Transformers and Ghost Recon - 2010/2011

Transformers and Ghost Recon - 2010/2011

In the heart of downtown Vancouver, Next Level Games had settled into its new Robson Street location, a move that signaled the beginning of an exciting new chapter for the studio. The vibrant, urban setting infused the team with renewed energy, and the anticipation of upcoming projects buzzed in the air. At this juncture, NLG was navigating multiple ventures—continuing their strong relationship with Nintendo while also exploring collaborations with other prominent publishers. This expansion necessitated an internal restructuring to maximize efficiency, particularly within the art department, leading to a significant shift in my role at the company.

Having demonstrated my proficiency as a Technical Artist through my work on titles like "Spider-Man: Friend or Foe" and "Jungle Speed," I transitioned from the role of Production Art Manager to head the newly centralized Tech-Art Department. My foundation in animation, rooted in the rigorous training I received at Vancouver Film School, combined with my hands-on experience in character rigging and skinning using 3DSMax, positioned me well for this new challenge. The Technical Art department at NLG was tasked with supporting multiple projects, including the development of Nintendo's "Punch-Out!!" and the ambitious creation of a new game engine tailored for next-gen hardware.

Pushing Boundaries with Ghost Recon and Transformers

As development progressed on "Punch-Out!!," our team was simultaneously delving into two other significant projects for the Nintendo Wii: "Ghost Recon: Future Soldier" and "Transformers: Cybertron Adventures."

Transformers: Cybertron Adventures: "Transformers: Cybertron Adventures," released in June 2010, was a notable departure from its companion game "Transformers: War for Cybertron." While the latter was a third-person shooter, "Cybertron Adventures" embraced the rail shooter genre, allowing players to control iconic characters like Optimus Prime and Megatron in two distinct campaigns. The game combined on-rails shooting segments with dynamic driving and flying missions, immersing players in the civil war on Cybertron.

The narrative-driven gameplay was designed to appeal to fans of the Transformers franchise, incorporating a variety of missions that highlighted the personalities and abilities of different characters. However, despite our innovative approach and the dedication of our team, "Transformers: Cybertron Adventures" received mixed reviews. It holds a Metacritic score of 41/100, with critics highlighting its repetitive gameplay, lackluster graphics, and simplified mechanics compared to other titles in the franchise.

IGN rated the game 3.5/10, pointing out its poor textures, boring environments, and overall "miserable" gameplay experience, though they did praise the music and voice acting by Peter Cullen as Optimus Prime. GamesRadar+ was particularly harsh, describing the game as a "timid, lily-livered apology of a videogame" and noting its lack of challenge due to player immortality. However, Destructoid offered a more lenient view, awarding it a 7/10 and appreciating its narrative and arcade-style action despite its inferior gameplay compared to "War for Cybertron."

As a Technical Artist, I took pride in our techniques for "floating rigs" within "Transformers: Cybertron Adventures." These rigs were constrained to the character rigs, allowing intuitive transformations between character and vehicle states. This innovation, while not enough to save the game's overall reception, was a technical achievement that showcased our team's creativity and problem-solving abilities. This experience not only solidified my skills but also laid the groundwork for future projects where complex rigging solutions were required.

Ghost Recon: Future Soldier (Wii): Similarly, "Ghost Recon: Future Soldier" for the Wii, developed by NLG and published by Ubisoft, offered a simplified, arcade-style experience tailored to the Wii's capabilities. This version diverged significantly from the tactical shooter gameplay seen on other platforms, instead focusing on on-rails shooting mechanics that appealed to a broader audience.

The Wii version of "Ghost Recon: Future Soldier" simplified controls and gameplay to suit the platform's motion controls, providing a linear progression through missions where players aimed and shot enemies while the game handled movement. While specific review scores for the Wii version are less detailed, the reception was generally mixed. Critics acknowledged that while it provided some fun for fans of light-gun shooters, it lacked the depth and tactical gameplay that the Ghost Recon series was known for on other platforms.

Players and reviewers noted the game's departure from the strategic elements that defined the franchise, focusing instead on a more casual, arcade-style approach. This adaptation was necessary to leverage the Wii's unique capabilities, but it also meant sacrificing some of the complexity and strategy that fans had come to expect from Ghost Recon games.

Stepping into the Marvel Universe with Captain America

With the completion of "Transformers: Cybertron Adventures" and "Ghost Recon: Future Soldier," Next Level Games embarked on its first foray into next-gen gaming with "Captain America: Super Soldier." Partnering with Activision, we developed this title to coincide with the release of the Marvel film "Captain America: The First Avenger."

"Captain America: Super Soldier," released in 2011, was a third-person action-adventure game that drew inspiration from the successful "Batman: Arkham" series. Players could embody Captain America, utilizing his iconic shield for both offense and defense. The game featured a blend of acrobatic combat and strategic gameplay, pushing the technical limits of what we had previously achieved.

The development of "Captain America: Super Soldier" required a deep understanding of next-gen shaders and materials to bring the superhero to life convincingly. We utilized ZBrush extensively for high-detail sculpting and implemented advanced rigging techniques to support fluid combat animations. This project demanded meticulous attention to detail and a high level of technical expertise, significantly advancing my skills and setting a new benchmark for the studio's capabilities.

The Evolution of Technical Art at NLG

Reflecting on my journey at Next Level Games, it's clear that each project contributed uniquely to my growth and the studio's evolution. The transition to in-house art content creation and the establishment of a centralized Tech-Art Department were pivotal moves. These changes not only streamlined workflows but also fostered closer collaboration among team members, leading to higher-quality outputs.

Working on "Transformers: Cybertron Adventures" and "Ghost Recon: Future Soldier" provided valuable lessons in adapting gameplay for different platforms and audiences. The technical challenges we overcame, particularly with rigging and animation, laid the foundation for more complex projects like "Captain America: Super Soldier." This game, in turn, marked a significant leap forward in our technical capabilities and set a new standard for future titles.

A New Chapter: The Impact of NLG on My Career

The skills and experiences I gained at Next Level Games significantly impacted my career trajectory. When I eventually transitioned to Relic Entertainment, these foundational lessons proved invaluable. At Relic, I joined a team embarking on the ambitious project of developing "Age of Empires IV" in partnership with Microsoft. My role as Principal Producer/Line Producer required leveraging the technical expertise and leadership skills I had cultivated at NLG.

At Relic, I was tasked with restructuring the art department to effectively support outsourcing—a challenge reminiscent of my early days at NLG. The lessons learned from centralizing the Tech-Art Department and managing in-house content creation at NLG guided my approach to building a cohesive, efficient team at Relic. We successfully integrated external vendors, streamlined production pipelines, and produced a game that honored the legacy of the "Age of Empires" franchise while advancing the RTS genre.

My time at Next Level Games was a period of significant growth and transformation. Each project, from "Spider-Man: Friend or Foe" to "Captain America: Super Soldier," provided unique challenges and learning opportunities that shaped my career. The technical advancements and collaborative spirit at NLG laid a strong foundation for my future endeavors, culminating in the successful development of "Age of Empires IV" at Relic Entertainment.

As I continue to navigate the ever-evolving landscape of the gaming industry, I carry with me the lessons learned and the relationships built at NLG. These experiences not only define my past achievements but also inspire my ongoing pursuit of excellence in game development.

Meta:

Paul Goad. Game Development Credits. Transformers: Cybertron Adventures

Paul; Goad; Transformers; Cybertron; Adventures; ghost; recon; future; soldier; punch; out; nintendo; wii

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