How did you combine film and game development?

The development process was very much a mixture of film and game practice. While some game designs heavily focus on graphical appearance, and the general look of the title, Common Tales started with a cinematic approach - that means from a development of the main conflict, characters, story line, and camera work.

How did you implement the cinematic visual style?

Every important scene was storyboarded beforehand and although adjustments had to be made during the production the pre-defined camera work was implemented as thouroughly as possible. Almost all the final scenes were running in the 3D real-time engine with only one small scene as a pre-rendered element.

One remarkable advantage of the real-time representation was the ability to tweak and adjust the camera when needed and get immediate results instead of having to wait for a long lasting rendering process to finish.

How did the transmission from scene description to in-game scripting work?

Instead of hand-coding every single element a meta-language was developed for the project. This scripting language connected the original Playstation code (in C) with the design of Common Tales. It allowed a staging of various scenes, including animations, camera movements and cuts, sounds, texts, and effects.

CAMERA_SCRIPT_ELEMENT gastCameraScript_SewerTrap[] =

{

//SEWER TRAP SCRIPT

DIRECTOR_DO_OVERRIDE_CONTROLS(TRUE),

DIRECTOR_DO_SET_NPC_LOGIC(TOM,vThomasWavesHisSword),

DIRECTOR_DO_CAMERA_CU_ON_FACE(1300,-600,0), //WORMVIEW

DIRECTOR_DO_HERO_GAZE_DIRECTION(FIZ,-600,0),

DIRECTOR_DO_WAIT(20,0),

DIRECTOR_DO_SAY(T_CAREFUL),

DIRECTOR_DO_LOOKAT_OTHER_HERO(TOM),

DIRECTOR_DO_WAIT(40,0),

DIRECTOR_DO_HERO_GAZE_DIRECTION(FIZ,400,0),

DIRECTOR_DO_OVERRIDE_CONTROLS(FALSE),

DIRECTOR_DO_GROUP_CAM(186,galFixedCamEntList), //MASTER

DIRECTOR_DO_SAY(F_WAIT),

...

Excerpt from the in-game script defining the storyboarded scene above using the scripting language

last updated 30/10/2002