News: Splinter Cell Q&A
Posted 18 Mar 2003 at 14:11 by Joshua Phillips
Here's the interview, you can thank N Philes for this one.
Ahmed: Splinter Cell is a great example of a polished game. Despite its perfection is there anything you are disappointed in or wish you could have changed?
Mathieu: There are plenty of them. The camera when in back to a wall position, the physics for dead bodies, the fact that you can't open a door with a body on the shoulders, etc. Splinter Cell is a good achievement, but it is not perfect...
Ahmed: How long did the development process take for Splinter Cell?
Mathieu: We've spent two years working on Splinter Cell including six months for pre-production. It's been quite short considering the achievement.
Other: With serious lack of knowledge of *snore* Clancy's books: what room do the book allows for sequel/prequels and/or expansion packs?
Mathieu: Splinter Cell is not coming from a book or from a Clancy movie. However, we've been highly inspired by TC's achievement when working on the Splinter Cell concept. I'm not sure about the plans of Mr. Clancy for a book or a movie on Splinter Cell, but that would be great for the franchise!
Ahmed: How many members are in the development team, are there any experienced members from other well known developers?
Mathieu: The core team was built around 15 people. However, during production peek, there was around 65 people working on the title. There was no well known developer... until Splinter Cell. :o)
Mathieu: Ubi Soft is my first employer and I've been here for the past six years. The team and I have got most of our experience working on previous Ubi Soft games like Rogue Spear Black Thorn, Speed Devils, Batman Vengeance, and others. Splinter Cell was one of our fist "adult" games, and a great opportunity for the team. They've expressed a lot of their talent in this game.
Ahmed: What was the most difficult aspect of developing Splinter Cell, what barriers had to be overcome?
Mathieu: To build the technology was a big challenge. Then, we've been facing tons of possibilities for the game: moves, gadgets, SFX, and more. It's been hard to pick the right features and make the game consistent and tight.
Other: Where did the inspirations for Splinter cell originally come from and which sources did you find particularly valuable during development?
Mathieu: Inspirations are coming from many sources: movies, other games... Globally, we wanted to create a new hero for our company around which we can build innovative gameplay. The concept of Third Echelon is just a projection of what we believe to exist in the NSA. Considering all USA involvement world wide around different topics, the timing was also perfect to invent Sam Fisher.