[Music] so hello my name is Frederick Grinnell I'm the creator and programmer of the first alone in the dark and I'm here and I'm here to tell you the story of the making of of this game and I'm very very happy to be here especially this year 2012 because it's the 20th anniversary of this game exactly 20 years ago I was working 15 hours a day to try to make this exist so before going deep inside the conception of the game just want to tell you a few things about me before this game because it's important because it helps to understand from where came the inspiration so early 80s my father
got computer shop was named videomatic it was in France I'm French and I was helping customers with computer repairing their computers and here I made the game in 88 which was popcorn it was a breakout freeware nothing very important but Infogrames called so this dude came and called me to to work at Infogrames but something which is the most important thing is that my Photoshop was also VHS movie type rental shop so I was walking days a night in this shop so at night when I was Bob programming I watched movies I maybe watch all the movies I can find in the shop and I was very very fond of all the oral movies I was 20 plus years old at
this time and my heroes were george romeo the huge onto I loved all those movies love zombies and something which is very interesting is the structure of that kind of movies all the seventies or wrong movies is that usually you are one guy or a group of guy entering a special environment and just tries to survive look at the the headline of Amityville the single waffle and the duck is written on it for God's sake just get out and that was the main inspiration for that but I didn't know that at at this time I also at the I was 20 years old playing a lot of role-playing game also it's my friend at this time and especially dungeon dragon I played a little bit call of true because actually I didn't like it the character its character was so huge
and it was so difficult okay but I'd be back on that later so I joined Infogrames in 99 and was doing some programming stuff low level function graphical function and everything and one day I was involved in the conversion of a game which is alpha where it was named continuum here we were in an idea the name of the game was the cube at this time Christophe the inertia is the creator of the gun and I did the conversion report from the Atari ST to DC it was all a same code so I worked for six months on this game and so I spent six months inside rotating cube because it was a game you can see it at the GDC play part there is a demonstration of this game it's a bouncing shape and it's the first plot
3d platformer game and so I spent six months with this rotating cube around me and it's a bit obsessed me I was always there is something to do with with 3d and I didn't know yet quite exactly but my image imagination was very very motivating say okay we can motorized something more and more better than just small shapes like this and I was thinking about 3d characters and I say okay sorry something to do with 3d characters and one day it came quite quickly everything went very smoothly and logically and one day I have this idea it wasn't my first vision of the game I wanted to have activated and skinned 3d characters with 3d zombies I was really relieved okay now it's possible I can do again with 3d
zombies my favorite game at this time where adventure and action game so it had to be an adventure in a virtual game with some action I'll go deeper in that later and about how to play because we were in the early nineties we couldn't manage the many characters dialogues and everything say okay it's a game you are just alone because it was just convenient no human interactions no dialogue things like that and where when can this game exist the year 1920 is very convenient too because there is electricity so you can have light but there is no electronic there is no complicated stuff so it was perfect for for the date the
place the idea came from oral movies and not mention Nordmann Anton Monroe for the place and Dawson are you just get out alive you enter out the situation you enter the house and you just have to exit the house alive something I knew since the beginning is that I needed to have some text to read because to make something very scary an especially here back in at this time with just a few polygons that something that is not very frightening so I knew that I needed text to put a situation to have a very heavy background story for for the game and so something I understood very quickly too is that with the polygons the number of polygons the amount of polygons I can put in the
engine at this time was not very very big so I thought I thought that I need some 3d backgrounds but which we are not made with polygons so I had the idea I can take pictures of real mansion and old one and that might match 3d fits on Drew's picture to absolute 3d character inside the game actually we use you know the game it's not like this at the end and you'll see why ok so I add and Infogrames a good friend who was named deviation faith and I explained him my my vision of the game 3d zombies in the house and you you are you need to get out and fight monsters in this adventure game and a DJ did this drawing and this
