Javier also showed me some tests and examples
of high-resolution renders, which will be used for marketing purposes.
And though they were not the finals they looked extremely cool and
well done. I got to see how they sketched out ideas on paper and
bring them to life with the Blade engine and a quick peak on the
Blade manual before moving on to the level designers.
At the time, this group was in full cheering
and laughter. When I saw that they were testing out some multiplayer
maps, my eyes were locked at Enric's monitor. Enric was playing
the Barbarian, but he got his ass seriously whooped by Dario, which
played the Knight. I can't go into any detail on this subject I'm
afraid, but as they fought Enric was, at one time, finished off
by a weapon thrown directly at him. It was a good laugh! At another
computer, Miguel was working on some map tiles (pieces), which -
when put together - make out the world in Blade. After watching
a few battles I took a look (and listened) to what the sound technician,
Emilio, did. When sound files are recorded and sent to Rebel Act,
Emilio 'connect' them to the proper animations and make sure they
are triggered at the correct frames.
Sound technician Emilio Gutiérrez
In
and out of the glass room
Well back in the glass-room I saw the clock was getting dangerously
close to my return flight. Damn it! Is this clock showing the correct
time? This is the time I seized my photo camera and ran back out
to take some pictures before it was to late. I turned the dark room
into a flashing disco night as I rushed around in the local. It
was indeed not a professional man behind the camera as you may see
from the pictures. I then moved back into the testing room and had
a look on some more of the game's enemies and levels. Xavier and
Juan were there occasionally to see to me and help demonstrating
the things I wanted to see. Teresa was also paying me a brief visit
to see that everything was well and curious about what I though
about the game. Xavier was taking notes of some bugs and reported
them to the appropriate crewmembers. While having another cigarette,
they tested out some environmental audio effects (EAX). This was
not finished yet and the levels were not tagged, so there were echo
effects in every part of the level. It sounded cool though. As I
was aware of that the time was running out on me, I ran over to
Enric (hoping to hide from Juan who would be driving me back to
the airport).
Talking
with Enric
As I got to Enric's desk, he was working on tiling some textures.
When he saw me coming he immediately paused the alignment stuff
and started showing me the really interesting things. On his monitor
I could see the level editor while the level itself was rendered
in real-time on a second monitor. Everything is done in real-time
in the level editor, absolutely everything! Enric selected a torch
on the second monitor and moved it about. The light and shadows
were following naturally every inch he directed the torch; just
like in the game. The camera view was currently placed at the the
bottom of a tall shaft. We moved up to the top of the shaft, leaving
the torch at the bottom, and started moving the torch slowly upwards.
Seeing how the light was cast was really cool! Especially when playing
with different magnitudes in the brightness-level of the light source
and even applying different colors to it. This is defiantly the
most amazing real-time 3d engine ever created - no doubt!
He asked me if I was familiar with Arabian
architecture and started 'flying' through the level with the camera
view. We passed through some corridors and hallways, down a shaft
and continued until we reached a part of the level that was just
breathtaking! Countless pillars supported beautiful formed bows
and curves that melted into the roof. Colorful tiles decorated the
walls and the floor as far as the eye could see. Soon we found our
self on the outside. Moving from a small room to a wide-open area
went seamlessly and the framerate display didn't drop at all! The
distant fog gave the landscape a great depth, without cutting off
the view at all.
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