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Max Payne Chat 8:24 AM | Andy Largent | Comment on this story
A quick interview with Remedy's Matias Myllyrinne has been posted at PC Game Central talking about his work on the recent PC hit game Max Payne. While the Q&A is brief, it does give a good rundown of the title's premise, as well as some of the issues that came up in development. Max Payne's major features are photo-realistic graphics, its story line, and special features like "bullet time."
Here's an excerpt from the article:
What would you say was the biggest challenge for the dev team while making this game?
Matias: I think the very character of such large project is the largest challenge. It simply comes from the enormous depth and scope. The entity is very complex with various interdependencies. Max Payne took the passionate effort of our team for over four years -as well as close co-operation with producers Scott Miller and George Broussard (3D Realms, producers). There are simply so may different aspects that one needs to get right at the proper time... music, on site photo shoots, graphic novels, level design, screen play, different programming elements... AI, tools, etc. We were lucky to be working with such good partners. An ambitious project like Max Payne is a lot of work but entails a lot co-ordinated and focused work inside the team but also outside - but this very co-operation and team work are the most rewarding aspects of game development.
Check out the rest of the interview for more background on the title. A Mac version of Max Payne is underway and will be published by MacSoft in the US and Feral Europe in the spring of 2002.
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PC Game Central: Max Payne Interview
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