is really the the first thing that was done on alone in the doc and this was very a good inspiration I kept we kept this drawing above my desk for the world development inch time somebody was asking you are working on what's a at this look and actually Infogrames didn't really believe in it at this time so for the first time of my life because I did games for the previous 10 years before it was the first time where the amount of work seems very huge because you when you think about the game with a few sprites and everything you do a quick prototype in two hours to see all the game work but I needed think that just didn't exist at this time 3d character as a stipulation it means tools so I started my first tool I needed a 3d
modeler but we were early 90s I never saw a professional model modular that existed that at this time were quite simple with those three news to editor so sync so I needed mine okay let's do a muddler and as I told you I was so obsessed by this 3d rotating cube that I decided to make my own editor and you in this editor you edit your yo mesh but in just one 3d view everything is bad on this rotated cube and you can move a grid inside inside of it placing your points drawing lines and and polygons the tool was dinner eg a mod for those who know the PC at this time it was a high resolution mode 640 by 350 pixels we are not square and
these tools allows to create the model of the game the object the characters and everything put not texture because it was flat polygons but I did some kind of materials on them to be able to have a little bit of variety for them and with this tool you can also edit real time animation again I'll be back on this later so I needed also another tool a tool to be able to edit the the backgrounds actually to put collisions and to make fit my 3d function on the picture because as I told you I was sure that I cannot use polygons for the background because it was not I couldn't put enough polygons to have a very nice NOS scenery so I did this tool
to why you were able to put some wireframes cubes in it trying to make them to make the collision fits to the on the imported pictures something that you need also to remember is that in 91 digital your camera didn't exist so we had to take picture with a real camera then up then scanned we had one scanner Infogrames so and then try to make the my routine speed but my 3d projection system was very very too simple and with the camera and the the widened girl needed to have some nice large view it was really not possible with what I think so what I thought at this time say okay I need and drawn backgrounds and so
the tool Sena did which was meant for put the collision and real picture actually was used to create the the rules of the room and do you see what how it works just after at this time it Infogrames to die add a fini programmer they didn't know what to do with him say okay do you need somebody say okay great give me a Frank and Frank Raja Rani worked on the under this tool and it will be the the project manager of the second one but okay we are previous that so as you see here on the screen that's the kind of view that Sena did generated it was a wire frames cube that describing the collisions and hold the walls and floor of the room and it was
not an efficient official project at this time at in program so I was just - working my idea they didn't believe in it and the so hired an idea I created with this tool the first room actually not the first one of the game a room for for testing and I put those four camera reviews on a floppy disk and I gave it to all the artists to the artists in a program telling them okay I want to work with somebody with really motivated so it's not official it's not from the dyfan just from myself if that's all the work you want to draw something with that just do it I explained them that okay obviously they didn't see this picture at this time I explained them okay it's like a kid coloring sheet use
the or Daleks paint we use Daleks paint at this time as Photoshop didn't exist to and I asked them to to to make things because I was also very worried about the integration when you have 3d Careca of laura's flat polygons and I wanted to have them very well integrated so I asked them okay you put color on the wall try to have the maximum of flat surfaces but with a lot of details to make the picture looks like real hub will picture so I explained that and actually just two of them gave me an answer what you need to know that info James was 45 people at this time so it was not a huge company a guy gave me some background which looked like trains of Peoria it was didn't fit the ambience I wanted and Yael burrows we did use for
pictures the four first pictures of the the prototype of the game she came from a real art school something at the stand school for video games or for digital graphics didn't exist but in this cool they add an Amiga and when she saw video games of this time with styles and sprites H colors and everything she was also convinced that there is something to do better with with video games so far it was the perfect fit so she walked actually she went back to his school because I'll also add a PC R at this time too and something that you need to know that she became my wife and the mother of machine Frank okay so now hi
AB 3d backgrounds with collisions I didn't find back the wireframe of those pictures sadly ok so I started to make my first hero because I did a gyro to put in those background pictures it was called main zero it was my my crash test dummy it was very very simple because I needed something very very quickly to just test can it work and that was so what you are seeing here is the first hero of of running in the dark made with my tools this is the animation part of the of the tool actually this animation was never put in the game because you cannot run like this in an inner house but it allows to to edit Ram I'll be back on the how it works after because that's very important for for the game
