Train2Game students will no doubt be familiar with the highly successful Uncharted series for PlayStation 3.
Now, with game number three on the horizon, Naughty Dog look to be pushing towards the release of yet another technically impressive and critically acclaimed game.
And while Train2Game students may expect the Uncharted 3 to have been meticulously planned before development starts, it appears it isn’t the case.
“We start with a short description, but then we do make up a lot of it as we go along. I think that’s very important.” Uncharted 3 Lead Game Designer Richard Lemarchand told GamesIndustry.biz during an in-depth interview.
He revealed that Uncharted 3 uses a storyboarding technique similar to Toy Story and Cars creators Pixar, which doesn’t begin with a script, but animation.
“I attended a story seminar by one of the story artists at Pixar last year, and he told us that Pixar make their films in the same way: they don’t have a script when they start; they do lots of brainstorming, and they work up ideas, and they do lots of drawing, and they start to make animatics, which are like little rough-cut movies.” said Lemarchand.
The Naughty Dog game designer explained that the story evolves from this system, which is flexible enough for things to change if needed.
“So they discover the key moments of their movies that way, and over time the detailed structure of what they’re making emerges.”
“It kind of appears by them working at it and working at it. That’s good, because it means you don’t over commit to something that might be wrong, or not entertaining or interesting enough.” he said.
Train2Game students interested in how Uncharted 3’s script is written and performed should check out this behind the scenes look on the Train2Game blog.
Uncharted 3 for PlayStation 3 is set for release on 2nd November, with the Train2Game blog previously reporting that Sony believe it’ll ‘show a new level in 3D gaming’
So Train2Game, what are your thoughts on the production behind Uncharted 3? Are you surprised it isn’t precisely planned? And how do you go about planning to build games?
Leave your comments here on the Train2Game blog, or on the Train2Game forum.