informed the community about a new Arma 3 developer interview.
This time nzgamer.com
sat down with Ivan Buchta
and Jay Crowe
to talk about Arma 3.
Although in the interview nothing really new and surprising is being shared it comes with a couple of new screens and interesting behind the scenes info.
Can you tell us about the team that's currently working on the game? How big is it, how long have they been working on the title, what is their background - that sort of thing?
Ivan: Here in Bohemia Interactive's Brno (Czech Republic - south of Prague) office, we've been working on Arma 3 for two years now, but were recently reinforced by the Take On Helicopters team from Mní?ek pod Brdy.
Jay: Both studios now work together as a one unit, sharing the workload and specialising in their own areas of expertise. Although still modest in size compared to your average AAA studio, Arma 3's is the biggest dev-team to work on any Bohemia Interactive game.
Arma 3 features new motion captured animations; has the series used motion capture before? Where was it performed and by whom?
Ivan: Motion-capture has been used from the very start of the Arma series, with Arma 3 using the know-how and experience gained from previous projects. We use Bohemia's own studio for capturing the raw data, using a setup of dozens of infra-red cameras in a large hall, allowing us to capture run and walk cycles as well as elaborate cut-scene animations (learn more on http://pro.bistudio.com/index.php/services/motion-capture.html).
Jay: That's not to say that things have stayed the same, though! As our veteran Studio Engineer keeps reminding me, since Arma 2, we’ve continued to invest in new hardware, which helps us to improve the quality of our work. Bohemia Interactive now utilises three optical motion capture systems, including high-end Raptor-4 cameras from Motion Analysis Corp.
Ivan: The latest batch of animations for Arma 3 was performed partly by animators with a certain military background and partly by a former member of the New Zealand Army, who's actually working on our multiplayer design.
Is the game a "walled garden" or could new players jump in?
Ivan: We realize that Arma games have always been rather rough on most gamers in terms of controls, merciless simulation or the sheer extent of what one can do in the game. There were certainly many people who simply gave up after being confronted with combat in Arma.
We regard the complexity and relative difficulty as important features contributing to the unique experience of the Arma series, but we try to address the issues which would distract players from immersion into the virtual battlespace: we don't mind sending player into a tense urban battle with enemy armor storming friendly positions, but we don't want him to suffer from the awkward controls preventing him from applying the correct tactics.
Jay: Just 'jumping in' will, hopefully, be easier as compared to Arma 2 or Operation Arrowhead. Part of that hope rests upon improvements to things like the UI, controls, animations and to a return to our roots: integrating 'tutorials' into the Arma 3 campaign. For a lot of players, the campaign will be their first experience. We hope that starting the game in this way will allow players to blast a hole through the wall and get on with the serious business of playing in the garden.
You can read the complete interview on the nzgamer.com website
informed the community on the BI forums
about a new video showing some new in-game footage as well as some material from the Stratis showcase
The video was made by Game Page
who sat down with Ivan Buchta
Thanks to DJJames92
who took out only the Arma 3 part of the video game presentation and uploaded it to youtube.
In the video you can see some lovely new civilians, some underwater action with the minisub which should be interesting for those wondering about the underwater aspect of the game. Also a nice flight over the newly announced island Stratis and a quick view at some new and improved animations.