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[January 27, 1999] - GK 3 Progress Report

The pressure of the final push has started. The fans are clamoring for the game to come out. The original developers (who have been on the project for two years) are more than ready to wrap this game up, and the management is watching the budget like a bunch of accountants. This is where the fun and frustrations start.

The team has gone through some changes since the last update. We have picked up three great new animators from the Mask of Eternity team, Ray Bornstein, John Piel, and Ethan Walker. We really need the help since the animation is currently the critical path to completion, and finding good character animators is not easy. They've come up to speed really quickly thanks to Daryl Affleck, an animator from the original GK3 team, who has been teaching them the ins and outs of our animation system.

Our scripters have been working hard making the game completely clickable. This means that we can start every time block and actually play through the logic. But "clickable" does not mean "shippable", so now they will be focusing on getting all of the scripts ready for Beta. This means the scripts need to be extremely robust and handle anything a user may throw at them.

Our programmers are feverishly working to make our first CDs, and in the process, develop a build procedure that can get us through QA, Beta, and on to a Gold master. Our 3D engine programmers have been busy optimizing the Gengine, and in conjunction, improving the overall look of the game. The game programmers are about half way through the tougher puzzles, ones that cannot be effectively done through scripting. Sidney contains several of these puzzles and is about 90% complete with most of the puzzles playable. Jane has been showing it to everyone who will take the time to look.

Our next major milestone will be in March. By then we should have the CD Burning process complete, save game nearly complete, and the first half of the game ready for QA.

Steven Hill
Producer, Gabriel Knight 3


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