Background and Introduction: Where No Man Has Gone Before
When I first learned of this project some months back I
didn't take much interest. Frankly, it sounded like another
DOOM or DUKE NUKEM, a first person shooter with a military
theme. However, while researching the Spearhead title I
began to take more interest.
First, the originator of the game and co-founder of Zombie
Interactive is Mark Long, himself an ex-Army officer who is
Ranger and Airborne qualified. Second, Marks approach is
unique. He intentionally took a risk in initiating a
simulation of this type that is less arcade than realistic.
Third, the graphics, animation techniques, and AI are
unique to Spec Ops. Using a proprietary engine and
inventing some new techniques, Zombie has aimed at
unprecedented realism in a massive environment.
What do I mean by unprecedented realism? It sounds like
nice journalistic jingoism... How about crickets and bird
chirping, crunching leaves as you step forward, birdcalls
from teammates. How about 500 distinct sounds including 100
exclusive sound fiiles froma special multi million dollar
simulation system? But thats not all.
Research included attending "live fire" drills at nearby
Fort Lewis. A former special forces instructor was
consulted on the project and has been the subject of
several motion capture sessions.
And thats another topic in itself. Every character in the
game is made up of polygons which are textured using
photographic data. Actually, everything in the WORLD is
phtot-textured for realism, even enemy faces. Motion
capture for the game was done using two real soldiers, a US
Army Ranger and a member of the US Army Special Forces.
More than 250 movements were captured at BioVision Studios,
inlcuding military type actions such as low crawling,
kneeing and firing a weapon, throwing a grenade etc. More
than 100 moves will be available at each level of the game.
What about AI? Both Mark Long and his partner Joanne
Alexander have extensive AI backgrounds. "Potential fields"
and "strange attractor" AI is at the base of Spec Ops.
Alexander breaks down the AI in a comparison to two big
magnets, which either repel or attract objects to each
other. "Strange attractor" as Alexander calls it,
implements chaos algorithms that underlie on-screen
character motions. This will increase replay value, not to
mention adding incredible and almost human variety to the
reactions and interactions of characters.
In Spec Ops a mission starts off with you flying in by
helicopter and you have four sub-missions. Mark Long:
" In the Aurora mission, you have to find a biplane, try to
rescue the two pilots that are in there, remove the data
module, release it via an air balloon and then an AC-130
comes in and picks it up. Then you move on to two other
sub-missions, and the guys that are on the Aurora are
Russian special forces guys. You have to fight them off,
get into the Aurora, then fight your way back out and make
your extraction point later on."
Csim: Thanks for taking the time Sandra! Can you describe
for us your role in production of Spearhead?
Sandra: Sure, but let me start by giving a brief
description of Spec Ops - U.S. Army Rangers. The game is a
third person shooter/sim that captures the realism of
mission campaigns of the U.S. Army Ranger ground infantry
units. There are 5 unique environments from all over the
globe, each offering the player at least 3 separate mission
objectives.
While the missions tend to offer the player a sense of
linearity, the environments are all pretty large and there
is lots of exploration that can be done if you want to take
the risk.
Our goal here is Action and Realism. We want the player to
feel completely immersed in a realistic combat sim.
Now let's start back at the end of '95 when we just had a
two page description of the game. As the Producer, my first
job was to extend the two page description into a working
design document. This first document turned out to be 200
pages long and included all aspects of technical, art, and
game design, as well as the budget and schedule. From there
my job has changed over the course of development. I hired
the entire team (now up to 15 people), acquired all the
equipment that we have, manage the day to day details,
maintain the budget and schedule, and work closely with the
technical lead and art director to make sure we are hitting
our goals.
Csim: How did you get into the simulation industry?
Sandra: Basically the co-founder of the company, Mark Long,
wanted me to run the show on Spec Ops even though I had no
prior experience in the industry because of the fact that
I'm pretty anal about organization and because of my
athletic temperament. Prior to Zombie, I was working in art
administration at the Center on Contemporary Art here in
Seattle. With a degree in Art History, there's not a whole
lot of opportunity out there though. I saw Zombie as a
chance to step into the interactive realm and see what I
could do. I don't think I ever expected to find myself
where I am right now, but I am definitely learning an awful
lot as I go along. I think the most difficult part about
Spec Ops is the balance of realism and fun. It's a game
after all.
