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Features � Conflict: Desert Storm Development Diary




When the development of CDS kicked off, we decided to take time out every now and then to take stock of how the development was going, so some of the CDS team made diary entries. Entries are shown in reverse order.

Desert Storm Diary, 8th May 2002


Erol Kentli, Lead Artist, on recent developments on Desert Storm�

Greetings via the wonderful medium of the information super-highway!

This is the first time we've made one of these entries in a while. Our somewhat sorry but altogether genuine excuse being that we've been rather busy trying to finish the game. However there is a light at the end of the tunnel, which may not be a man with a flamethrower.

[Image - Squadron with vehicles]
The good news is that Conflict: Desert Storm is almost finished and all the long sleepless nights and enforced diet of take away food was worth it. Conflict: Desert Storm is absolutely blinding; it looks and plays better than any of us dared hope. Although this was achieved at terrible cost, most of us will never be able to face another pizza or Chinese meal again...

As Lead Artist on the project I spend a lot of time organizing the workload of the other artists on the team. However the biggest chunk of work I've been involved with has probably been the cut-scenes for the game. Rather than the traditional FMV, we decided to do these using the game engine itself to help keep the level of player 'immersion' high.

By using a combination of our in-house editor, a time-line scripter and a lot of swearing, we've got some pretty impressive results, but you'll just have to wait for the finished game to hit the shelves to savour these delights. During the making we had a few amusing mishaps I wish we had managed to capture for an out-takes collection. The sight of a convoy of tanks suddenly 'pin-balling' around a canyon, bouncing off everything in a most energetic and explosive fashion, is going to stay with me for some time...



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