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The original developers of Warzone 2100...

 

 

2: So who came up with the concept of Warzone 2100, the layout and the 3d and awesome camera?

Nick-

The original idea grew from a brainstorming session between Jim Bambra, Alex Mclean, and myself back in the summer of 1996. It was a game that we had all wanted to do for some time. We felt that the RTS market at that time was somewhat stagnant and that were many areas that could be improved. The movement into a three-dimensional environment was also a logical move. Combat in the real world takes place in three dimensions after all. Height and elevation play an important tactical part of Warzone 2100, as it does in real warfare. It is difficult to see how a 2D system, even when using a pseudo 3D look, could do this so well as a full 3D environment like Warzone’s.

Jim-

In addition to a great single player game we also set out to create an exciting multiplayer game that we would continue to support and expand over the internet. We also wanted to give players lots of starting options, hence the different base set-ups and the add-on options of the starting the game at any of the three tech levels (watch out for CAM 3 tech trees next week).

 

3: How many hours (roughly) where put into this game's creation?

Nick-

It is easier to state this in terms of years. Let see that would be 45 man-years!

 

6: Who's idea was it to keep your base intact and have the map expand more as the missions go forward and always keeping the first base you built?

Jim-

It was something I’d always wanted to do. Too many games have you build a great base only to take it away from you at the end of a mission. In WZ the base lasts from mission to mission which means you really care about it, plus you get to add new structures as the research progresses making your base and bigger and more impressive as the game moves on.

 

Back Row (standing) (Left to Right): Tim Cannell, Alex McLean, Erol Kentli, Annette Bell, Gareth Jones, John Elliot, Pete Ball, Jeremy Sallis Keith Ledger, Martin Severn, Paul Dunning.

Back of Sofa: Alex Lee, Kevin Wicks.

On Sofa: Kevin Ayre, Jim Bambra, Louise Anderson.

On Floor: Nick Cook, Pete Johnson.

Credits

Director of Projects: Jim Bambra

Director of Development: Nick Cook

Head of Software Engineering: Alex McLean

Software Engineers: Annette Bell, Tim Cannell, Paul Dunning, John Elliot, Gareth Jones, Alex Lee, Jeremy Sallis

Graphic Artist: Kevin R. Ayre, Pete Johnson, Erol Kentli, Kevin Wicks

Graphic Artist / Musician: Martin Severn

Designer: Keith Ledger

Systems Manager: Pete Ball

Project co‑ordinator: Louise Anderson

Creative Support: Ian Livingstone

Producer: Eric W. Adams, Grant Dean

Localisation Manager: Flavia Timiani

Eidos Development Support: Rose Montgomery

Director of Marketing: John Davis

Marketing Manager: David Burton

Marketing Executive: Rebecca West

PR Manager: Steve Starvis

QA Manager: Tony Bourne

QA Project Co‑ordinator: Dominic Berzins

Quality Assurance: David Isherwood, Jason Walker, Linus Dominique, Gavin Skinner, Michael Hanley, Steve Dunning

 

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