Interviewer: Leonard Hjalmarson
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.
Go to Spec Ops Part 2
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