so now I have 3d backgrounds I have a 3d hero so let's make the first prototype of alone in the dark we were in September 9th 1 and actually it works I have a 3d character that can direct control with the keyboard the interface of the PC game at this time were just keyboard-driven or some joystick existed but there were more intended for flight simulators things like that so it was all controlled by the by the keyboard sanded it also allowed to edit all the masks that is wood there is no z-buffer this is a 2d picture so I am you had Zone on the on the floor that tells which picture you need to put in front of the characters and the camera switching used used this he's done too
but it worked I have my character my working in that Enzo in this room actually we learned a lot from from this demo because you can see the camera are not very efficient this one is fine but some of them you have too much Wars or too much ceiling and I understood that this time that it was more important to put the camera in the game showing the biggest part of the ground to make to give to the player a good vision of where I can go and what it can do and this oh yes did you see that window and the other coming coming in I don't know where this is from where this idea came from maybe it was each movie or I don't know but I wanted to have monster coming in from Windows so if in another game you see a dog coming in through the window remember this 12 polygons birds breaking
the first 3d with window in the game we also learnt from this demo to avoid that to have a shot reverse shot camera because it was very disturbing for for for the player so it was working and then I shown that to Infogrames say okay look that's what I am thinking thinking about in for this game and they say ok right concept what I was approved so I had my home team for the first time obviously deviation of way worked on the the black-and-white picture you saw yell burrows and from here we became integrated inside the inside the team I asked in forums for to have plan mentioned old mentioned from those old years and they provided me a frontman ziti I worked few days with him making
the the plane of the of the mansion the full plane so DJ is involved in the team now so now I have to the artist that became a 3d artist for the first time so he did the song hero of the game it's called mine too because the first one was main zero because it was the number came from a programmer and many two is the southern one because it was named red Hydra an artist so as you can see here I don't remember the exact amount of polygons I think is 140 polygons that was so huge I did wasn't sure that it was not too much as you can see here the way of animated character it was not a year Archy of object it was a year aki of points actually one mesh was just a
big big a cloud of points and each point god was attached to a group and the rotation of each group was another point from from that cloud this is the the first polygon hero with the the flat shaded polygon and some kind of materials on the chest of the of the arrow to have some variety for that let's load an animation i chosen this animation because it's very special souvenir to me we were walking with digit and okay I want that the character is able to work but I want OC him to be able to run and he say how do you run in a house and I show him running running between the desk in the company
and he did that just to have fun of me like I said that you are running like this okay thank you thank you thank you very much but actually the in the final game the animation is not very different than this one we tried to make it less funny but so that's my way of running they said okay just to show you how the tool work each time you click on a part of the body it selected the group and then you can modify the three angles because all the mathematic functions were try gonna marry not much metrics at this time Ness was just a dream matrix so you can like an articulated puppet put all the position of the of the body I wanted to have this obviously to have animation but something also that you need to know that in early 90s PCs were slow but we are evolving very very
quickly so you have a lot of and big differences in speed between computers so I decided to have this system to be able to adapt that too for the animation system to adapt itself to the speed of the computer so if you have a very slow computer you just have the basic frames and Here I am just modified it a little bit to show you that you can put the time you want between the frames so it was very very convenient because if you have a very very fast PC you have very very smooth and nice animations this animation is just four frames that was also so convenient for the memories did also the first monster of the game it was a kind of zombie chicken don't know exactly what it is also the sphere we are very convenient to give some volume to the object without using too much too
much polygons because I was very hard on him saying no too much polygons it was always too much polygons and look at this attack animation for this monster it's just three frames so it means in memory I don't remember exactly forty year by two that was so so cool we were very very happy with what we saw at this time that was so so new so so so impressive that was very very cool okay so now I have a real hero real monster some plane for the four dimension so I also did it I'll be quick on that I needed a scripting language because something I understood very very soon in that as I was the main programmer and alone I need to separate work between people who produce the content of the game and people were
