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Peter Lake
Lisez-moi

What could be improved for you?

I'd like to see more real-time preview options in Modeler and Layout, OpenGL and DirectX shaders, etc. It would be great to see more of how the graphics will look in the game before we get them there. It would also help speed up my pre-vis work, the less time I spend rendering, the more work I can produce.

I'd like some more control over the particle engine, how about an object emitter rather than the FX_Linker? Also I'd love a bit more control in the HyperVoxel sprite rendering, when I'm mocking up game particle effects I'd like more specific control over how the sprites behave. I'd also like a little more LScript access to various darker areas of the package...

What spec machines are you using it on at the moment?

Currently a Dell 3.2Ghz Xeon with 2GB Ram with a Quadro FX card with dual 21" and 17" monitors.

Are there any plug-ins you wouldn't be without?

Oh yes. We have developed a suite of plug-ins to add functionality to layout for our game editing. We have track layout tools which let us define surface types, road lanes and visibility to name a few. Our designers also use our traffic plug-in to define the other cars on the road. This runs a simulation inside Layout so the designers can see all the little cars driving around the level.

On top of these we use some extras like EdgeTools, the Ikeda plug-ins and point belter in our modelling.

In your opinion, should LightWave stay separated or become integrated?

Separated please! Although I would like to see some background integration in some of the pipelines, like it would be great to be able to paint weight maps on a rigged character in LightWave.

Tell us a bit about Burnout 3?

Burnout 3 is an all action, arcade racing game for PlayStation 2 and XBox. Unlike other racing games Burnout 3 is all about aggressive driving, the game rewards you for ramming people off the road and crashing! Grab a car and drive around the world against the other racers through hundreds of different events and challenges or even go online and challenge your friends. If racing isn't your thing climb into something a little heavier and see how much damage you can cause in one of the many crash junctions where destruction is the name of the game. For more information check out www.burnout3.ea.com.

How many people were in the art team for Burnout 3?

Burnout 3 had an art team of around 18 people split across separate teams which handled different sets of the games graphics. The track team work up all the assets needed for the environments from the design of the racing surface and scenery down to the modelling of the lamp-posts and cones. The car team modelled and textured all the exotic racing cars as well as all the traffic vehicles you can smash up in the game. In the meantime, the presentation team wrap everything together with a stunning user interface, HUD and rewards system.

Obviously, we also have a great team of coders who not only produce a terrific game engine but also some fantastic tools which the artists use to create the game visuals.

How many is that compared to the first game?

I think the art team for the original Burnout was only around six people. The team now is much larger, a trend across the industry I think - to turn around the scale and quality of console games today you just need many more hands on deck.

Peter Lake  
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