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PETER JACKSON'S KING KONG THE OFFICIAL GAME OF THE MOVIE

Retro Gamer

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Issue 270

HOW DID THE TALENTED TEAM AT UBISOFT MONTPELLIER COPE WITH THE CHALLENGE OF CREATING A VIDEOGAME BASED ON AN ACADEMY AWARD-WINNING BLOCKBUSTER FILM? WITH AS MUCH PASSION AND DEDICATION DEVELOPERS COULD PROVIDE TO ACHIEVE A UNIQUE PROJECT. THIS IS THEIR STORY

- GUY MIQUEL-ALBERT

PETER JACKSON'S KING KONG THE OFFICIAL GAME OF THE MOVIE

When it comes to adapting a blockbuster film into a videogame, many challenges surface. The main one remains the amount of time allocated to game development.

Elisabeth Pellen, lead level designer on King Kong remembers, “As a Time To Market project, we had less than two years to develop the videogame, since we needed to synchronise the game’s release with the film’s. Reaching the expected quality level in such a short period of time was the main challenge for the team.” Peter Jackson accordingly picked Ubisoft Montpellier to develop the game among many project proposals because he wanted to work with Michel Ancel, who directed Beyond Good & Evil, a game he really enjoyed playing. “About a hundred developers worked on the Montpellier site, split between the Jack and Kong maps and the PS2 and GameCube versions,” says Elisabeth.

Florent Sacré started to work on the project as a graphic designer, creating all the textures of the game in its different versions, including Xbox 360, and eventually took the role of lead artist, recruiting about 20 graphic designers. He had originally been in charge of creating a 3D model of the jungle that was sent to Peter Jackson in order to convince him to pick Ubisoft Montpellier as a collaborator. According to Florent, “The team behind the game was very motivated, on the same wavelength. We knew each other really well, were very excited and passionate about working with Peter Jackson and we never considered our project to be Time To Market, we gave everything we had.”

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WEITERE GESCHICHTEN VON Retro Gamer

Retro Gamer

Retro Gamer

007 night fire

THE LATE-NINETIES AND EARLY NOUGHTIES WERE THE GOLDEN YEARS OF JAMES BOND VIDEOGAMES. AT THE CENTRE OF IT ALL IS THE MUCH-LOVED 2002 RELEASE NIGHTFIRE. THE GAME'C CO COMPOSER, AND LIFELONG BOND FAN, JEFF TYMOSCHUK KEENLY PAID HOMAGE TO THE SERIES' ICONIC MUSIC WITH HIS OWN REFERENCE-LADEN SOUNDTRACK

time to read

3 mins

Issue 278

Retro Gamer

Retro Gamer

THE MAKING OF OPERATION WOLF

FEW ARCADE GAMES WERE AS IMPOSING, AS ICONIC OR AS INFLUENTIAL AS TAITO'S HIT COIN-OP THAT REDEFINED THE LIGHTGUN GENRE. IN THIS EXCLUSIVE INTERVIEW, THE GAME'S DIRECTOR TOSHIAKI KATO REVEALS THE UNTOLD STORY BEHIND THE MAKING OF THIS ARCADE MILESTONE

time to read

11 mins

Issue 278

Retro Gamer

Retro Gamer

Hardware Heaven

Following the enormous success of the DS, Nintendo didn't feel the need to reinvent the wheel.

time to read

1 min

Issue 278

Retro Gamer

Retro Gamer

OFFICIAL UK PLAYSTATION MAGAZINE #31

THE PLAYSTATION HAD TAKEN THE WORLD BY STORM AND BUILT AN EARLY LIBRARY OF ICONIC TITLES. NOW THEY WERE GETTING SEQUELS, WHICH WOULD BUILD ON THEIR FOUNDATIONS AND DELIVER SOME OF THE BEST GAMES EVER MADE. THIS MONTH'S DISC FEATURES ONE OF THEM

time to read

2 mins

Issue 278

Retro Gamer

Retro Gamer

Burnout Dominator

HEY, HEY, YOU, YOU, I DON'T LIKE YOUR SOUNDTRACK

time to read

1 mins

Issue 278

Retro Gamer

FEELING THE FORCE

Darran looks back at his longtime affection for Star Wars

time to read

3 mins

Issue 278

Retro Gamer

Retro Gamer

The Bat Man of Best Buy

There was a time, before online preorders, when a console launch felt like a holiday. You circled the date on the calendar, started saving up your money and cleared your schedule as if the whole thing was a proper vacation. And back then, scarcity wasn't much of a concern. As long as you had a retailer nearby and some patience, you had a fair shot. Then came the Flippers.

time to read

2 mins

Issue 278

Retro Gamer

Retro Gamer

Wing Commander

CHRIS ROBERTS DOES STAR WARS

time to read

1 mins

Issue 278

Retro Gamer

Retro Gamer

VERY SMALL VECTREX

David Oghia tells all about the upcoming mini console

time to read

3 mins

Issue 278

Retro Gamer

Retro Gamer

THE MAKING OF LUMINES

FOR OVER 20 YEARS, TETSUYA MIZUGUCHI HAS CHASED THE DREAM OF SYNESTHETIC GAMING WITH SUCH TITLES AS REZ, CHILD OF EDEN, TETRIS EFFECT AND LUMINES. WITH LUMINES ARISE JUST WEEKS AWAY, WE TALK TO THE LEGENDARY GAME CREATOR ABOUT THE MAKING OF HIS ORIGINAL MUSICAL PUZZLER

time to read

9 mins

Issue 278

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