programming the the engine itself so I did this kind of object interpreted the language but it helps me also to understand something with three discussed and edit and my scripting language I understood that if you do for a game and it still true nowadays dedicated tools it's very very efficient because it helps because it keep the direction because every artist working on the game you give them the maximum freedom but inside the constraint you want and inside the direction you want so if you have a lot of dedicated tools to again it helps to keep the vision and the efficiency too because the tool provide exactly the data you need for for the game so we were working and we are now in December ninth one and this
is the first room you know in the game the first room you see in the final final game but here you can for the first time we had fights yes he runs well now that's wonderful ok so you can push object monster can see you detective attacks you the camera resists witching system was working quite nice nicely the monster can I take you you will see here the first fight manual fight system yes there is ya can give punch and also this animation which was removed this one because but not very very elegant the edward but it just it works you can fight monsters and you can have this camera switching the game was really here
there is no SD on the tool yeah OSD here it's what the debug mode just to show you some collision and a little bit of the underground of the of the game and I didn't want any USD just was the inspiration from the movie and I say at one you just play the game you're inside the house I want that you are completely immerse your life points and inventory system was another screen but when you play you just have the 3d vision of the of the game so here you can see the the in the the orange lines are the collision artists have to draw the background and you can see the small box for the it detection when when your your fight there was the collision boxes were attached to some group so it allows to have a very different kind of of a taxes for the game okay then call of truth
because alone in the dark was very offer is very often compare optimal compare a lot of people say that the inspiration is call of true actually the inspiration as I told you was more the movie but the story of call of true is some it's interesting because I asked to in programs okay I need a writer because okay do you see here it's an action game I don't want to do an action game alone in the dark is not an action game it's an adventure game with a hue actually in it so I needed those texts so I need a very good good writer but unless at least I'm Infogrames who was talking with calcium which owned the Call of Cthulhu license and they asked me is cut off to do something that interesting you for the game Lovecraft I say okay Lovecraft just perfect I knew
the books of him but please not call of cthulhu because as I told you the character sheets were so awful so they gave me you basado he never worked on a game before he was a good writer they knew very well love trust and he's very talented so we start to walk with it with the uber the license was refused by Cousy unless I know it's not all of Jerusalem I know it's not Call of Cthulhu I don't want to have any character in it and so they hates too far from the RPG say yes I know but this is an adventure game I it's not an RPG an RPG game so the team now we have a writer we have 2d artists we have so while we were maybe six or seven people at this time that was the the full team and so
we were ready to to be able to to put the content of the game so we did a very famous and everybody in the team remember remember that so so well just this three-day meeting the whole team was inside home we had a lot of pizza and I did it as a game master say okay because I knew I had the plane of dimension I knew what kind of action what kind of puzzle things I wanted in the game so I applied it as a game master with them say okay we are in the Attic I want to start the game in the Attic because you need to go out of the game so I ask you find me something to explain why you start in the Attic and it was the same way of working each time okay now we have this monster okay you cannot kill him with your hands or with the gun you can need to find this statuette or this special special life right
in this book you find here you need to put this clue of the way of passing this monster of this this part of the game so everybody of the team takes no took note about what I have to do all the list of all animation all monsters all book that need to be written and everything so after those three days we had the world red thread of the game from the start who to to the end of the game everybody knew what they have to do for the humans that still needed to to make the game advance this was very very memorable you be a shadow said few times later that I learned is job in three days because he saw everything because he didn't know how work the game and say okay also how number of animation you
