Report In! - Interview with Lukáš Gregor and Filip Zigo!
Bohemia Interactive General

Micahl Harangozo informed us the second developer interview has been released on the BIStudio website.

Quote Jay Crowe :
Next up in our new 'Report In!' series, a discussion with the team members from the Bohemia Interactive's studios in Brno, and some exclusive 'behind the scenes' images have been declassified and are ready for immediate analysis!

We're often asked to let some of our people talk about what it's like to develop a game at BI. So, stepping aside from our usual PR activities for a moment, 'Report In!' gives you a more personal perspective on our team, and a more detailed look at the way we go about our work. Our next victims are Lukáš Gregor, programmer in Brno team, and his colleague Filip Zigo, who discuss engine upgrades to be brought along with Arma 2: Private Military Company, answers questions about developing games for the PC, and talks about life at the Brno office.

How will the engine upgrades brought along with PMC improve A2OA's gameplay?
    Lukáš: Creative Director Ivan Buchta motivating the team Lukáš: Shotgun shells are something quite common, and now the game's arsenal certainly feels a lot more 'complete'. The new shotgun ammunition will add some additional tactical option, especially in close quarter battles.
    Filip: Video playback can give us a great boost for storytelling. People seem to love the cutscenes from the Flashpoint times on, and this technology enables us to deliver the videos in desired quality to anyone regardless of their PC power, contrary to the traditional cut-scenes, where the result depended strongly on the hardware performance.
Is console development something that you would be interested in moving toward in the future?
    Lukáš: It definitely requires different approach compared to PC games, it’s necessary to deal with different controls and hardware parameters but I think it's interesting and challenging part of the game development. As most developers learn to appreciate these days, there is a big advantage in clearly defined conditions on console hardware.
    Filip: The console development is interesting, but there are many hardships which are hard to predict - the hardware might be standardized but the performance is usually much lower compared to an average gaming PC. The different hardware architecture of consoles means it's a challenge.

You can read the complete first Report In! Interview on the BIStudio website.

Written on 2010-11-06 11:53 by Foxhound  

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