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Red Steel Interview
Published by James Hobbs

Stephane Bachelet
Stephane Bachelet
Artistic Director

It should be noted that this interview was not conducted by Wii UK - it was in fact sent to us by the lovely folks from Ubisoft, the publishers of the game.

Enjoy - an interview with Red Steel artistic director, Stephane Bachelet. Red Steel is released when the Wii launches later this year.




Where are you with Red Steel graphically speaking?

In terms of graphics, we proceed step by step for Red Steel:

First of all, it took a few months before we decided to use Japan as the main settings. So during this period, we made researches on different ideas and locations and the style that could be interesting to highlight it. As we did not have any technical info at this time, it was a very open minded period: any idea could be the good one.

Then, once we decided to have the game in Japan, we started working on style and graphic intentions. Concerning the game graphic style, we again made tons of researches. We had a clear idea of what we wanted to do. How can we do it was much more challenging indeed. The console was in development, so we worked on Nintendo GameCube kits and PC and made projections based on the technical specs we started receiving.

The Wii kits actually arrived 1 month prior E3. The E3 demo had to be delivered so quick that we could not take time to implement the whole graphic chart we developed. So, E3 version graphics were Work In Progress, just to be show able, not finished. We wanted to take time to see people play for the first time with our game, help them to handle the Wii remote and finally, let the door open to all useful changes that would be necessary for the gameplay.

Now we work on developing our complete style specific to Red Steel that will not only be a great support to the scenario & the gameplay but also be the visual identity & signature for this new brand. We keep working a lot on the impact of the graphics on the way the player plays as well.


Do you feel limited vs. the power of the console?

The relative power of the console set a limit in fact. That is why we started working on a stylish realistic rendering rather than on a pure photorealism treatment, with shaders and other heavy SFX. The idea is to provide eye catching scenes that are really cool and emphasize the action of the game, rather than places that highlights impressive SFX you do not pay attention in the middle of the action anyway.







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