Jeff
– Alright, well thank you for that Ben, but the real news of
today is Star Trek Online and, again, we have with us Executive
Producer Craig Zinkievich who, before he came on board with Star Trek
Online was a serious mainstay of former Cryptic properties City of
Heroes and City of Villains.
Craig, can you talk a little bit about your past? I know you have a
very technical background, both with the early parts and then going on
to produce City of Heroes and City of Villains and getting them out on
time and on budget.
Craig
– *laughs* On time and on budget – isn’t
that the dream for everybody?
Jeff
– That’s awesome, it’s there in your wiki
article…
Craig
– Isn’t that nice…
*laughter*
No, I came onto Cryptic Studios about six years ago. I think I was like
employee 13 for City of… and pretty much sat in a room with
Michael Lewis and Jack Emmert and kind of redesigned CoH from scratch.
I was the Technical Designer on the project, which really meant that I
got to help software pretty much design all of their systems
– Make sure that the systems were there, they were
extensible, they let us do what design really wanted to do in the game
and could expand in the future in an MMO setting. You know, you always
have to add stuff, you always have to add new features, new content.
And so, ended up working really closely, making sure the design was on
target and software was on target, and started working with art to make
sure that they were scheduled and built stuff right so it would fit in
the systems correctly. And then all of the sudden we realized that,
hey, guess what? That’s what producers do!
*laughter*
So I ended up getting the title, and ended up producing CoH and CoV,
and since then I’ve been doing Director of Production level
work – did some work on Champions and stuff like that. But
it’s cool to be E.P. on Star Trek where I really get to get
back down and really touch game again. It’s a whole lot of
fun; it’s really what I love.
Jeff
– Outstanding. I guess, speaking of redesign, my earliest
memory of Star Trek Online was when it was with that ‘other
company’ at GDC two years ago. Just seeing the kinds of stuff
they were able to do with environment design – I mean, they
were sitting in a room designing planets, and it reminded me of that
scene in Hitchhiker’s Guide.
Can you talk a little bit about what you were able to use from them,
and where you’ve kind of expanded upon what they’d
done?
Craig
– Yea. So we got the license about a year ago, and at Cryptic
Studios (I don’t want to get too boring) but we have a
massive amount of tech. That’s really one of our strongest
points is we have really proven, really mature tech pipeline back-end;
the engines, the database, the graphics engine, the editors –
everything within in the game for CoH, CoV, Champions…
Jeff
– The editors are phenomenal. *laughs*
Craig
– Thanks. Yea, I know, people get
really,
really
spoiled being here…
And so, when we got the license we didn’t really take
anything. But they had a huge amount of beautiful, beautiful concept
art, and they had done a whole lot of work on that side. But on the
tech side, to toot our own horn, our tech is far more advanced, the
team here is far more familiar with this. We just weren’t
gonna go to somebody else’s engine at that point in time
– our engine rocks.
And really, anybody who’s listening, you guys, if someone
said “here you go, here’s the Star Trek license, go
make Star Trek Online”, are you gonna look at anybody
else’s design? No! We all like sat in a room, we were like
“what do we want to make about this game? It wasn’t
just, you know, picking up somebody else’s design and
implementing to it. I mean, it’s a chance of a lifetime
basically.
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