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Monday, September 25, 2000

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Rune Q&A
6:00 AM | Andy Largent | Comment on this story

An interview with HumanHead's Dave Halsted has appeared at PC Monkey. They chat about his work designing the 'levels' for their upcoming Viking-based 3D melee combat game Rune. This 3rd-person title is using a heavily-modified version of the Unreal engine, and the levels look suitably impressive. Here's a clip from the Q&A:

What environmental features can gamers expect to see in Rune's levels that they will not have already seen in previous games?

I know one thing that people are really going to get a kick out of is our organic areas, in particular the DeepUnderground maps that Ragnar traverses early in the game.  We studied up on natural cave/rock formations and found a number of clever ways to make naturalistic formations that looked like they had worn by ancient rivers, etc.  And most of this stuff is _quite_ low-poly.  You can get to a vista that, with good texturing and lighting, looks to be as many as 150 polys when it's actually safely under 100. There's a lot of care put into maximizing beauty for framerate, and we think it paid off for creating a far more immersive world.

Fewer polygons per scene are generally a good thing for those who enjoy higher frame rates. Westlake Interactive's Mark Adams has told IMG that Rune will most likely have slightly higher system requirements that another Unreal-based game, Deus Ex, although Rune likely won't contain as many large, open areas which caused slow-downs in that game.

Westlake is reportedly making great progress with the Mac version of Rune and should have the game completed only a short while after the PC version is released.

Westlake Interactive Web Site
PC Monkey Rune Q&A
IMG News: Rune Requirements
Gathering of Developers
Human Head Studios
Westlake Interactive

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