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The game was fun, because all twelve core members had a say in what they would like as a game. We made a lot of suggestions, but clearly this was [[Chris Sorrell]]'s and [[Jason Wilson]]s game and they would have the final say in which we respected that fact. I enjoyed it because I had the opportunity to do the Cinematics, in which I had learned so much about 3D animation. I had only one years CG experience before ''MediEvil''. | The game was fun, because all twelve core members had a say in what they would like as a game. We made a lot of suggestions, but clearly this was [[Chris Sorrell]]'s and [[Jason Wilson]]s game and they would have the final say in which we respected that fact. I enjoyed it because I had the opportunity to do the Cinematics, in which I had learned so much about 3D animation. I had only one years CG experience before ''MediEvil''. | ||
I often look back at the sequences, Wishing to render them out at a better resolution / framerate. I was restricted to the | I often look back at the sequences, Wishing to render them out at a better resolution / framerate. I was restricted to the PlayStation One's movie playblast. I remember the tools for foot locking on [[Dan]]'s floppy feet were a nightmare, that is why you will see them slide from time to time. | ||
The game itself had a certain innocence about it - nothing was taken seriously. So whatever quirks, whatever inaccuracies happened, seemed to be forgiven, because it was a good entertaining story. You could have a game or a film with amazing CG and effects, but if the story is poor, then it will flop! What a waste of time, effort and resources! | The game itself had a certain innocence about it - nothing was taken seriously. So whatever quirks, whatever inaccuracies happened, seemed to be forgiven, because it was a good entertaining story. You could have a game or a film with amazing CG and effects, but if the story is poor, then it will flop! What a waste of time, effort and resources! |