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 METAL GEAR SOLID 4

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Toxico
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Toxico

Number of posts : 2223
Age : 48
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Registration date : 11/10/2007

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PostSubject: METAL GEAR SOLID 4   METAL GEAR SOLID 4 I_icon_minitimeThu Sep 18, 2008 1:21 am

Kako je radjena Video igra - METAL GEAR SOLID 4 : Guns of the Patriots

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In the development of MGS4, about 100 staff members were involved in the 3D content production. Extra personnel were added during busy periods, and by the final phase of development over 180 people were working on the project. By the end there were as many 40 programmers working on MGS4, including the work required for online compatibility. From the fact that such a large number of people were involved and it took three and a half years to finish, we can see that MGS4 truly was a mega-project.

The main tool used in this game with its world-class video graphics was SOFTIMAGE|XSI. We interviewed the Kojima Productions team after they had finished development and as the release date for MGS4 was approaching. In this interview, we were lucky to be able to speak with staff from all the major development units, including characters, background, machines, 2D, event demos, motions and programming. We learned a lot of interesting information, so this article has been split into two parts.

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Toxico
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Toxico

Number of posts : 2223
Age : 48
Location : Ruma
Registration date : 11/10/2007

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PostSubject: Re: METAL GEAR SOLID 4   METAL GEAR SOLID 4 I_icon_minitimeThu Oct 16, 2008 3:14 pm

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Most of the characters that are animated on the console, including the main character, Snake, have been restricted to a data size (including the face model) of about 5,000 to 10,000 polygons. Further, characters are used that have the same polygon resolution in both the game action and the event demos. This means that the game screens and video clips are seamlessly connected, making it easier for players to become emotionally involved.

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