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MediEvil (1998): Difference between revisions

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Sorrell said that ''MediEvil'' presented a mountain of challenges due to the fact that, like many other developers at the time, they were still very new to 3D gaming. Things like camera and character control presented many interesting new challenges and required the team to try out a number of approaches before settling on solutions that seemed to work. He said that they spent many long nights without sleeping, trying to finish the game. There were also many levels and ideas from the original concept that they were forced to removed because of time and budget constraints. In most cases, the best of what they had already created for those levels ended up being spliced into the levels that they shipped with. There was also intended to be a platform oriented section of the game where the player would control the worm that lived in Daniel's skull. Concept art and a level ost was created for this section, but it never materialized into the game. Even so, Sorrell said that the game still came very close to the original concept and he was most proud of how the team pulled together to finish the game without compromising on the quirky attention to detail or scope of the game.<ref>{{cite web|url=http://blog.us.playstation.com/2012/09/07/behind-the-classics-medievil/|site=PlayStation.Blog|title=Behind the Classics: MediEvil|author=Fred Dutton|published=September 7, 2012}}</ref>
Sorrell said that ''MediEvil'' presented a mountain of challenges due to the fact that, like many other developers at the time, they were still very new to 3D gaming. Things like camera and character control presented many interesting new challenges and required the team to try out a number of approaches before settling on solutions that seemed to work. He said that they spent many long nights without sleeping, trying to finish the game. There were also many levels and ideas from the original concept that they were forced to removed because of time and budget constraints. In most cases, the best of what they had already created for those levels ended up being spliced into the levels that they shipped with. There was also intended to be a platform oriented section of the game where the player would control the worm that lived in Daniel's skull. Concept art and a level ost was created for this section, but it never materialized into the game. Even so, Sorrell said that the game still came very close to the original concept and he was most proud of how the team pulled together to finish the game without compromising on the quirky attention to detail or scope of the game.<ref>{{cite web|url=http://blog.us.playstation.com/2012/09/07/behind-the-classics-medievil/|site=PlayStation.Blog|title=Behind the Classics: MediEvil|author=Fred Dutton|published=September 7, 2012}}</ref>
===Tools===
====Graphics====
*'''N-World''' - Used for creating in-game 3D models.<ref name = "atomic">{{cite web|title=jason wilson medievil design history|site=atomic-city concept art and design of Jason Wilson (archived at Wayback Machine Internet Archive)|url=http://web.archive.org/web/20080303185334fw_/http://www.atomic-city.co.uk:80/pages/games/games_medievil.htm}}</ref>
*'''Photoshop 2''' - Used for creating textures.<ref name ="atomic"/>
====Music====
*'''Roland JV1080 synthesiser'''<ref name = "casestudy">{{cite web|title=Medievil 2 case st udy|site=Bob and Barn (archived at Wayback Machine Internet Archive)|url=http://web.archive.org/web/20061202001928/http://www.bobandbarn.com/downloads/pdfs/medievil2.pdf}}</ref>
* '''Akai S3200 sampler''' using '''Peter Siedlaczek's''' "'''Orchestra'''", "'''Advanced Orchestra'''" and "'''Classical Choir'''" '''sample CDs'''<ref name = "casestudy"/>
* '''Symphonic Adventures CD'''<ref name = "casestudy"/>
* '''Emagic Logic Audio 3'''<ref name = "casestudy"/>
* '''Digidesign Protools III PCI'''<ref name = "casestudy"/>


==Cover art and CDs==
==Cover art and CDs==