Halo 3: ODST
- The door to Marty’s office has been shut. The “RECORDING” light has been on. Blindfolded outsiders have been shuffled into his recording studio.
- Marty and the audio team have also been doing off-site recording in LA and earlier this week even helped all of Bungie get our SAG cards by recording us as crowd sounds for possible use in ODST. Thanks Marty!
- All of the ODST mission dialog is written and implemented – thought the current implementation is often the dulcet tones of Joseph Staten coming through my headset.
- Damian is working on patrol cycles (think seek and destroy, not vroom vroom) for enemies in the Hub and adding some new behaviors for a foe.
- Barry is sitting at a teeny, tiny desk and adding decorators, details and signage to the Hub. He’s bringing things to life.
- Adrian Perez hooked up some stuff for some things that will add pretty visceral feedback elements to players.
- Halo 3: ODST is just a day away from the Representative Experience milestone and preparing for a team-wide playthrough of the whole game next week.
To follow-up on the last topic, the best named man in gaming, and ODST’s Executive Producer, Curtis Creamer, fielded a few questions of his own about what a representative experience milestone is. We’re de-mystifying jargon one sporadic update after another.
Q: What is a representative experience milestone?
Curtis Creamer: This is the point where we have a build that’s playable from start to finish, bringing together all of the big technical systems, critical design elements, environments, cinematics, effects, audio, etc. The whole taco. Then we have the entire studio play it and tell us how much it sucks.
Q: Why is this important to both the particular dev team (in a multi-project environment like we are right now) and to the bigger Bungie picture?
CC: The important thing for the dev team, is that this is the build that we feel is playtestable from start to finish. That is, we’re ready to have real users (people from around Puget Sound) come in and play through the entire campaign. We’ll start that first thing next year. This is super important because having real gamers come in and play is the best way for us to understand if we’re making a quality experience. We try to do it as early as possible so we have enough time to react.
It’s important to the bigger Bungie picture because hitting this milestone is a great indication that we’re on track for finishing the game on time and will be able to free up people to join the other projects that are also underway and counting on their help.
Q: What changes from representative experience to game conclusion?
CC: We’re done with all the major code work, content is locked in, and the designs are finalized, so additional changes will primarily be refinements and iteration on the content and design, polishing and bug fixing.
Q: How did your Fantasy Football team do this year?
CC: Well, it wasn’t such a great year for FunkShack CrapAttack. I got the last pick in the draft this year, and I’m not making excuses or anything, but with 16 teams, it’s been pretty tough to get good players. But at least I had one bright spot where I came back to win by 1 point in the last 2 minutes of a Monday night game. Steve Slaton of Houston had a 40 yd garbage time touchdown run that put me over the top. I felt bad, but then I remembered I was playing Luke Smith. Hooray! That’s what you get for making fun of me for picking Hasselbeck.