Csim: I know that this occupation is particularly
demanding. When you aren't buried in administration or
design issues what do you do for fun?
Sandra: I work out alot because it relieves stress and I
just enjoy doing it for myself. I also enjoy things like
rock climbing and mountain climbing because they are very
focused and exhilarating, although I haven't had much time
for these lately due to never ending deadlines. Oh, and
there is also the art thing that I still get to participate
in every once in a while!
Csim: When did the Special Ops project come into being?
Sandra: At the end of 1995, when Zombie completed their
first two titles and were looking at starting something
new. The team actually didn't start coming together until
about May of '96 though.
Csim: Do you have personal history that relates to the
project?
Sandra: Not personally, but the co-founders of the company,
Mark Long and Joanna Alexander come from military research
backgrounds so the Spec Ops titles are something they
always wanted to pursue. Mark is actually an ex-Army Ranger
so this project was his baby initially. I've definitely
learned more than I ever wanted to know about the military
though and have developed a fascination for the types of
people actually involved in the real thing. I think it's a
good balance to have the military experienced at hand, who
are concerned more about the realism aspect of the game,
and the rest of the team who are concerned about making the
game a fun experience for the player.
Csim: What other special resources are being accessed for
this project?
Sandra: I initiated alot of contacts through the military
units here in Ft. Lewis. When I first made contact, the
people I talked to tended to be very curt until I explained
to them exactly what we were trying to do. They especially
like the fact that we are concentrating on realism. The
Special Operations units don't like to be made out to be
commando types like they are often portrayed in film.
The units have really helped us out over the course of our
development, from inviting us to watch their "live fire"
exercises, to capturing the gunfire sounds in the field
with them, to lending us a Ranger for the weekend to do our
motion capture, to taking very specific photos for us of
their vehicles, to sending a Ranger unit to a photo studio
downtown so we could photograph their faces for our game.
We have also discussed our level designs with several
officers who have helped guide us in the right direction if
we were ever too far off. We definitely owe a lot to the
military for being so helpful over the course of our
production.
Csim: Tell us about your game engine. Was it developed by
MAK?
Sandra: Actually we are not working with MAK. We developed
our own cross platform game engine from scratch in house.
We had a long R&D period to develop the engine and that
is why the development period has been longer than most
games. Currently we are looking at about 2 years total by
the time we ship during first quarter '98 to develop the
engine and the game. We are planning on using the engine to
develop future Special Operations based titles such as the
Navy Seals or the British SAS forces so developing our own
engine has definitely helped us to create a niche for
ourselves.
Csim: What are the general design goals for Spec Ops?
Sandra: Realism, action, and hints of strategy. The player
can either choose to go in and shoot everything around him
or he can use a more strategic method to complete the
mission objectives within the time limit given. The enemy
AI will be attached to an overall defcon level, so if you
go into the mission shooting, the enemy will be immediately
alerted and ready for you. If you choose a more sneaky
disposition, then you will be able to avoid some enemy as
well as sneak up on them.
Special Operations missions tend to be top secret and the
guys in these units are usually regarded as heroes. We are
giving the player the opportunity to take on this role.
Minus the backbreaking training that these guys go through
and the more boring aspects of the job, such as lying in
the mud for hours waiting for just the right time to move
into position, we are giving the player the opportunity to
fill the shoes of a real Army Ranger. We need to make it
fun after all and action is what the game player demands.
Csim: From what I have seen Spec Ops is really opening a
door into a new genre in military simulations. What is it
like being in that position?
Sandra: It's really a great feeling. I get email from
people almost every day who see our web page and have been
dying for a game like this ever since EA's Seal Team came
out in '93. People are already buying hardware accelerated
boards for their computers just to be able to play our game
when it comes out. While there has been a lot of risk
involved in making this game, such as the development of
our own engine, dealing with all outdoor environments,
staying within the bounds of realism while also trying to
make the game fun... it's already proving to pay off.
There isn't a real commander per say. Instead the player is
allowed to play each of the Ranger characters in order to
complete all of the mission objectives within a given
environment.
Csim: It appears that we will see light source shading,
shadows etc. Will smoke and fog effects also be present?
