Die Hard Development
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Game Design Document
Game Transcript
Exploring Game Resources
Developer Notes
[Die Hard] was my first "hands off game development". That game nearly killed me *chuckle*.
We pushed the 3Space Dynamix engine Dynamix engine to the limits.
I had access to the film rolls for only 2 days, so I spent 24/7 going through the movie frame by frame to pull screen grabs. I seriously cannot watch that movie to this day LOL.
Serious credit to Cyrus Kanga and Nels Bruckner for putting up with me. This game was SO difficult to make. Looking back, it's kinda amusing, given the graphic limitations. First use of motion capture (aka Cyrus... we weren't allowed to use Bruce Willi's image)). I wanted a branching storyline, which proved to be problematic, to say the least *chuckle*. The entire team was awesome. But it was the game where I decided I didn't want to be on the production end of things.
And contrary to popular belief, the game made a shit load of money and got A+reviews, which was kinda a nice payback.
References
- ↑ facebook.com/StephenEmond77/posts/10159619843988488 - 01/10/2021 8:48 AM