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Week 8

As soon as I got back from Atlanta, I checked with Fabien for programming and Olivier for the graphics. I had called several times from Atlanta to find out about the situation, and I must have sent two faxes from my hotel to tell the team about my American adventures. I also took advantage to film the interesting games of the E3 with a cam recorder and to show everyone the Eidos booth on which Omikron was presented.
It was quite a battle to recover the Eidos pens, the Tomb Raider playing cards, the Eidos T-shirts and the photo where I’m with a Playboy girl.

The team advanced normally during my absence. Philippe completed the park adding in the temple and the secret passage we had discussed before my departure, and this week Olivier and Eric are finishing Area 1 of the city. Pierre having finished the Prahoma prison, he joined up with them to help them out. The park and Area 1 formed our graphic Milestone of the month.

The good news of the month is that thanks to the testing Philippe did at home, we have found a way of spending three times less time on characters whilst retaining the same quality of rendering. Instead of working fourteen days per character, we will just spend five. This means we can spend more time on design, and have more different characters.

Fabien has programmed a preview of a first version of the Sneak, the game’s interface, with in particular the videophone. We can now visualize a face in 3D real time animated in Motion Capture on the Sneak screen. The result is impressive. We will be using the same technique for the Transcan, the Omikron television, and the giant screens set up in the streets.

Antoine has started working on the light and shadows, which should keep him busy next month.

Hakim has almost finished the Omikron Graphic Editing Manager, which will enable us, amongst other things, to create our sets easily and quickly. The interface is somewhat inspired by 3DS Max, but all the functions are really adapted to the constraints of real time. Our editor is now fuller than that of Quake, for example.

Simon has also finished a first version of IAM, our intelligent adventure editor. This program will be very useful for programing the adventure with a wide range of possibilities. Simon will be working with Fabien over the next two months to interface IAM with our 3D motor.

With Tony, we’ve spent a fair amount of time this week doing the casting for our Motion Capture sequences. We’ll be spending a good bit of next week as well. Apart from the champions we have recruited, we also needed a striptease artist for the bars of Omikron. We were thus forced to go to all the Peep Shows along the rue Saint-Denis in Paris. There are some good sides to this job...

Autor: David Cage
Source: Quantic Dream

11/01/1999 Eidos Interactive ships Omikron: The Nomad Soul
09/23/1998 September News 2
09/15/1998 September News 1
07/28/1998 July News 2
07/14/1998 July News 1
06/08/1998 Week Beginning June 8
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5/19/1997 Week 1
5/19/1997 Preamble to Week 1

WeekMonday, July 07, 1997
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