need a know many characters or many plays how many everything three days for the the world game the production team grown up a bit too because were the total amount of background in the game of 3d camera views was 170 views it was too much for just one artist or amok - Ella and Frederick joined the team from Aikido or almost all the cages and the ground and fever she also came as for the music something you need to know also at the beginning of the 90s PCs were not very good for doing sounds you have the buzzer it was not very efficient you have some ad lib FM table with switch channels sheep again for instance alpha waves all the sounds effect are done with this FM
chips but early 90s the school blaster just arrived that was so amazing especially for a game like this because we can do samples real samples for the first time on PC so for all the squeaks of the steps when you open door order the scream of the monster and everything it helped so much to have a realistic Indian sand game at this time that was very very something very important for the the game okay let me just do a quick step to the end of the game because there is something quite funny that happened I don't know if you noticed in all the videos and picture you saw for now is that all the characters also just have a sphere for the head yes we were in September 92 master of state but we
still have no add head father zero because since the beginning I told DJ when he created the characters and mistakes I I will have what fell aid system you see it will be just marvelous with lots of details for for the ad we can have animation on ads and everything but I never had the time to do it so we say oh we need something video said okay let me take care of that and it did 3d polygons polygons for the ad that's why in the game the ad is very very static there is not a lot of animation because all the animation we are done so it was just quickly try to repass all the animation to add little movement for the ad but we were very quite quite late and where this is very funny this is that those in April 92 and for grammar asked me we need visuals for the communication say oh you need visuals but I have no
head okay never mind Yael drawn some with Photoshop sorry don't explain and drown edy on the screenshot of the game and that's very funny because if you still look on the first box of the game the pictures at the end of the box are those pictures with a fake head on it and even in the game in the main menu if you don't touch a key you go to a slideshow and this picture in the slide show our loose pictures too so there are a lot the same name the game that didn't have time or forget to to modify to the lose picture ok so let's back to the game itself too because why this game was the first name the first it was later actually for survival or all because I have had a lot of ideas about how to to
scare player I told you the main important stuff is the books because imagination is stronger than polygons so if you have this very very heavy and dense very dark story so it helps to put this heavy Indians in the game but I realized also something else in adventure game you work 80% of the time and I say hope if you want to put big pressure on the player just scare him on what he does all the time just working that's why in the first corridor the salt tracked under your feet and you just die like this usually in the game you never do an unavailable trap like this but it was to put the pressure it worked so well testers when they play each time they saw a doctor pixel somewhere you can for the careful it just happened once in the game but now you are afraid of working towards
the same thing for opening door open the door you have a monster just behind ok so now you'll be afraid for opening every doors same thing even the books you need to read the you need to read the books in the game some books you just opened them you die okay you use a weapon in the game use it it breaks say wow in the limited inventory because that's something also that it already existed in game but I like this fear because it's each time you go to a trip you make your new patty of your stuff say oh I don't need to forget that and to forget that and that's something that you can do but it's limited inventory because sometimes you have to put down some object so maybe I need them later okay but you can go back and pick them up again and the limited inventory means also limited ammunition I know a lot of people say that the game was frightening because of
the amount of ammunitions but actually it's what's not important because this is an adventure game this is not a shooter or a slasher so you didn't need actually a lot of munition I know it's very it makes people most more confident to have a bigger and everything but know if you if you read all the book you always have clues to kill a monster with just one action it can be a dedicated object or way of avoiding him so actually you can finish the game with almost all the ammunition you can find in the game but because I really wanted to force the player to find other solution than just brutal force it's not a shooter it's an adventure again and as I said all clues are in the book for instance this room I read some warped route of the games I shoot quickly the six five five don't B's no just put a
pot of soup on the table and they will go to eat and you don't have to fight them the fight with this Knight is difficult too because you need this word ok read the book and you will learn the story why this night can be easily killed with the statuette this one is special in the game the the combat with the the pirates because my animation system ok interpolate in in between friends but it also interprets between animations so I wanted this kind of special gameplay the pirate actually got pari animation for each animation you have the right attack the left attack and but you can with the keyboard change whenever you want the animation and the interpolation system creates other animation but the pirate doesn't know that and he just have a full peri
