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GK3 Designer Diaries - by Jane Jensen

November 26, 1997

Last time I talked about the state of the industry, something a few of you seemed to find depressing. Sorry about that. This time, as promised, I want to focus on GK3.

It has been a great couple of months. The game engine and its secondary layer of high-level functions are done, and now the programmers are getting the first time block up and running. We wanted final recorded dialogue for this (which we hope to turn into a playable demo by spring), and we also wanted to give the animators final dialogue to work with where possible.

In other words, I've spent most of my time writing furiously for the first recording session. The design bible outlines the plot (where ego goes and what they learn or do at each step). From there, I write the detail script, which flushes out each scene in the design bible into dialogue, animation called for, programming flags set, etc. Then I add additional scenes and messages to fill out the gameplay. More of these will be added all the way up until we ship.

While editing this first session script, we also were faced with the business of casting. I consider casting one of the most important aspects of a project, and I know it can make or break a game. We also have very vocal GK fans who insist upon this person or that to play the major roles (yes, you know who you are!).

As a rule, I tend to browse the boards. I like to hear what people are saying about the GK games, and I will be influenced if there's an overwhelmingly consistent bugaboo. But as a rule I take things with a grain of salt. I have no intention of simply repeating myself - each project must and does have its own vision. That vision has to come from the heart, not from my trying to please anyone. The plot of GK3, for instance, is daring. It will offend some people. I'm sure fans will wonder why I felt compelled to write something so controversial as opposed to playing it safe with, say, a nice little ghost story.

What can I say? When these ideas come and they feel right, I run with them. It's not my job to play it safe; it's my job to tell an evocative story. I'm sure the Bavarian government wouldn't be too thrilled with what I did with Ludwig either, but it was right for the story.

More about casting

But back to casting. We are fortunate to have a very experienced voice-over director, Stu Rosen. Stu was our director on GK1, and he's a warm-hearted, raspy, long-winded gem of a friend. He also knows just about everyone in Hollywood, which is why he's able to pull off the casting that he did on GK1 - and that he has once again done on GK3. The final cast is made up of actors with vast experience and talent. Just knowing that they're doing the voices has given a nice boost to everyone on the team. Talk about living up to a high professional standard! As for me, I feel obliged to give these actors something interesting to say.

On November 5 we began our first recording session down in LA. It's one of the best phases of the project - to meet these people face-to-face and (even better) to hear the characters come to life. Drop by our web site next month for the complete cast announcement and maybe even some samples.

A few other things to mention about this month: I had the opportunity to go over to Europe and see the place which, until now, I'd only read about - yes, the mysterious village where GK3 is set. It was bizarre to finally see it with my own eyes after pouring over every photograph and map I could find. The landscape was some of the most desolate and breathtaking I have ever seen. It was surreal to stand on streets and in buildings where so much history has gone before. I even ran into a few Englishmen there to do some poking around of their own. A few folks have written to me to say they went to Munich to follow in the footsteps of GK2, and I think I can safely say that if anyone does the same for GK3 they won't be disappointed! We'll publish some of my pictures on the Web in the spring when we announce the topic and location.

That's all for now. Next month: an update on the progress of the game itself, the trailer, and more.

 

Last update: October 24, 2007


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