http://interviews.teamxbox.com/xbox/1714/Call-of-Duty-3-Interview/p2/
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You have put special emphasis on the fact that Call of Duty 3 has been built from the ground-up for next-gen consoles. Can we go over the different technical aspects of the game and any new developments? Let’s start with the graphics. What visual improvements can we expect to see in Call of Duty 3?
Sam Nouriani: The power of next-gen consoles allows us to give you more of everything you love about the furious combat of Call of Duty and bring it to life. We’ve got a ton of troops on screen that really makes gamers feel a part of epic and huge battles, big time action and explosions, more channels of audio, advanced particle effects, extremely detailed/realistic graphics that even include noticing the actual fabric on the soldiers’ uniforms, etc…
The team used a state-of-the-art laser scanner, so everything you see is totally real. The uniforms you see on the characters were authentic WWII uniforms we scanned in. The animations were created using advanced ensemble motion-capture techniques. With our advanced sound system, we are able to differentiate between indoor/outdoor sounds so gunfire, explosions even battle chatter sound different in a building, in a tunnel or out in the open.
There’s a mention of “procedural environment†in the game’s fact sheet. What is the procedural synthesis you have developed for COD3 like, and for what purposes is it used in the game?
Sam Nouriani: With our advanced, proprietary art tools, we are able manipulate shaders to make a realistic “living environment.†This means that everything around you looks and behaves as it would in the in the real world. There is wind that affects the way trees or grass sway; if you walk on grass, it depresses and comes back up over time. If it rains, your uniform becomes wet, the environment gets muddy and pools of water start to flow. If lightning strikes, you can see the shimmer off everything wet.
Not only does all of this look amazing, but it can actually affect gameplay. If you see grass that’s depressed, you know that someone has walked through there lately or maybe you notice tracks and can determine that a tank has gone through the area and because of this you might adjust your route.
What can you tell us about the physics? How have those been improved, and are you using a licensed solution, or developing you own physics engine?
Sam Nouriani: Not only has Treyarch developed their own physics engine, but they opened up whole new gameplay possibilities with destructible cover. For example, if an enemy is behind a wooden fence and you destroy his cover, he’ll run to alternate cover (if it is available). But watch out, the enemy can take out your cover too! If the enemy is hiding behind a stack of large crates, you could throw a grenade to topple the stack and possibly crush him.
With the added rag-doll physics and vehicle physics, everything looks and feels real. When you are in a tank and you get hit from a round from another tank, you really get rocked.
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