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ECTS 1998 Ubi Soft Enter…inment Press Kit (Europe)
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00002_Field_DJUMP.txt
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1998-08-21
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So what's so interesting about
D-Jump?
It's unique mix of action and adventure!
For the action part, the gameplay is very
varied: within the same map, you jump,
you fight monsters with a torch, you
waterski, you transform into a snake
and slither along the ground, you swim,
you might even dance! We made a
great effort to avoid the artificial and
boring
"map-in-which-you-hop-from-leaf-to-lea
f-from-beginning-to-end."
As in all of Ubi Soft's games, there's no
real violence. Isn't an action-adventure
game with no shooting going to be
boring?
Quite the contrary! There are so many
different attack modes: self-explosion,
torch battles, throwing projectiles,
setting magical spells, underwater
attacks - we may not like violence, but
we love action! In the beginning of the
game our hero, D, realizes that his
body has been changed into wood -
which is going to have get him into all
sorts of tricky situations: set on fire,
nibbled at by termites, dried out by too
much sun in the desert… no blood
maybe, but lots of sawdust!
Will D-Jump be a difficult game?
More of a long, deep, rich game than a
difficult one. However, if you finish it in
one setting, you win your weight in
Egyptian dates!
What's your game design philosophy?
Variety, playability, "movie-like
production"
For instance, the camera behavior is
as programmable as the characters'
movements are, which allows us a
great amount of variety, as well as
interesting interactivity in the different
points of view available to the player.
Despite the technical constraints of
real-time 3D,do you think you can make
a graphically original game?
Yes. It is definitely possible to create
the style the illustrators were seeking,
by working with, and sometimes
around, the technical requirements.
And to get a better feeling for the 3D
effects, Cyrille and Mauro, the men who
created all the characters, created them
first in modeling clay.
There isn't any one game designer for
D-Jump, but rather a whole team: how
does graphic design work when there's
a group doing it?
A good team is a team where each
person has his or her specialty, but
also where everyone knows and
understands what everyone else does.
For example, in order to explain to the
animators the movements they have to
animate, it is the French designers who
"act out" the different roles on videotape
(granted, we can't do it for the
non-humanoids monsters, but we've
done it for baboons, and it worked
great!)
Elisabeth, the head game designer,
has many talents: a killer gamer (when
she hires a new game designer, he or
she first has to face her in a Quake
deathmatch … only those who can stay
alive more than 3 minutes get hired!),
she's also a graduate of Paris' Arts &
Decorations school.
When you have a team of strong
personalities like we do, it's obviously
hard to agree on everything. For
instance, our scriptwriter Stéphane is a
fan of The Lord of the Rings (he can
practically recite it word for word in
English!) as well as Celtic myths; while
Cyrille, our lead artist, is more amused
by big farting monsters and the like.
Two ways of looking at the world that
are often sometimes hard to
reconcile….
Stéphane (the scriptwriter) and I often
have heated discussions about
self-censuring. We toss about
existential questions like: "Is 'shit' a
dirty word?" We ended up giving our
character a slang vocabulary all his
own, full of inventive and inimitable
words: "Holy Bast!" instead of "F***!" for
instance…
But in the end, we all agree on music:
we listened to dozens of different CDs
before determining of a common
accord that the style we wanted for the
game was groove, funk, stuff with a real
beat, with drums and bass, ragga, rap
… these styles work perfectly with our
hero!
The game is produced in a joint
collaboration between Ubi Soft
Montreuil and Ubi Soft China...
The French team, (composed of 20
people ) is responsible for the
conception, the plans, the 2D roughs.
The Shanghai team (composed of 35
people, including programmers,
animators, and 3D modelers)
completes a version of the maps and
the animations which are later finalized
in France.
To work with China, we use email,
which is the fastest and easiest
method. When we send each other
updated versions of the engine, we end
up sending 80 emails ! Exhausting, but
much quicker than regular mail...
Regularly, people from the French team
(game designers and graphic artists)
travel to China to work alongside the
China team on the maps in the
process of development, the more
delicate character animations, the
specifics of the game engine and to eat
snake...Graphic artists from the China
team also come to France at important
periods to learn how to completely
finalize work on a map, share our work
techniques and eat crepes...The
problem is that they are so excited
when they come to France that they
sometimes have trouble concentrating
on their work. They find Paris
magnificent and they take pictures of all
the dogs that cross them in the streets.
(because in Shanghai there are not
many dogs, and they are all of the
same breed), and they go to the flea
market...
The collaboration is very profitable, but
there are sometimes some odd
cultural differences between China and
France. In one of the maps we
esigned chickens that turn into Village
People chickens when they take
special seeds. It was therefore very
difficult to explain to them exactly what
we wanted in the animations.
An ambitious project such as D-jump
involves many different skills, people,
and tasks to be managed, so there are
therefore always good moments and
difficult ones. ..
For example, of course, the realization
at E3 that somebody else, on another
project, had the same " wonderful "
idea as you for your game...
We must also be careful to always stay
open to external opinions
(professionals or just friends going
by...), but at the same time we must
hold on to certain personal convictions,
so that we manage to have a game that
pleases, but is not a mediocre
consensus.
A long project (a year and a half), is
also a project that evolves. For
example, when we start we of course
have an idea of the technical
constraints, but we always discover
these best as we go along with our
experimentation. It is sometimes hard
to adapt all the time... but necessary for
a nice result, so we do it !
The wonderful moment comes when
you are finally able to integrate the first
elements of the game (the animations,
maps, AI), and all of a sudden you see
your game materialize before your
eyes, day by day, especially when you
have worked blindly for so many
months !
A particularly good memory ?
Yes : 3-0!!!!! We are the champion, my
friends…
I meant a good memory in the
production process…
To be noticed at E3 with a pre-pre-pre
version; the day where the last 25000
words of dialogue was written and
recorded; the distribution of whistle
pops by Mauro to the entire team,
whistle pops the neighboring teams
will remember...