SGC Interview: BRINK

May 26th, 2010 at 2:36 pm · 7 Comments

A while ago we asked you if anyone had questions for the developers of the upcoming ‘big hit in the making’, Brink. It has taken a fair amount of time and organization to get you your replies, but as developers Splash Damage have had to delay the game in that time, that seems more than fair enough. (I would rather they got on with making the game!)

With the game back on track for an Autumn release, Richard Ham, Creative Director of Brink, has been kind enough to answers some of our questions and most importantly the questions YOU wanted answered. So, no need for me then…I’ll just leave you guys to it. Here is what YOU wanted to know.

SG: Could you give a brief overview of the history of Splash Damage?

Richard Ham: Splash Damage started out as a very small mod team producing a total conversion called Quake 3 Fortress which led to us getting the chance to develop Wolfenstein: Enemy Territory.  Shortly after that, we developed the multiplayer component for Doom 3 and then Enemy Territory: QUAKE Wars for the PC — which brings us up to where we are now, working on Brink.

SG: You seem to have a large number of Triple-A game makers working on Brink. Can you go through them & the games they have worked on before?

Richard Ham: Well, everyone on our team is truly top notch. We already had a great team in place from our previous game, Enemy Territory: QUAKE Wars, but when we decided to transition from PC-only to multiplatform development we nearly tripled in size. Some of the guys we brought on board have worked on some big titles such as:

  • Neil Alphonso (Brink Lead Designer) – Killzone 2, Splinter Cell
  • Tim Appleby (Brink  Lead Character Artist) – Mass Effect
  • Fabrice Bouvet (Brink Lead Animator) – Splinter Cell Double Agent
  • Dean Calver (Brink Lead Programmer) – Heavenly Sword, Silent Hill 2
  • Oliver Jauncey (Brink Senior Programmer) – Mass Effect
  • Dave Johnston (Brink Senior Level Designer) – Counter-Strike (creator of de_dust, the most-played FPS map in history)
  • Olivier Leonardi (Brink Art Director) – Rainbow Six: Vegas, Prince of Persia: The Two Thrones
  • Jeshua Nanthakumar (Brink UI Artist) – Need for Speed Undercover, Pro Street, Shift and Carbon
  • Chris Sweetman (Brink Audio Director) – Black, Burnout Paradise
  • Dann Yeung (Brink Senior Gameplay Programmer) – Fable 2

Richard Ham, above, forgot to blow his own trumpet in that list. Richard has had a long career in the game industry, working for the likes of Nintendo and Sony in America before moving to the UK and working for companies that include Lionhead Studios. Highlights of the back catalogue of games he has worked on include the Syphon Filter series and Fable 2.

Continue over the page for questions on Brink!

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  5. Top 100 – #87 Once glorious Midway fades to the brink

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Categories: Community Content · Feature · Featured Content · Interview

  • http://www.sarcasticgamer.com Ala Douche

    Cool, that was a fun read! I’m definitely excited for this one!

  • ElisabethinCA

    Soooo….either more customization for the males…or females….males win again…after all they do dominate the world and the gaming industry even though women in their 30’s and 40’s are the fastest growing population segment in gaming….shame…I would think that adding even just a couple of female characters wouldn’t have cut too much of the extras for the male characters…after all nobody said you had to have 8 male characters and 8 female….2 female would have been nice…(and yes I have a electronics and gaming company background, I know the industry inside and out) A huge title due out in 1Q 2011 added their first female character….and even they admitted all they did was take a male and whittle it down to female believability..that it wasn’t as hard as they and most developers thought/say. I am though, looking forward to this game..It looks to be amazing, and the talent behind it…awesome. So the above comment is my view, my opinion, and lack of female characters will not stop me from purchasing this or any other quality game. We are used to having to play as males. I wish developers would realize that girls like to shoot and blow things up too…..in fact..Wouldn’t you rather have your wives/girlfriends do that on a video game instead of in real life….lol

  • http://www.viewsline.com Ritaa

    It’s quite interesting. Thank you.

  • THE Cor

    I pretty much agree with you, ElisabethinCA. I think it bites that they couldn’t put in even 1 female character. But, considering that this game seems to have a huge multiplayer focus, it might be moot that they are all male. Common experience is that most female characters are being played my males (I won’t even try to go into the reasons,) and many if not most women play male characters in order to avoid getting pounced on by immature guys.

    And, yes, I would like girlfriends/wives playing the game with me (not just to avoid real-life violence.) And if something as simple as cutting a few male options for female options makes it more likely she’ll play with me – I want that.

  • http://www.sarcasticgamer.com MightyMutt

    I can see why you are annoyed, ElisabethinCA especially as I’m someone that often prefers to opt for a female character in games such as Mass Effect 2 (I’d love to say it’s for some high brow intellectual reason but I think it’s just the fact that I prefer to stare at a female butt for 20+ hours = )

    There are two things I will point out though. It’s certainly (and perhaps unfortunately) not unusual to only have a lead male character in a game. Halo are only just getting around to adding females this time around!

    Also, having had a good look at the customization options (when I first found out about the game at a presentation at Eurogamer last October) it is a massively in depth system. Aside from having a hell of a lot of choice, decisions such as body type makes a large difference to the agility of a character.

    Perhaps they also wanted to avoid the extra complications that introducing female characters would have made. Would it have been worse if they made a female character who wasn’t as agile as her male counterpart?

  • Todd S

    I’d be interested to see exactly what they would have had to cut to include female body types. I mean, as much as I honestly don’t care to look at a female with the heavy body type, the real question is which provides for more variety: an entire other gender (sounds so foreign that way), or more clothes for the one gender? I’ve seen some great stuff with the designs here in terms of what’s available for your character, but still, I can’t imagine that females, if they were different enough, wouldn’t provide a much more diverse visual environment for players. Look at UT, the females are constantly quite varied, and they seem to pull it off well. Yes, less variation, but it’s more of a “I’ll work with what I’ve got” because when you INCLUDE the other gender, and have less options, players don’t know what they’re missing other than “more options”. When you have more options and no other gender, players are very aware that there’s no females. The Pyro in Team Fortress 2 is a great example, people joke about it being female all the time, because they know the female gender exists (well, most gamers do). So, while yea, this won’t change my decision to buy the game, I think the female gender would’ve helped with the suspension of disbelief, as well as provided plenty more perspectives for the story mode and etc., much moreso than tires versus trashbags versus armor etc.

    Either way, I look very forward to this game.

  • Snarve

    About the complaints of female characters: I think the point is all the clothes you can unlock. They want to have tons of clothes and other stuff, but if you also have to make a female version of that it will take ages.
    They said it was an incredibly hard choice so you shouldn’t blame them.