animation for the left and the food very mission for the right so the trick was you just toughed to attack from the right and you find it by going to the left and the P right while continuing to protect itself on the wrong side and it was in this way very easy to to defeat some monster were quickly killed with with the gun but as I said all clues were in books so you can avoid or find easy solution for a lot of monsters [Music] let's just have a look at some underground fight now this is the door each time you die in the game killed by a monster you can
see this animation a zombie is dragging you to the sorcerer cave you can see quite often this animation while playing and it's something funny - you will see just after why okay so the final game October 9012 everybody knows this picture because this is the first picture you see in the game when you run the game and I like it very much because in all the things I wanted in this game there is also this detail but I like it you see the lamp at the bottom of the screen the petrol lamp and actually this object is the one that is used at the end to kill the sorcerer I just like this idea that the first object is the one you need to finish finish the game and I have a confession actually to do
in October 92 I hated this game two years after at the beginning we were so excited everything was so so new so so so impressive but two years after seeing those 3d characters inside nothing what knew actually but what I saw is what okay the trajectory for instance when you throw an object just the line it's not a work of because I quickly implemented it at the beginning just to go on the game I never had time to modify it and there is in the game I can tell all of them all the details in the game aside wow this is so bad down and especially one thing I hated in that when the characters opened the door you have the camera on the side but and you cannot see the corridor was all the room just in front of him but the character itself
just see what is looking at so you are afraid to go forward but the characters he sees if there is something or not okay but let me just read something from Lovecraft Lovecraft ed the oldest and strongest emotion of mankind is fear and the oldest and strongest kind of fear is the fear of the unknown okay so finer you can see what's happening so let's be afraid with that but I really really thought that people will laugh at me say okay your game is so stupid that was really something yeah it was the end of the game everybody was really really tired and everything and I was really afraid the what happened to the game obviously made me change my mind but that was really really true at this time so we almost feel down let me just show you not gene prediction of the game because I think most of you have
seen it but let me show you the final sequence of the game and the end of the game sound please [Music] not good resolutions alright [Music] [Music]
[Music] [Music] recognize this dog you saw it so many times in the game and that's the way to other things I found open here at this time to use the same pass you so when you died each time in the game but now it's to reach the end of the game actually you can you are not obliged to directly go to the exit because the
house now is empty all the monsters died with the sorcerer and so you can just go back in the house to visit all the rooms with no monster in it but generally the testers just wanted to get out okay and this is the real time [Music] I didn't do that [Music] [Music] obviously we assume that for the movies
from the seventies did something like this okay this is the end of the making of this game Korea the team was not involved in the sequel of the game we at this time did another company which was named adalynn software where we did another game called little big adventure was named relentless here okay thank you everybody okay for the question I want to ask to a good friend of mine Vincent to join me just to be sure I understand where your question if you have any question please ask
hey two questions first off did you use any of those tools who designed on additional games and second off which was your favorite platform which platform actually got it like was the best port or the best first PC version okay so for the tools actually no they belong belong belong to Infogrames they used them for the dock too and a lot in the dock three but I didn't use them but you know when we started the new game that the 386 existed at this time so I redid everything in such two-bits mode that was so more speed and so more more
efficient so I'd never used them again actually I used them last month for presentation but not for another game and my best platform is the I'm obliged to say the the PC because when I discovered the PC in 87-88 I really felt in love with this with this machine and so I really prefer the PC but the the ports are usually very very well done and and it's very very nice to see but I prefer the PC version how much did playthrough iteration go into your your puzzle challenges because I remember playing the game and oh the monster jumps out of the window but hey I can move that that that closet in front of the window and block it but I
