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Interview with Illusion SoftWorks

Illusion Softworks is currently developing Hidden and Dangerous in the Czech Republic.

Answers given by Radek Bouzek (Game Designer), Petr Vochozka (Producer), Michal Bacik (Main Programmer)

How many people are there working on the title Hidden & Dangerous?

Petr Vochozka: The basic team consists of 6 people, together with some additional people who will return to other projects after completion of their work on H&D. All in all, about 12 people. There were also others, who helped us with collecting information and with testing of parts of the game

Could you give names and titles they have worked on in the past?

Petr Vochozka: Most of the people working for Illusions have started developing games in times of the 8-bit computers, we have gained many people from professional graphic studios, but a huge appetite for production of quality games is typical for all of them.

How easy is it to start up a development house and to develop in the Czech Republic?

Petr Vochozka: There are many good developers on the amateur level, but they cannot start development of games on professional level without adequate financial backing, experience, and management. Illusion Softworks succeeded in finding a strong foreign financial partner, and this enabled us to work, right from the beginning of the project, on international standard and to hire the best developers in the Czech Republic. As far as our technology, hardware and software are concerned, there are no differences when compared with the Western countries.

What was your inspiration for the game?

Radek Bouzek: At the time of preparations for the new project, there was lot of talk about games such as FORSAKEN or INCOMING. Those were the titles with quality new graphics, but taking place in an unrealistic world. We decided to take the route of a real, almost documentary, game. It appeared to us that WWII is suitable because there are many sources of information and plenty of pictures from this period. Besides, there was a niche in the market for this type of game, and it seemed to us as a good idea to bring in the action strategy in more modern accelerated coat from WWII times. It seems that this was a good assessment, as there are many games on the market today taking place in that period of time. However, nobody has come with our type of game, so it seems that the market is waiting for H&D.

The game is very WWII based. How and what did you use to research the characters and environments in the game?

Radek Bouzek: The WWII period of history is of interest to many people. There are huge opportunities to buy materials in specialised shops, or to join one of the military history clubs. We have a good relationship with some of the conflict veterans at one of these clubs. They have been an invaluable source of WWII information. Also, a great amount of information is available on the Internet. Our game does attempt to simulate precisely real actions of WWII; we were interested in the atmosphere of that time and the period equipment. Our external consultant studied at Military Academy and had access to a number of interesting information. This fact will definitely show in the game.

At the moment technology and 3D engines are more important than the game, so behind the gloss and image that is Hidden & Dangerous, how is the game coming along?

Radek Bouzek: The story and atmosphere are very important elements for us, and when we add the most modern 3D technology and effects especially developed for H&D, the players have something to look forward to. Behind the barrier of quality technology is hidden a game with a perfect story, breathtaking atmosphere, and well tuned playability.

What do you see as Hidden & Dangerouses greatest competition at the moment, how do you feel this game will stand up against them?

Radek Bouzek: Due to the fact that the game is very original, we are not too afraid of the competition. We started the development at the end of 1997, at the time when titles such as Commandos, Rainbow Six or SpecOps were not on the market. Even today, when we are compared specifically with these titles, we keep on working according to original script, created at the beginning of the project and thanks to our originality, there is no need to change anything on it.

What do you feel has been your greatest innovation within the title?

Radek Bouzek: Our project utilises an innovative system to control number of figures in real time. It allows co-ordinated attack by number of figures at the same time, as well as rapid real time commands. The player can choose how to control the game. He can move in the game in the same way as in SpecOps game, or he can simply program simultaneous attack of his soldiers against number of locations and thus create havoc on the enemy base. The missions are developed in such a way, that the player cannot succeed without use of good strategy.

What games would you say have influenced the way you are putting this project together?

Radek Bouzek: At the time when the script for HIDDEN was being developed, there were not many games, which would satisfy our expectations of quality entertainment. So we tried to incorporate into the script elements, which were missing from other games. We are all the fans of action and strategy games, so we decided to put those two types of games together. Success of titles such as SpecOps or Commandos assured us that our original assumptions were correct. Players who liked those titles, but would like to have something more than that, now have a new game to look forward to.

The AI within the game is touted to be very sophisticated , how will this effect the characters actions on-screen?

Radek Bouzek: Artificial intelligence of the enemy allows to live through actual conflict very realistically. In the war, it is not possible for a soldier to run around the countryside without taking cover, and to shoot down multitude of enemy soldiers at the same time. In the same way, it will not be possible in our game. Besides, one or two hits will mean inevitable death. Player will have to be careful, but fast, he will have to use moments when the enemy looks the other way, or when the search light is pointed at the other part of the garden. Once the enemies find out that they are under attack, it is going to be very difficult to attack even one of the guards. The enemy soldiers take cover, lie-in on the ground, run away from the time-grenade. AI also allows the enemy, in the event of being under attack, to cover important sections of the base by means of a firing trap, and the pursuing units are able to move on the entire level.

What sort of music will be used for the game and how will this mix with the SFX within the game?

Radek Bouzek: For this title we selected a movie style music, so that the players feel like watching a good, dramatic movie. We would like the players to listen to a good modern scenic music with a touch of drama associated with WWII period. The quality of sound is very good, so there is no music during mission, but only during the menu. Sound effects used during the games create the right atmosphere of drama and tension.

How many levels are there going to be and how many man hours will it take from start to finish to end the game?

Radek Bouzek: There are 23 levels divided into 6 campaigns and another training level. The campaigns take place on different locations of European war stage (Italy, Germany, Norway, the Danube River, Prague, and the North Sea), are of different duration, and take place during various seasons of the year. It is impossible to say at the stage of Batatesting, how long will an average player need to finish the game, but our estimate is two weeks.

