At E3, we showed off a 12-minute video highlighting the new gameplay we
implemented in Prey. Gearing up for E3 was quite an ordeal. We knew which areas
we wanted to show and roughly how to show them. It was an incredible crunch
getting things ready for the first public showing -- so many things needed
visual and audio polish. The programmers were crunching to get the demo playback
robust and optimized.
The demo worked by recording our control input, which was then used during a
real-time playback of the game. As such, we had to have perfect recordings --
Mike Flynn and I spent hours upon hours recording sequences of the game. One of
the sequences was recorded over 200 times before we finally got the one we
wanted. It was worth it -- response from the E3 video was overwhelmingly
positive.
Expect to see much more press and previews on Prey over the next few months,
as we finally start to unveil more details about the game, including information
on MultiPrey, and information about the Xbox 360 version.
So just what the hell has been going on lately at Human Head? Prey is
completely playable from start to finish. The team has been crunching on bug
fixing and optimization. The testers have been finding tons of little bugs here
and there -- ranging from clipping issues to creatures not behaving correctly,
to an incorrect piece of art. Those bugs are typical for this stage in the
project and we're diving in to fix these problems.
We have a major press event coming up at the end of this month. I'll be
flying out to L.A. and San Francisco to demo the game for several different
magazines (both print and online). Some of them will probably even get some
hands-on time with the game. Tim Gerritsen (Human Head Biz Guy and internal Prey
Producer) is flying out to Europe to cover the press there. More information
about whom we'll be seeing will be released in the next couple of weeks.
Despite this crunch, we found the time to wander out into the snowy wasteland
here in Wisconsin a few weeks ago to snap this Prey team photo. Ladies, some of
these guys are single, if you find any of these guys overly handsome just drop
me a line and I'll set you up with them.
And, here are a few of the topics I'll be covering over the next few weeks in
this weekly update series:
Voice Recording: Several months ago we recorded all the voice acting in the
game. I'll be talking about the process of voice acting, how it went for Prey
and put up a bunch of behind-the-scenes pictures of the session, and maybe even
put up a few audio samples of the session. Motion Capture: Prey uses motion
capture for many of the humans in the game, but not the monsters (If anyone
knows how to motion-capture a giant four-legged half-alien monster, please let
me know). This was the first time that Human Head had used motion capture in our
projects, so I'll talk about that process, and a few of the things that went
right and wrong. Focus Testing: I'll take you behind the scenes on how we do our
internal focus testing for both single and multiplayer. Anyway. My Prey to-do
list is still huge, so I need to get back to it. Until next week....
Chris Rhinehart - Prey Project Lead Human Head Software 
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