A
Talk With Chris Kastensmidt of SouthLogic Studios
by flung
8/7/2002
WhiningDog.NET
Introduction
We're going to have something different today here
at WhiningDog.NET. Recently I've had the wonderful opportunity to sit
down and have a small interview with a good friend of mine, Chris Kastensmidt
of SouthLogic
Studios. I've known Chris since my days at Intel five years ago where
he was an Application Engineer for the Developer Relations Group. While
there, Chris owned a number of accounts with game companies (LucasArts
being one of them!) where he basically acted as a consultant and helped
in their game development. While I left for the then greener pastures
of New York City (ha), Chris went down south - way south, to Brazil where
he joined a small fledgling game company. That company, now known as SouthLogic
Studios, will be unveiling their first major title here in the U.S. and
it's none other than Trophy Hunter 2003. The game is being published by
Infogrames and
should be in stores sometime in late Sept. or Oct. So given the impending
release of the game, I thought it would be nice to catch up with Chris
(who was a Lead Designer in this project) and see how things were going
for him. I also wanted to give you guys a taste of what to expect in Trophy
Hunter 2003 and in SouthLogic Studios new 3D Engine, known as the Aspen
Engine. I want to thank Chris for taking the time out to answer some of
my annoying questions and so without further ado - here's the interview!
Enjoy!!
The Interview
1) First question is more for background info
on yourself. How did you end up at SouthLogic Studios? ( I know this info
but I'd rather get it straight from the horses' mouth!)
Well Felix, you could have started with an easier
question! :) It's a long story, but I'll try and keep it as short as possible.
About four years ago I was working for Intel as
a technical consultant for software companies, mostly game companies.
I worked with a lot of US companies, but was also assigned Brazil as one
of my regions. At that time, no Brazilian game company had yet made a
big publishing deal outside of the US. There were only a handful of startups
here, and I was doing consulting for just about all of them.
Then these guys from Southlogic Studios came along,
and I realized that they had art and technology as good as anything I
was seeing at the time in the US. Even more impressive, they were creating
it all with very limited resources. What was missing from the company
was a good entrepreneur, someone who could help the company move from
spectacular tech to a polished product, and sell it into the US market.
So I decided to give it a shot.
2) What were the first few years down there like
for you? Any Challenges/Not so pleasant times etc?
"Experience is key
to signing a contract"
Chris Kastensmidt,
SouthLogic Studios
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The first few years were nothing but challenges.
Starting up a game company in any place in the world is difficult, but
I think it is doubly so here in Brazil. Publishers are always thinking
about risks. For them, our company was full of risks. First, signing a
deal with a foreign company is a risk. Second, being in a country that
doesn't have a tradition (or industry) of games is a risk. Third, and
most importantly, a company without someone who has produced an entire
game is a tough pitch. And that third rule, of course applies to game
startups anywhere. Experience is key to signing a contract.
So it's a big chicken-and-egg problem, where you
can't get a contract unless you've made a game, but you can't make a game
until you've got a contract.
Of course another option is making an entire game
and then trying to sell it, but our game ideas were so ambitious that
we knew we could never finish them without some funding.
Another big hurdle was getting publishers to even
look at our work. We solved this eventually by hiring an agent. Our agent,
Dan, recognized the raw talent in our company. Even though he knew it
would be a hard pitch, thankfully he agreed to work with us.
But even then it wasn't easy. Our first project,
Aquarius, which a lot of people still think is a great game, was rejected
by almost 30 publishers. The lessons we learned from that project we applied
to a prototype, targeting better what the publishers were wanting. Although
the prototype was well received every time we showed it, in the end still
no one picked it up.
3) How did SouthLogic Studios and Infogrames
come together on this project?
While we were showing around that second project
at E3 last year, one of the companies that saw it was Infogrames. The
prototype contained a very dense jungle environment, something that I've
never seen in any published game. A lot of publishers were very impressed,
one of them even saying it was the best thing they saw at the conference.
But then they all went back and showed it around at their respective companies
and it got shot down for one reason or another. I think we had another
20+ rejections for that game.
The funny thing is, Infogrames was one of the few
companies that showed absolutely no interest in the idea. They looked
at it and basically said, "Hey, this is great! But we're never going
to publish it." What they did say at the time, however, was that
they loved the outdoor environment, and that it might be applicable to
other games in their lineup. So, after some negotiations, they allowed
us to do Trophy Hunter 2003. We're very thankful they decided to take
a chance on us.