Sandra: Yes, definitely. We are using our own proprietary
tools to create the smoke and explosion effects instead of
the usual Pyromania effects that you see just about
everywhere. There will also be snow in one level and rain
in another.
, Csim: How will you balance realism in the sim so that
players can get in quickly and begin to learn tactics, the
control interface etc?
Sandra: We are planning on having a training level so that
the player can get adjusted to the controls and see how the
different weapons and equipment work. The environment will
be similar to what is used for training in the field, such
as a tire house or pop-up target system. As far as the
heads up display goes, we are trying to keep this as simple
as possible so as not to take away from the overall
experience. Instead of using things like icons, we've
decided to use only simple text to describe things to the
player so as not to take away from the realism aspect of
the game too much.
Csim: Tell us about the control interface. How will we
control infantry units and individuals? How much
flexibility will we have in control?
Sandra: In real life, Rangers don't actually get to control
their own missions. Instead, they are given their orders
and they complete them without any questions asked.
Therefore, we have not given the player the opportunity to
actually control the other Rangers on the team. There isn't
a real commander per say. Instead the player is allowed to
play each of the Ranger characters in order to complete all
of the mission objectives within a given environment.
For example, there are usually three teams of two Rangers
involved in each environment. Each group has a separate
mission objective. You start out in the first team, which
includes yourself and your Ranger buddy. You can switch
back and forth from one to the other during the course of
the first mission. If you die as one of these guys, you
immediately switch into your buddy. If you complete your
mission objective or both Rangers die, you switch into the
next two man team and complete the next mission objective.
Each Ranger is also equipped differently depending on their
level of expertise. For example, if you are on the
demolitions team, you may have more explosives at your
disposal than the security team. Also, some Rangers may
have different main weapons as well. Some have M16's, while
others have M249 SAW's. In this way, we not only keep the
player at the height of action, but also allow the player
to use different weapons and equipment throughout the game.
Csim: Will we also have control of any vehicles? If so,
what?
Sandra: No vehicle control in the first game, but we are
already thinking about it for the next Spec Ops title.
Csim: What kind of weapons will be modelled?
Sandra: Rangers will have:
M16
M203 w/ grenade launcher
M249 SAW
AT4
.50BMP Sniper Rifle
SPAS 15 Combat Shotgun
Thermite grenades
Frag grenades
.73mm Mortar
Satchel charges
Claymore mines
Enemies will have:
AK47
RPK
.73mm Mortar
M60 machine gun
H&K G11
Calico M960A
RPG7
SSG Sniper rifle
Russian light machine guns
Throughout the game we have taken precise measures to get
all details as accurate as possible. Just about all the
textures in the game were created from original photo
source material, including the weapons.
Csim: Physics modeling is a real growth area in ground sims
these days.... What kind of physical properties will affect
objects in Spec Ops?
Sandra: Each environment is very different in it's terrain
features. Our environments consist of: forest, snow
covered, jungle, desert, and semi-urban. The surface feel
for each of these will be very different.
For example, the physics for the snow will obviously be
different than for the jungle in that the player will slide
down steep slopes in the snow. Sound will also play a large
part in the overall feel of the environments. The sounds
for the footsteps are directly linked to the type of
terrain the player is currently treading on.
Other physical properties include collision detection with
static and dynamic objects, and ballistics calculations at
the time of gunfire. Since most weapons can fire
projectiles at a fast enough speed to assure instantaneous
collisions, we are tracing a ray along the path of gunfire
in order to determine which objects it intersects. Weapon
recoil, and visual effects on destroyed objects are also a
part of the physics routines.
You may have to turn up brightness to see the Ranger..
Csim: How much detail will we see in weapons models? How
does this relate to damage modelling?
Sandra: Throughout the game we have taken precise measures
to get all details as accurate as possible. Just about all
the textures in the game were created from original photo
source material, including the weapons.
As far as damage modeling, we will be creating bullet holes
where the gunfire intersects the objects. As far as
explosives go, such as grenades or satchel charges, we will
swap in damaged texture maps and smoke when objects are
struck.
Csim: How will damage resolution be handled? Will it matter
what direction you hit the enemy from and where your round
impacts? Can we target particular locations to try to
disable enemy units?
