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Articles

Lead
Team Post Mortem
Inteview
by Randy Sluganski in cooperation with Microids
Kate Walker’s
adventures throughout the magical universe of Syberia have
been well documented over the last two years. Hundreds of thousands
gamers have been accompanying her over her journey to find Hans Voralberg,
exploring the original environments of Valadilene, Barrockstadt, Komkolzgrad
and Aralbad.
Now that
these same gamers are getting ready to once again jump on Hans’ train
to its final destination, we thought it would be interesting to explore
the universe of those working behind this magical adventure that has
been the development cycle of Syberia.
It
all started five years ago when Benoît Sokal began his research
and documentation work to build a mystical universe that would follow
the first steps he took in the gaming industry with Amerzone. While
watching a TV show dedicated to Mammoths on the French equivalent
of The Learning Channel, Sokal knew he had a strong grip on an original
setting to build a story around.
Then the
creating/conception machine was on! Ideas for characters, environments,
buildings and vehicles were laid on paper. Books were flying on Benoît’s
desk. Books on mammoths, books on automatons, books on Russia and
old tribes from Siberia… The whole concept was shaping up, but Benoît
needed help to inject some interactivity into this.
Enter:
Marie-Sol Beaudry, Project Manager, Rémi Veilleux, Lead
Programmer, Frédéric Gagné, Lead Animator,
Stéphane Blais, Lead Designer, François Tétreault,
Lead Integrator and Jean-François Carrier, Lead Artist.
For these
six individuals, the call to work on Benoît’s project was a
shock. They had been chosen to demonstrate their skills on Microïds’
most ambitious project ever with a guy that had a huge reputation
in the comic industry and the author of a great adventure game, Amerzone.
Well they
didn’t have a whole lot of time to be shocked. Benoît hopped
on a plane for Montreal to meet the team he was going to work with
for the next four years and let them know he wanted this game to become
a classic in the genre, nothing less. Talk about pressure!
Now that
Syberia II is completed, they took the time to look
back on their journey and shared some of their thoughts with us.
Looking
back to where they were standing when they learned they would jump
on the Syberia train, this very unique crew is now trying to evaluate
the impact this four-year challenge had on their life, both professionally
and personally:
Rémi
Veilleux (Lead Programmer):
I’ve been
doing games for quite a while now but I can assure you that today,
the way I see my job is very different than what it was before. Syberia
is the biggest challenge I’ve ever faced, even though technically
it doesn’t look that way… With Syberia I’ve learned
that there is much more than good game engines behind games.
Details
are the much important thing to keep in mind while creating and developing
a game. Every step is important, every task is vital.
Video
Game is illusion…
Fred
Gagné, (Lead Animator):
The Syberia
experience has been my Video Game Diploma from one of the best university
of the genre!
- What
is it like working with Benoit Sokal? Anything crispy to share on
the character?
Stéphane
Blais, (Lead Designer):
Boy, I
was so nervous! You know like, how am I going to prove myself to that
guy with over 25 years of experience at creating stories and universes?!?!
But you
know what? Benoît has been so opened and supportive. Our exchanges
with him were dynamic and productive. He knew we could bring some
good elements to this story and he trusted us. On the other side,
we fed so much of his experience and learned more just exchanging
with him about life experiences, influences…
It is
so gratifying for a designer to see your gameplay concepts well understood
and transformed into concrete images. With Benoît, in the middle
of a brainstorm session, he would just draw exactly the concept you
were trying to explain, understanding exactly the details of the idea.
And this artwork stuff would become the reference of the in-game gameplay
or puzzle…
Fred
Gagné, (Lead Animator) :
Benoît
taught me to understand that what the players were seeing on their
screen was very different than what I was seeing on my screen. With
him near me, I’ve learned to get into the players’ seat to fully focus
on the important things.
I’ve learned
that second look that is so important to make great games.
-
Now that the adventure
has come to an end, any great moments you would care to share with
us?
François
Tetreault, (Lead Integrator):
I will
forever keep the memory of a great team that wanted to make the best
game possible. A team that was ready to make tons of sacrifices just
to make it happen.
Also,
sleepless nights are great for crispy bloopers but this is internal
stuff!
Jeff
Carrier, (Lead Artist):
I’ve been
fortunate to be part of this team! This was not work, it was fun.
Every day was a ton of laughs. I’m sure the pleasure we had making
these games together is reflected in the final product…
- Talking
about the final product, what was your reaction to the success the
first chapter enjoyed?
Rémi
Veilleux (Lead Programmer):
Wow! It
was so gratifying. All the awards we received… All the efforts we
invested in this project were rewarded. People were enjoying the game,
the critics were mostly positive. We couldn’t have asked for more.
Seriously,
as a game developer, it is so difficult to anticipate the reaction
of the gamers. It could go any ways… In the case of Syberia
I, the reception of the game was obviously good and it just
made us so more motivated to continue and make a better game with
the second chapter. There’s a pressure but it is a positive one!
Jeff
Carrier, (Lead Artist):
Honestly,
I have been surprised by the success Syberia enjoyed
in North America. We knew Benoît was big in Europe but we weren’t
sure about how the North American audience would react to the game.
But it turned out very good!
And we
are so happy about it. Early on, we felt some pressure to create another
quality game but we learned so much with the first one that our confidence
was high enough. Today, I can assure you Syberia II
is a better game than the first one!
- And
to conclude, your thoughts on the future of the adventure genre?
Stéphane
Blais, (Lead Designer):
The most
important thing with the genre, in my opinion, is that we have to
continue to push it further ahead. The adventure game developers have
so much to work on. We have to work on the level of interactivity
in the games, we have to work on the AI of the characters, we have
to do a better job with dialogues… There is so much we have to do
but at the same time, I’m convinced we are on the going in the right
direction: ahead of us!
Fred
Gagné, (Lead Animator):
Personally I want to work on overall dynamism and facial expressions.
These two elements should play a huge role in the future of adventure
gaming.
I also
think that most games will be in 3D from now on, even though it is
so tough to get the quality of pre-rendered environments in 3D… This
a challenge for the programmers… Are you listening Rémi? Hehehe
Rémi
Veilleux (Lead Programmer):
Count
me in Fred! We’ll work on that…
- Thank you everyone for your time, it was a great honor on my part.
We know Syberia II will be an unbridled success and look forward
to news of your next project. ~ Randy Sluganski
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