Although there are many tools to work with, Spark used Unreal Kismet and Unreal Matinee extensively for Lost Planet 3. Sophos said these tools empower level designers, artist, animators and sound designers to quickly prototype, iterate and polish gameplay scenarios and cinematics. With multiple departments being comfortable with Kismet and Matinee, engineers and designers are no longer the bottleneck when it comes to implementing assets, which facilitates rapid game development and leads to a higher level of polish across the entire game.
Sophos said the communication between Spark and Epic has been great in its ongoing relationship, plus his studio has been able to utilize the Unreal Developer Network (UDN) for any issues throughout development.
“UDN offers a great community knowledge base that we can tap into any time a question arises for how to tackle tough problems,” said Sophos. “This has helped answer many questions that would normally have taken weeks of research, allowing us to iterate more quickly than if we had to recreate the process from scratch.”
Spark has added proprietary technology on top of UE3, including dynamic storm states that punctuate the volatile nature of the hostile planet of E.D.N. III. The storm states allow for environmental storytelling, as well as giving the player new visuals that show the damage and effects of extreme weather conditions on the planet and its inhabitants.
“Most of our additions on top of UE3 are gameplay systems to support Lost Planet 3, such as a more robust third-person camera system, animation choreography, a collision system for larger creatures, a multi-threaded AI formation system, a quest system, and so on,” he said.
One of the many things that stands out in this new adventure is the cinematic look and feel of the game. The world of E.D.N. III comes to life in a new way, thanks to the game’s setting that takes place early on in the human habitation of the distant planet. Sophos said the art direction of Lost Planet 3 has drawn many inspirations from visionary directors such as Ridley Scott and John Carpenter. Using UE3’s volumetric lighting capabilities of the engine, Spark was able to more effectively create the moody atmosphere and lighting schemes to help create a sci-fi world that shows as nicely as the reference it draws upon.
“Even though it takes place in the future, we definitely took a lot of inspiration from the Old West frontier,” said Sophos. “We also wanted a lived-in, retro-vibe, so high-tech hardware took a backseat to improvised weapons and real-world firearms. The Utility Rig feels more like a trucker’s big rig than a mech. Surprisingly, there was only so much inspiration we could take from the arctic. Snow environments can easily devolve into looking like Antarctica, so we were careful to accentuate the alien nature of the landscape to constantly remind players E.D.N. III is not Earth.”
In addition to a very deep single-player experience, aims to deliver a campaign that’s massive in scope yet fueled by an intimate story, down-to-earth characters, and the small personal touches that drives a player’s desire to see what happens next, Spark is pushing the multiplayer experience. Sophos said the team has chosen to implement a robust suite of gameplay modes that is separate from the single-player narrative campaign in order to best serve the needs of both experiences. Gamers will be able to explore the extreme conditions of Lost Planet 3 for Xbox 360, PS3 and PC in 2013.