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Interviews
Interview
with the Lead Programmer and Co-Founder of Atlantis Interactive
Entertainment
by Bob Freese

Thanks very much
for this opportunity of an interview - we know you guys are super
busy now!
ATLANTIS EVOLUTION will be on the shelves
soon, and we’re
pumped. I’ve seen the E3 trailer and am really looking forward to this
release!
First of all,
how the heck did you guys get the ocean water so perfect? WOW!
Thank you very much for
the compliment. We worked hard to perfect the water effects in
the game. We pre-rendered a shader in a 3D rendering software that
we enhanced with a homemade plug-in.
Who is this “third person” hero we’ll
see and could you please give us a brief synopsis of his exploits
in AE?
Our hero is Curtis Hewitt.
He’s a 25 year old journalist and photographer from New York
City on his way back home after a trip to Patagonia. Curtis is
an intriguing character. He is charismatic and has an ironic and
somewhat sarcastic sense of humor that is sometimes not appreciated
by all. Essentially, Curtis has an innocence about him and has
a curious nature. He’s also a philanthropist at heart. He
is a free spirit who’s been searching for “something” his
entire life… but doesn’t know what. This is where his
passion for adventure, exploration, and discovery is rooted. Physically
he is a tall, strong, and brawny fellow with a rough beard at the
beginning of the game.
As Curtis, players will
encounter many challenges. His main mission is not only to return
home, but to liberate the people of Atlantis who live under the
domination of a family of ruthless gods.

Does this upcoming 3D series continue where the very successful Atlantis trilogy
left off?
Not at all. Atlantis Evolution
is the first installment in a brand new series. The characters,
story, and even the graphical style we used to create the Atlantian
people and environments are completely different from the original
trilogy.
In Atlantis Evolution,
Curtis Hewitt gets caught in a vortex in the middle of the ocean
which takes him down into “Inner Earth” to the city
of Atlantis.” He wakes up completely disoriented, yet intrigued
instead of frightened, and finds himself a stranger in a land of
high-tech technology and archaic faith. He encounters the descendants
of Atlantis as well as their unpitying gods.
Could you please
comment on how you created the great graphics? Also, how much “cut
scene” time will your first release include?
Our goal is to take the
player on a “dream-like” experience, hence the new
cartoon style character renderings instead of photorealistic. We
also wanted to bring each view, scene, environment, etc. to life
and combined pre-rendered graphics with hundreds of animations
(i.e. strange animals, objects, characters, etc.). There are over
25 minutes of cut scenes in the game which helps enhance the gameplay
and immerse the Player into the fantasy world we’ve created.
In my opinion, we have one of the best graphics teams out there.
Many of them have over 10 years experience and have worked on the
original Atlantis trilogy. Some of them are graduates of the famous
3D animation school L’Ecole des Gobelins which is based in
Paris.

I have read
that there will be five distinct “universes” to explore.
Could you please give us a brief description of each?
Actually, there are more
like seven, but all of them are based in Atlantis.
1) On an old steam ship
going from Patagonia to New York in 1904
2) A space ship which is where Curtis first encounters advanced Atlantian technologies
3) The village where Curtis meets the Atlantian people
4) Deep in the Atlantian forest where the villagers don’t dare go
5) A exotic cave system
6) The floating palace where the Atlantian gods live and don’t ever leave
7) Travel 8,000 years back in time to discover the lost city of Atlantis (Curtis
is actually in “New Atlantis” during his quest)
Can you please
give us an insight into the sequels’ story lines?
It’s currently sitting
in a vault under lock and key. I can tell you that it takes place
in the future… in space… and the characters are different
from Atlantis Evolution.
Does The Adventure Company plan releases of the AE series on platforms other
than the PC?
At this time only a PC
version is planned.

Can you tell us a little bit about your team? What games have they worked on
previously and what are their backgrounds?
A.I.E. (Atlantis Interactive
Entertainment) was formed about a year ago. I’m one of the
co-founders and also lead programmer. Many members of the team
came from the now defunct development studio of Cryo Interactive.
As I mentioned before, some of our team worked on the original
Atlantis series. As a company, we share a passion for adventure
games and have a lot of experience creating video games in general.
Personally, I learned to write code on my own using a ZX computer
back in the early 1980s. Some of the other programmers are engineers
who come from some of the top universities in France.
Why do you think the lost city of Atlantis has been such a popular subject
in adventure games?
Atlantis is a commonly
known subject globally. It’s a mysterious and mythological
topic that evokes people to wonder and use their imagination. There
are so many controversial theories which date back thousands of
years to Plato’s writings and even today you see Atlantis
in the news headlines. What’s really compelling is that even
after thousands of years, no one knows if it’s true or false… Did
Atlantis really exist?
What type(s) of literary research did you conduct for background material for
AE?
Our game designer is Johan
Robson. He freely adapted the story based on Plato’s writings,
that being… Atlantis is known as a mysterious underwater
city whose civilization had highly advanced technologies. The rest
was all his imagination. We didn’t want Atlantis Evolution
to be a game that recounted historical facts. This is a game after
all and we want Players to enjoy it and take them on a dream-like
journey.
Thanks very much for this opportunity! I know our JA readers will be looking
forward to this adventure release. Very best wishes with your Atlantis
Evolution series!
Thank you as well. We
hope you’ll all enjoy the game when it’s done. We certainly
had a blast creating it.
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