4) What's significantly different from this version
of Trophy Hunter 2003 compared to the previous versions
The last version of Trophy Hunter (Rocky Mountain
Trophy Hunter 3) came out two years ago. It was a well done game, within
the limits of the system requirements of the time. If you go back and
look at that game, the trees are all sprites, for example. Now, two years
later, we can do a full 3D forest. So the environment is completely different
from that game. All the objects in the world are 3D. There are dynamic
objects on the ground, etc. I'll let the screens speak for themselves
there.
The other big difference is that we've tried to
add a lot more replayability to the game. In the older versions, every
time you turned on and played it was basically the same character, with
the same items, in the same environment. Nothing ever changed.
To give more replay, we have added a "campaign"
system, where the hunter has abilities which increase with time. One example
is tracking. When the hunter starts, he doesn't see many tracks and such.
If the player chooses to build up the tracking ability of the hunter,
he will begin to see more and more tracks in the game. Stealth, hardiness,
presence, and responsibility are the other basic skills we've added. We
also have weapons skills, which improve as the character uses different
weaopns. The player can then use these same characters in multiplayer
games.
We've also added a "credits" system, where
the player receives credits for each successful hunt. He may then use
these credits to buy new equipment.
Hopefully, players will come to relate more to these
hunters they have built up themselves, and will keep playing until they've
maxed out their abilities.
5) What can you tell me about the Aspen Engine?
What API's does it use etc?
The Aspen Engine is a portable, object-oriented
engine. Most of the game variables are handled by scripting, so we can
change most anything on the fly. It has a bones system to give us fluid
animation transitions, solid multiplayer support, a particle system, and
a lot of great graphical features. We also have a great new landscape
system which uses multiple texture layers and has LOD.
For Trophy Hunter 2003, it is running on top of
DirectX 8.1. Our compatibility tests came back 100%, so we were really
happy about that.
The game takes advantage of the technology with
a lot of great features. For weather we have rain and snow, and lighting
transitions during the day. You'll see the sun move as the day goes on,
which also changes the fog, shadows, ambient lighting, clouds, everything.
With our particle system we've made some nice smoke effects and a waterfall.
The ground is covered with dynamic objects such as rocks and grass. And
best of all, the game is filled with a lot of high-detailed, high-poly
art.
6) Talk about your team of developers down there.
How many are there and what was it like through this entire project.
Being pioneers of the game industry here in Brazil
has both advantages and disadvantages. The disadvantage is there isn't
a pool of trained labor like you have in the US, especially for 3D modeling.
The advantage is that the few people who do work with games do it because
they are deeply dedicated to the industry.
So, it was harder to find them, but we managed to
put together a talented and dedicated group. Right now we have ten employees;
being myself, three programmers, and six artists. That's double what we
had at the start of the project, so there was a big learning curve at
the start. But the guys are so great that everyone got working fast, and
the result shows.
7) What are your future plans/projects?
First I'd like to explain that we made Trophy Hunter
2003 in less than eight months with ten people, which was not an easy
task. The engine was in place, but the application and the art we made
from scratch. We managed to meet all of our deadlines and keep it on budget.
We've overcome most of those original risk factors I explained above,
which will hopefully open a lot of doors for us.
We're very happy with Infogrames and would like
to do more projects with them in the future. We also want to begin making
console games as well, because I feel that being able to develop on multiple
platforms gives a lot more stability to a company.
8) Any words of wisdoms to the folks out there
who aspire to develop games?
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"For
people who want to work in the industry, experience is key"
Chris Kastensmidt,
SouthLogic Studios
|
For people who want to work in the industry, experience
is key. You should start working as soon as possible in game companies,
to gain experience. If you want to start up your own company some day,
you'll need all the experience you can get, not just to make the product,
but to make the publishers believe in you. Remember that cutting risks
is the key to getting a contract.
Again thanks Chris for taking the time out to answer
some of my questions and best of luck with Trophy Hunter 2003. Now without
further delay, here are some of the screenshots for the game! If you have
any questions or comments, drop
by our forums! Thanks!
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That's it! Thanks for dropping by! |
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