Could you explain one of the levels for from start to end. Possibly your favorite level

Radek Bouzek: In the Danube campaign the player arrives to the mission location in a stolen German patrol boat. The mission’s task is to destroy the lock gate on the Danube, but by coincidence (previous mission) the player has no explosives. Close to the sluice gate, there is a bridge guarded by German tank, and if the player manages to get hold of the tank, he can use the tank’s cannon to shoot and destroy the gate. It will require a surprise attack from two directions supported by the patrol boat machinegun. This is the only way to accomplish the mission. The player is, beside all that, pressed for time because there is a pursuing unit from the previous mission on its way to the sluice gate.

The game engine seems very fast even on a relatively low specced computer. What spec computer will you require (minimum)?

Radek Bouzek: The game has several levels of detail and resolution. For running it requires 3D accelerator, Pentium MMX 233 + 3DFX, and 16 Mb of memory can be regarded as a basic configuration. However, such a computer will not have the Hi-res textures, nor will it have some of the effects and a quality sound. Optimal configuration consists of PII 350 Mhz, AGP 3D card, and 32 Mb memory.

The environments look very promising. There has been much detail already put into the game, what level of realism are you attempting to achieve. What incidental detail will there be ?

Radek Bouzek: Our game attempts to portray some real WWII actions, we used known facts and interesting moments of this conflict to create exciting gameplay on a realistic basis. So, the player could find himself in locations where the feet of allied soldier never stood, but which really existed, and attacks of which were contemplated. The game is designed to bring you as close as posssible to being part of a WWII situation, without actually being there.

Will H&D have day/night phases, will it effect the game?

Radek Bouzek: Within duration of one mission the time of the day does not change, but individual missions take place during various times of the day. Due to the fact that intelligence vision of the enemy depends on illumination of the soldier, this factor plays quite a significant role. The engine even allows the moving search lights and reflectors, and this also helps to make the actions quite thrilling.

What kind of effects will be seen in the game. Will there be volumetric effects like fog, steam. Possible realtime shadows etc.

Radek Bouzek: Our engine uses common effects of today’s games - things such as the smoothing, fog, mipmaping; all alpha-maps are of course included. Especially developed particle system effect operates on slightly different principles than is the case with other games, so that a fire or an explosion, for example, definitely look better than in other games.

How agile are the characters. What can they do?

Radek Bouzek: The player’s figure is equipped with three basic postures (stand-kneel-lie). Side-steps, jumps, running, silent walking, looking around, and many other movements can be made in all positions. Besides, most of the animations differ, depending on the type of weapon which the figure holds in its hand. Reaction to hits into various parts of body is very well developed. In the event of explosion in close vicinity, the figure has ability to tear itself in a way similar to the one seen in the movie Saving private Rayon.

Stealth is a current trend within the gaming scene, hiding in the shadows, stealing objects etc. Does H&D use stealth in a major way?

Radek Bouzek : Due to the fact that intelligence of vision counts on illumination of the target, it is advantageous for soldier to keep in the shadow, or to move around during the night. The enemy has many ways how to trace movements during the night time. There are flares or search lights, flashes from explosions or from firing, which all make the night game very exciting.

 Vehicles are said to be controllable, what vehicles does H&D include?

Radek Bouzek: All vehicles used in the game are controllable. Number of missions are based on use of vehicle by the player. Weapons are mounted onto some of the vehicles, and those weapons are usable during driving of the vehicle.

Are you using a new curve techniques in the 3d engine, NURBS, or any other "cutting edge " technology?

Michal Bacik : Without given anything away; Our 3D technology and AI routines are among the best the industry has to offer.

Besides the single missions, will there be ability to play network games with others, will you include deathwatches?

Radek Bouzek : We are planning a networked four player co-operative mode. Each player being one part of the squad. Much player communication will be needed to co-ordinate the mission, working together a must.

Why would someone buy H&D. What type of person are you aiming the game at?

Radek Bouzek: H&D is a type of game incorporating a quality action in an interesting scenario, and in a top class execution. The player can immerse himself into perfect adventure, and even though the game takes place during WWII, he does not need any knowledge of its history. Our game will be enjoyed by supporters of good action, as well as by lovers of strategy games. H&D combines advantages of both these types of games, and allows playing the game in a way which each individual player prefers.

Extra Questions

1.What are the team members’ favourite games at the moment ?

Fallout, Half-Life, A10!-Cuba, NFS III, Rainbow-Six, Starcraft, Eggs, Mechwarior II, Team Apache

2.What was the last CD album you bought?

Radek Bouzek : Jaco Pastorius

Peter Kubek : Metallica, Pulp fiction

Martin Beneš : Adiemus, Beethoven’s Symphony No. 6 (Pastoral)

What book have you just read ?

Radek Bouzek: Czech poetry

Peter Kubek : Apollo 13

Martin Beneš : Day of the Trifids

Favourite food ?

Radek Bouzek: Chinese, Kung-Pao, Mexican specialities

Martin Beneš : Chicken

Peter Kubek :

5.Wine or beer ?

Radek Bouzek : Smoke Marihuana, drink only tea

Peter Kubek : Red wine

Martin Beneš : Coca-Cola

6.What sort of transport do you have. A fast car, or maybe something „a little different“.

Radek Bouzek: Fast legs only. Maybe will have 15 years old car.

Martin Beneš : Fast legs only. He’s sharing crashed Renault 19.

Peter Kubek : None

   
 

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