pushing talent to some interesting extremes.Great read. I especially love the part where they discuss how so much of the world was hand-crafted, and not copied-pasted.
"The Wii is a fairly decently powerful game system as far as polygons go," art director Todd Keller said, refraining from making any serious complaints. "We don't have a lot of depth with shader stuff, but we can make really good color palettes." Keller, who has been overseeing art in the "Prime" series, said the system can graphically surpass the achievements of "Prime 3," noting "you can definitely do more stuff that will be way beyond that." But he also shared a philosophy about game graphics that suggests there's plenty of ways to impress players' eyes that don't involve pushing tech. Instead, he talks about pushing talent to some interesting extremes.Great read. I especially love the part where they discuss how so much of the world was hand-crafted, and not copied-pasted.