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Adventure Gamer interviews Steven Hill

Conducted by Adventure Gamer - October 1998

Steven Hill is the new producer of Gabriel Knight 3: Blood of the Sacred, Blood of the Damned. The continuation of one of Sierra's best adventure series.

What other projects have you worked on in the past?
The first two projects that I worked on were Rama and Red Baron II. Both developed at Dynamix. I moved to Sierra Studio in June of 1998 to start work on some prototypes, and was asked to help out on GK3.

Why were you put on the Gabriel Knight 3 project when it was already in development?
Creating a new adventure game engine from scratch has its share of technical hurdles.
Between my programming experience and my gaming experience I can help the team focus on the important features we really need in the game engine. I am also a huge Gabriel Knight fan as well as adventure game player.

Do you know yet what your next game might be?
No, I have no idea. Several prototypes are in the works that look very exciting. I would like to work on any one of them.

Did you speak with Arthur C. Clarke [he wrote the sci-fi book Rama] before or during the production of Rama?
I did speak to him on a conference call once. He was calling after reviewing one of our prototype and was very excited about what he saw. I wish I could have gone to Sri Lanka to meet him that would have been a once in a lifetime experience.

The current release date for the game is sometime in early '99 isn't it? What caused you to make the decision to push it back?
I was put on GK3 at the end of June. To make Christmas we would have had to ship by mid October. This gave us a little of over 3 months to finish the game. This is just not enough time for me to come up to speed and complete the game on time. It is also very difficult to plan for problems when you are creating a new game engine. With SCI, most of the technical hurdles could be planned for at the start of the project because the limitations of the engine and the styles of the games were well known. Creating a new engine and a new style of adventure games have compounded the technical/game play issues.

What is the team currently doing with the game and what is yet to be done?
The programmers have been focused on creating a game engine that is easily customizable and rich enough to tell Jane's story. This is something they will be working on until the end. We have a few programmers working on game content and puzzles. There is a lot of animation required to fill up the 3D world making it feel like a real environment. Most
of the animators are working on new animations. A few animators are polishing parts of the game that have already been scripted. We also have a group of environment artist that are methodically going through each room and rearranging object, cleaning up textures, and recreating the light maps for different times of the day.

What are some options in gameplay/puzzles that making the game 3-D has given you?
It has made the spatial and proximity puzzles more interesting. There are several puzzles that require the player to move Gabe or coax a NPC [Non Playing Character] into a certain position within a certain time window. These are much more interesting in a 3D environment.

What do you feel is the most unique or interesting feature added to the game?
The free-floating camera is probably the most interesting feature allowing the player to completely move around the room without moving Gabe. It has also created a lot more work for the artist and animators.

How does GK3's length compare to that of the previous installments?
It should be similar in length if not longer than the previous installments, but it is hard
to tell until we can play through the entire game.

How GK3 will connect to the previous 2 games?
The relationship between Gabe, Grace, and Mosely will be explored further. At times,
there will be references to the first two cases, but the mystery is completely unrelated.

Do you know what Jane is planning to work on next?
GK3 is taking most of Jane's time up right now, but she has plans to continue to do
games and books.

When is the GK3 novel planned to be published?
It hasn't been decided if there will be a GK3 book. We'll see after the game is finished.

Have either you or Jane though yet about the possibility of the next game returning to FMV [Full Motion Video]?
Jane's stories really lend themselves to FMV, but FMV has a stigma attached to it. So I don't see us returning to a 2D FMV style game, but I can see us using Video capture technology in a 3D environment in future games.

Will the emotion and storytelling capabilities that FMV provided still be capable in a 3-D environment?
I hope so. The story is the game when comes to the GK mysteries so it is very important that we do not lose the story in the technology.

What has been your most favorite moment in the production of GK3?
Hard to say since I haven't been on very long, but I will let you know once we ship.

Has 3-D any problems you've had to overcome along the way?
We haven't overcome all of the problems yet. Sierra has done so may 2D adventures
that the initial design was constrained by our experience with these earlier games. 3D opens up the world requiring use to approach a lot of things differently. For example, something as simple as moving Gabe around didn't need to be design in previous installments, but with this game, it has become a huge issue. Also moving to 3D has created a new entity in the world, the camera. We've been trying to resolve the relationship between the camera (the player) and Gabe. By moving the camera around the corner, can the player know things that Gabe doesn't, and how does this affect the story line.

Is a demo planned to be released?
No, not at the moment.

I'm sure choosing between Dean Erickson and Tim Curry for the voice of Gabriel was a tough decision. What made you choose Tim Curry? Availability?
We liked Dean in GK2 a great deal, but GK3 is a voice-over only project, and we made the decision based on what we thought would work bets as voice over.

Why are a lot of the voices in Gabriel Knight done by big stars, like Michael Dorn, John de Lancie and so on?
We are working again with Stuart Rosen as director, and he has worked with most of these people and is able to get them interested in the project. The GK series is also easy to sell to big names because of the rich stories.

Will the game feature any more livestock besides the chicken?
We are really trying to make an immersive an environment so we are adding animals to different scenes for atmosphere.

What about Easter Eggs?
Can't give any of these away yet. These have a tendency to creep in as the game comes to completion so I don't even have a complete list yet.

Thank you for your time and good luck with the game!

 

Last update: October 30, 2007


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