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Red Ocean

Platform(s): PC
Genre: Action
Publisher: dtp

About Rainier

PC gamer, WorthPlaying EIC, globe-trotting couch potato, patriot, '80s headbanger, movie watcher, music lover, foodie and man in black -- squirrel!

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'Red Ocean' Developer Q&A

by Rainier on March 16, 2007 @ 1:30 a.m. PDT

Red Ocean combines innovative shooter gameplay with unique underwater elements. Players take on the role of diving instructor and treasure hunter Jack Hard, who stumbles upon a secret Russian cold war research station deep underneath the ocean surface. As he discovers, it is controlled by a terrorist organization – and before he knows it, he gets caught in their nefarious schemes.

Q: Rupert, please tell us a little about yourself. How long have you been working in the games industry now, in which projects have you been involved?

RE: I joined Electronic Arts in 1987 and was the 3rd member of EAUK Dev, since leaving in 1995, I have worked as Senior Producer at Sony and Sega, and as Executive Producer at Take 2. Over the last 19 years I have worked on over 40 titles across all formats and genres. I have worked on Archon, James Pond 3, Powermonger, Road Rash, Rugby World Cup 1995, Vietcong and Age Of Wonders: Shadow Magic to name a few.

Q: How did you get to work on Red Ocean?

RE: I currently work for ML Enterprises who are a games production house, based out of Munich. We cover all areas of games development from design, producing to publisher relations. dtp brought us onboard to support Collision Studios in the development of Red Ocean.

Q: What have been your major tasks on Red Ocean?

RE: We first completed an assessment of the game design and then worked long and hard to improve and polish every single part of the game, removing the bits that weren't working properly and rebuilding it from the ground up, implementing new weapons and polishing the game’s look & feel.

Q: How did you do this practically? Did you work closely with Collision?

RE: I worked very closely with the team – together we went through the whole game and analyzed every part of the game. Then I developed a recommendation catalogue and implemented the changes with the team over the course of several months. While I wasn’t always at the studios in Hannover, I talked to the team every day.

Q: What's your experience in working with German developers in general?

RE: This is actually the first time I worked with a German team, so it was a very interesting experience. It’s been great fun and hopefully I’ll have more such opportunities in the future. I’ve seen quite a bit of the country now, from visiting dtp in Hamburg, working with the team in Hanover and of course at ML Enterprises in Munich – in fact, I sometimes feel I now know more German cities than English ones!

Q: So what's your experience in working with Collision now?

RE: We established a very good working relationship and I am looking forward to working on their next title. It will be nice to start on a project from the beginning with them.

Q: Which is your favourite feature of Red Ocean in your point of view?

RE: My favourite feature has to be the new plasma gun and the gravity wells that form around the 'bouncing bullets'. You can fire around corners and when you have picked up some of the upgrades for the weapon, dragging any dynamic objects in the world around with it, everything flies around, whether it’s furniture or corpses! The plasma gun is just great fun.

Q: Thank you for your time!

RE: No problem, it's been a pleasure. I hope everyone enjoys Red Ocean.

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