only know that after it jumps out of the window and kills me the first time how how much did your challenge design revolve around repeated playthrough yeah the way of working at this time was not the same than nowadays actually the tests we're done very very late in the process testers were first us and but I had the same idea during the whole development so you need to find a way to be able to avoid it because if you're not good at fight you need to find a way so it was done since the first room to be able to push the the Wardrobe in front of the window all the chests on the the hatch to avoid the dough monsters actually I'm lying a little bit because some monsters don't have that in
the game and you did to fight them because we didn't find a solution but we didn't do a lot of iteration on it it was if you look at the dates the the first prototype were at the end of 91 so we did the game in let's say the real content of the game in less than eight months so we worked a lot and we didn't ask lots of questions and fights are you kid well yeah well okay let's play it thanks my question would be did you have a long phase where you just did a concept like a pen and paper and designed the world or made a conscious decision where the story takes place in the world yeah yeah IIIi told you that the three days meeting three this is really yeah
this is three days we did the whole game after obviously when Congress economy for instance was involved in sunny did but also with the in the scripting of the game so each time we test but we just sorry we just that test house elves I okay it works it was like the the idea from those three days and say okay your plan of the house was everything everything in three days yes we modified a lot actually the dimension plan was modified during the season because sometimes I Oh for instance I wanted to start at the Attic and the exit wave on the first floor but I wanted to have some surprise like the hole the cave is and doghouse so actually when you reach the first round it's not the end of the game you have all the part I under the house and then you need to come back to but it was done in those three days and sometimes i oh yeah but this door is not
convenient I prefer that we go here before so let's move a little bit the walls in it but nothing was really modified after those three days except when really something was not working but not the plan the big stuff didn't change after that well we are lucky I think very lucky two questions the first one is what do you think of all these four bible orders that came out after along the arc like you know recent naval and Silent Hill and the second one is I don't know who owns the rights for a long the dark now but has someone ever considered making an HD remake of this game for some I would love an HD remake one day and I hope it will happen one day but I think Infogrames all the right I'm not sure about that I don't know and what the games the evolution of the game as I told you I want in an
adventure game ok with action is there a lot of action actually in the game but that was the spirit of the game was really adventurous so actually I wasn't very happy with what they did on the server sequels of the game games in the same ambience spirit that I prefer it's more Silent Hill or recently Alan Alan Wake which is closer to to this kind of the spirit I want it for the game at this time okay thank you just one question for me something I never really understood is why there is a at the beginning of the game you had the choice to choose between a male character female character with different storyline and did you really expect in 92 female playing this kind of game okay I forgot to say it actually merci Alexei Alexei was one of the testers of the frost run in the dock yeah yes thank you Alexei I forgot to
set it I was very naive at this time and I believe that if I put a female female character in the game women will want to rule them wanted to play the game I was very naive about that and also something I did that I forgot to say when you saw the animation with the girl I thought that I can put the same animation for the male character and for the female character but it's not true all the animation were redone and something I also wanted at the beginning is that the story for the things you have to do not just the stories things you have to do for the female character that was something different for for but same thing we didn't have time to do that so the story is sadly exactly the same for both characters I must refer sir really admire this game it just really scared me when I was very young and I I didn't hear anything about sound and I remember
being really afraid of steps so when did you put the sound in the game at what moment did it come in the project was a really late in the project or you always planned that sound surely it was quite soon in the game because all the information for Watson because every steps is the sound is different depending of the ground you are walking on so it was integrated quite soon insanity tool because when you put those wireframes collision in the game you said ok the sound if you work on this collision is is this one so that was something integrated quite quite soon in the game not really at the beginning because the the sound artists
didn't wasn't here at the real beginning but it was very very soon because since this three day is meeting all the sounds we are listed during those three days - so after that he had the list of everything to put in the game so it was done a let's say in the first quarter of the of the development okay thanks thank you okay thank you everybody thank you very much you
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