Sandra: These questions seem to affect the AI model the
most so I'll answer from that perspective. Some mission
objectives will include targeting certain enemy areas, but
there will always be a best and worst way to do this. If
the player chooses to try to do the mission out of the
order it was given, then there could be some serious
repercussions in that the defcon level will immediately be
raised and therefore the player will most likely be killed
sooner.
There are certain areas throughout the game that are not
mission objectives though and would definitely help the
player if they were destroyed. There are also highly
sensitive objects in some environments that you will not
want to hit with gunfire, such as SCUD missiles.
Csim: I understand infantry modelling will be highly
realistic. What are the goals in this area?
Sandra: In order to get the character models as accurate as
possible throughout the game, I bought some of the uniforms
and other clothing and we photographed them on different
members of the team. All of the photos were then scanned in
and texture mapped onto the different character models. We
did our research on the look of all the Rangers in each
environment as well as the enemies. And to add to the
realistic quality of the characters, we had a Ranger and a
Special Forces guy do the motion capture for all the
characters. After all, nobody can do the moves better than
a well trained soldier. The goal once again is realism. We
want to hear from the Rangers themselves that our game is
cool. Csim: What happens when you are wounded? What happens
when you are killed?
Sandra: When you are wounded, you will fall to one knee but
still be able to continue playing. When you are killed, you
will automatically switch to your buddy or the next Ranger
team. Since there are 6 Rangers in each environment, you
essentially get 6 lives. If you are the last Ranger and you
are killed, you lose the mission and see the repercussions,
i.e. the SCUD's take off to kill the South Koreans.
The enemy will be in certain positions either ready for the
player or not depending on the defcon level. If the player
is heard early on, then the enemy will be more aware and
sometimes be hiding from the player on rooftops or behind
buildings. Enemy awareness will also depend on visual
recognition of the player.
Csim: Tell us about the AI in Spec Ops. How will the enemy
react and respond? Will there be a "panic" model, morale
factors, "hide" and "avoidance" AI?
Sandra: The enemy will react and respond depending on the
defcon level as described earlier. This is something we've
been working on recently. The enemy will be in certain
positions either ready for the player or not depending on
the defcon level. If the player is heard early on, then the
enemy will be more aware and sometimes be hiding from the
player on rooftops or behind buildings. Enemy awareness
will also depend on visual recognition of the player as
well as the sound of an explosion within a certain
distance.
The enemy can also contact their buddies in another area of
the game so that they are ready for you as well. Once you
start blowing things up and shooting everything in site,
all hell breaks loose. For instance, if the player decides
to blow up a vehicle as soon as he enters the game, then
the enemy will be aware of infiltration right away. On the
other hand, if the player decides to be a little more
stealthy, he will be able to get through the environment
with minimum casualties. Enemies are also intelligent
enough to run away from grenades and will sometimes run
away from the player.
Csim: Will any air action be modelled? If so, how will it
integrate to the sim and affect tactics?
Sandra: In some cases enemy helicopters fly above and land
periodically in order to drop off more enemies. In others,
aircraft can be taxiing on the ground or getting ready to
take off and you will need to stop them. If you do not stop
them, then they can attack you from above. A lot of this
will be done with sound and bullets hitting the ground
around you.
Air support for the player is included in some missions in
order to completely destroy certain areas with high
explosives from above. This is basically a reward scenario
for getting to the end of the mission.
Csim: Tell us about the mission and campaign structure. How
many missions will the player have to choose from?
Sandra: Each environment has it's own set of mission
objectives depending on the situation. We have a raid and
destroy mission, a reprisal attack, a hostage rescue, a
counter terrorist attack, and a seek and destroy mission.
There are 5 separate environments that the player will be
able to choose from. Depending on the level of difficulty
chosen, the player will have access to certain environments
and not to others. This way, there is a reward for getting
through the first few environments but at the same time
gives the player some options as to what environment to
play.
Csim: I understand infantry modelling will be highly
realistic. What are the goals in this area?
Sandra: In order to get
the character models as accurate as possible throughout the
game, I bought some of the uniforms and other clothing and
we photographed them on different members of the team. All
of the photos were then scanned in and texture mapped onto
the different character models. We did our research on the
look of all the Rangers in each environment as well as the
enemies. And to add to the realistic quality of the
characters, we had a Ranger and a Special Forces guy do the
motion capture for all the characters. After all, nobody
can do the moves better than a well trained soldier. The
goal once again is realism. We want to hear from the
Rangers themselves that our game is cool.
