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INTERVIEW: Doug Smith, Art Director X-Men Origins: Wolverine

Opinion and Analysis



iTWire:  How intrusive or how involved are the Marvel folk during that process?

DS:  They have snapshot builds, and are aware of what Wolverine is doing, but there is definitely a lot of trust that has been established. 

They want to get sign-off on all our characters, making sure, if Wolverine is wearing a jacket, that it looks right.  They look at the claws, and say they should be a little different here, little nudges that they notice, that they want to make sure we get right.

iTWire:  Is there much in the way of environmental interaction within the game?


DS:
  If you read the comics, Wolverine is a really violent guy.  So, one of the big things we have is all these environment kills throughout the world.  Like, Wolverine can use different elements like a fork-lift or a cement mixer, and he will use these to attack, or if you are near a spear or a big stake, he will pick a guy up and slam him into it.

We really tried to make sure that each environment isn’t just wash-rinse and repeat doing the same moves.  We wanted to say, let’s add all these elements, and see what happens with the game-play, no two fights are the same.  You’re right, we want to make sure our environments were working with the game-play and not just the visual candy.

iTWire: Sounds nasty!

DS: Yeah!  Well you should see it in action.

iTWire: Is there a compromise that needs to be made in the art of a game when you are dealing with a movie with real life actors and a super-hero graphic novel?


DS:
Yeah!  You don’t want a verbatim copy of an actor running around in a game, because people expect super-heroes to have a little more “super-hero proportion”, that’s how Marvel draws characters, that’s how people anticipate super heroes to be.

So we have to take liberties so that it’s not just Hugh Jackman in our game.  We try to make his license on the money, but then we give him a more muscular build, really trying to flesh him out to be even more heroic than the “sexiest man of the year”. He already is.

iTWire: Is there a Tomb Raider style trap we can fall into, with incremental proportions as time goes on?

DS: [Laughs] we’ll see.

iTWire:  It’s a cross platform release, as Art Director, how much involvement do you have in each of the versions as they evolve?

DS: At Raven we were responsible for the PS3, PC and Xbox 360 release, we got snapshot builds from our other studio developers, [Amaze Entertainment – Wii and PS2 versions, Griptonite Games – PSP and DS], and they pulled builds from us as well to ensure we exchanged ideas to put into their versions.

My hope is that people take away that this is going to be a fantastic action game.  It is really the Wolverine game that people have always wanted to play and that once they get it in their hands they will be blown away.

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