![]() The game has great lighting effects, so we want the intro to have a nice feel too. Shadows and lighting were also very important to us. “For most of the space craft and tanks, we’re using the in-game models, but with higher resolution textures. “And we want it to look seamless,” adds Joset. An interactive game requires models with fewer polygons than a straight, cinematic sequence. “The one thing we adhere to is that we wanted the intro movie to look very similar to what you see in the real game. “The difference between the gaming and the film industry is that we’re bent on optimizing our models for the gameplay,” explains Carey Chico. ![]() Both teams had a slightly different “canvas”, so Joset’s team needed to integrate the overall look and feel of the sequence with the game. Pre-modeled characters, creatures, environments and vehicles were shared for the project. Pandemic is working closely with the Content Group on the sequence. That’s when the game starts-when people come to check out what happened.” There’s an alien invasion, a battle, and the commander in the communications center sends an SOS. The commander sends two tanks to scout out the base. A missile from an unknown planet crashes into the weapons platform, Voyager II, and it explodes. “In ours, the sequence provides important narrative information for the game. “When game developers do an intro sequence, it usually tells you nothing about the objective of the game,” explains Alexandre Joset, an artist in the Content Group at Softimage/AVID who is working on the project full-time. Unlike most sequences found at the beginning of games, the Battlezone II sequence will offer up more than passing scenery. “We couldn’t ask for a better project because Battlezone is a prize-winning game that everyone knows.” “This collaboration with Pandemic gives us production-proven experience working with real models and real game engines,” confirms Jean-Philippe Nicou, the manager of the Content Group at Softimage/AVID. Sharing creative and production challenges leads to further understanding of game production. The Content Group wants to observe and participate while clients’ use DS, SOFTIMAGE|3D and their AVID tools in a true production setting-respecting the demands of deadlines and rounds of modification. The idea is to use their skills to contribute to a product for the marketplace.” “The Content Group wanted to do a ‘real world’ project. ![]() “We worked in concert with Softimage on the game’s cinematic sequence,” explains Carey Chico, Pandemic Studios’ art director on Battlezone II. The Content Group has a team of four full-time staff in its production wing who are eager to illustrate how creative potential can be realized using SOFTIMAGE|3D and AVID products. The three-minute introductory sequence for Battlezone II is part of a new initiative by the Content Group at Softimage/AVID to make several in-house productions each year. The result is an exciting sequel to Battlezone, with a kick-ass introduction. Pandemic is producing the playable game, while Softimage/AVID is creating their opening cinematic sequence. Softimage and Pandemic Studios are joining forces to collaborate on Battlezone II. TEAM WORK ON BATTLEZONE II Softimage/AVID and Pandemic Studios Rock our World
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