Csim: What happens when you are wounded? What happens when
you are killed?
Sandra: When you are wounded, you will fall to one knee but
still be able to continue playing. When you are killed, you
will automatically switch to your buddy or the next Ranger
team. Since there are 6 Rangers in each environment, you
essentially get 6 lives. If you are the last Ranger and you
are killed, you lose the mission and see the repercussions,
i.e. the SCUD's take off to kill the South Koreans.
The enemy will be in certain positions either ready for the
player or not depending on the defcon level. If the player
is heard early on, then the enemy will be more aware and
sometimes be hiding from the player on rooftops or behind
buildings. Enemy awareness will also depend on visual
recognition of the player.
Csim: Tell us about the AI in Spec Ops. How will the enemy
react and respond? Will there be a "panic" model, morale
factors, "hide" and "avoidance" AI?
Sandra: The enemy will react and respond depending on the
defcon level as described earlier. This is something we've
been working on recently. The enemy will be in certain
positions either ready for the player or not depending on
the defcon level. If the player is heard early on, then the
enemy will be more aware and sometimes be hiding from the
player on rooftops or behind buildings. Enemy awareness
will also depend on visual recognition of the player as
well as the sound of an explosion within a certain
distance.
The enemy can also contact their buddies in another area of
the game so that they are ready for you as well. Once you
start blowing things up and shooting everything in site,
all hell breaks loose. For instance, if the player decides
to blow up a vehicle as soon as he enters the game, then
the enemy will be aware of infiltration right away. On the
other hand, if the player decides to be a little more
stealthy, he will be able to get through the environment
with minimum casualties. Enemies are also intelligent
enough to run away from grenades and will sometimes run
away from the player.
Csim: Will any air action be modelled? If so, how will it
integrate to the sim and affect tactics?
Sandra: In some cases enemy helicopters fly above and land
periodically in order to drop off more enemies. In others,
aircraft can be taxiing on the ground or getting ready to
take off and you will need to stop them. If you do not stop
them, then they can attack you from above. A lot of this
will be done with sound and bullets hitting the ground
around you.
Air support for the player is included in some missions in
order to completely destroy certain areas with high
explosives from above. This is basically a reward scenario
for getting to the end of the mission.
Csim: Tell us about the mission and campaign structure. How
many missions will the player have to choose from?
Sandra: Each environment has it's own set of mission
objectives depending on the situation. We have a raid and
destroy mission, a reprisal attack, a hostage rescue, a
counter terrorist attack, and a seek and destroy mission.
There are 5 separate environments that the player will be
able to choose from. Depending on the level of difficulty
chosen, the player will have access to certain environments
and not to others. This way, there is a reward for getting
through the first few environments but at the same time
gives the player some options as to what environment to
play.
Csim: Will there be training exercises? How are these
modelled?
Sandra: Yes. This will be used to get the player acquainted
with the weapons and equipment he has at his disposal. This
will be a small area in which we will have dummy targets
similar to the ones used in real training exercises. The
player will need to decide quickly whether the target is
lethal or not. There will also be objects to practice
blowing up.
Csim: How many campaigns will exist? Are they dynamically
modelled?
Sandra: Five separate environments with 3 objectives within
each. We are using vertex lighting to get the overall feel
for each type of environment. Most are night missions but
we will have dynamic lighting to create shadows and some
colored lighting affects throughout so the player never
feels like he's running around in the dark. The player also
has night vision goggles at his disposal, which increases
the overall viewing distance.
Csim: Where will the campaigns be set? What kind of
geography will we see?
Sandra: The campaigns are set in Russia, North Korea,
Columbia, Mexico, and Afghanistan.The different geography
types include: forest, snow covered, jungle, desert, and
semi-urban.
Csim: What kind of briefing/debriefing will we see?
Sandra: The mission briefing will include a short movie of
still images with teletype text describingthe current
situation and how the Rangers will be inserted and
extracted. If the player craves a more detailed mission
scenario, there will be full operations orders for each
level available within the menu. In this way, we have
accommodated for both the player that simply wants to start
playing immediately, as well as the sim player who is more
interested in finding out as much as possible about the
missions before starting.
