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What did you use LightWave
for in Serious Sam?
On Serious Sam: The First
Encounter and SS: The Second Encounter I did all
the modelling, UV mapping and most of the animation.
On Serious Sam for Xbox, guys from our Art department
managed UV mapping and some modelling.
Why did you use LightWave,
when other 3D packages are better known for games
work?
At the time it was most
affordable program for a small team like ours
was. Also, we started development on Amiga and
as we moved to PC platform, LightWave was the
right choice.
Why did you start your own
game and game engine, when the PC games market
has quite a few games of that nature (FPS) already?
We are based in Croatia,
not a country that's well-known for gaming. We
had no external funds to buy a licence for either
game or engine and that's why we, when we switched
from Amiga-based development to PC, decided to
make our own game and engine.
Compared to all other
gaming engines, an FPS engine was the toughest
one to make (we like challenges!) and since we
are all gamers, FPS were games which we played
the most. Also, after we made the design for the
game, we realised that the engines on the market
at that time couldn't handle what we wanted to
do, another reason for our own Serious Engine.
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