The debriefing will include an extraction sequence as well
as a score based on % of mission completion, enemies
destroyed, Ranger casualties, etc.
Csim: What will be the "feel" of the sim, and what will be
the primary factors contributing to "suspension of
disbelief?"
Sandra: We want the player to "feel" as if he is a real
Army Ranger who can be the hero and save the day. The
realistic sounds, vertex lighting, motion captured moves,
photo source textures, and Ranger buddy and enemy AI will
all add to the realism of the game.
We are still trying to decide on either a 2 player
cooperative mode or a multi-player combat arena. Either
way, we could use a subset of the current mission campaigns
or we could create an environment that will foster a better
networked environment. Either one would support LANs and
serial cable, though only the combat arena would support
the Internet.
Csim: Will we see a mission editor in the release or as a
later add on?
Sandra: This is a possibility for future Spec Ops titles,
but most likely not for this one.
Csim: Sound modelling is a big number at Zombie. What can
we expect in terms of sound detailing?
Sandra: Sound is very important in game design because it
can create a suspension of disbelief all on it's own.
Instead of the usual cheesy music in most games, we've
decided to take a different route and focus our sound
efforts on the ambient levels of detail as well as the
special effects.
Our in house sound designer is awesome. I can simply convey
to him the type of environment that we are going for and he
can create sounds that fit perfectly.
As far as multi-player support, we are going to get the
single player game out the door first and then provide an
add on a few months later that includes multi-player
support. People are dying for this in our game so we
definitely want to give it to the player but at the same
time we don't want to have to hold off further on shipping
the title. We plan to have multiplayer for LAN, Serial
Cable, Modem, and the Internet.
Csim: Will LAN and Internet play be available in campaign
mode or only in single missions?
Sandra: We are still trying to decide on either a 2 player
cooperative mode or a multi-player combat arena. Either
way, we could use a subset of the current mission campaigns
or we could create an environment that will foster a better
networked environment. Either one would support LANs and
serial cable, though only the combat arena would support
the Internet.
Csim: What about hardware support? Will there be surround
sound, support for force feedback, VR headsets?
Sandra: Hardware support will include 3D accelerator
boards, the Sidewinder Game Pad, and possibly force
feedback although this doesn't work as well with a
character based game. We are still looking into surround
sound. As far as the VR headsets go, these are pretty easy
to support although not at the top of our list since they
really didn't hit very big in the last few years and most
of the manufacturer's have gone out of business.
Csim: I understand that the screenshots up now are from
3dfx hardware. What about D3d support and other chipsets?
Sandra: We are working concurrently on the D3d support and
are thinking about directly supporting the new Power VR,
Rendition 2, and NVIDEA chip sets. We will be looking into
this support in the next few months.
Csim: What resolutions will be supported? Is this a WIN95
product?
Sandra: Resolutions will be 640x480x 64K for hardware
acceleration and 320x240x16bit for software only. Yes, it
is a lovely Win95 product.
Csim: What do you think is the coolest feature of Spec Ops?
Sandra: That's a hard one. I like the ability to switch
between characters and the fact that the AI is smart enough
to hide from the player if they know he is there. Other
than that, the realistic outdoor environments are like none
you have ever seen before in a real-time game and the
character motion is very impressive.
Csim: What else will be bundled with the sim? Maps? Will
the manual be the spiral bound type?
Sandra: We will give the player a map of each of the
environments. The manual won't be very lengthy because the
majority of information will be available in the game. We
are thinking about putting in a subset of the Ranger
Handbook to give the hard core sim player an idea of what
it is like to be a real Army Ranger.
Csim: Great idea... What will be the recommended system
configuration?
Sandra: Probably about a P133 w/ Win95, 16MB Ram, 20MB hard
drive space, 4x CD-Rom, 16 bit audio.
Csim: Finally, when can we hope to see it!
Sandra: First Quarter of '98.
Csim: Thanks, and best of luck on what looks llike a
fantastic entry into the military simulations market!
Sandra: Thanks Len. We are all pretty happy where the game
is at right now and only look forward to being able to play
it once the rest of the features are added. It will be sure
to attract the attention of both the third person shooter
market as well as the sim market.