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PC Games: E3 2002: Project BG&E; Interview
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E3 2002: Project BG&E; Interview
Here's some new information and visuals on Michel Ancel's next game.

- Rayman 3 is at the front of the display, but Project BG&E;, the tentatively titled future game from Rayman creator Michel Ancel, is probably one of the most interesting titles on display at Ubi Soft today. Ubi released this brief Q&A; along with some new artwork on the game, so we present it to you all to tide you over until we can deliver our first impressions in organized form. Who's it with? Who knows, who cares!.

Please enjoy.

Question: What were you setting out to do when you started this project?

Answer: We wanted to pack a whole universe onto a single CD - mountains, planets, towns. The idea was to make the player feel like an explorer, with a sense of absolute freedom.

Question: BG&E; is an original creation. What were your sources of inspiration?

Answer: First and foremost, everyday life - being able to get in a vehicle, move around freely, take photos of a place you like, and so on.

Then the Japanese designers were our role models: Myamoto's efficiency and Hayao Miyazaki's free spirit.

Question: You developed a new engine called Jade. Without going into too much technical detail, could you tell us what's so revolutionary about it?

Answer: It's an engine that's very powerful and, above all, extremely versatile. Its main strength is its ergonomics, its tools. They allow you to be ambitious and they make it easy to try out a lot of ideas. Its second strength is its ability to adapt to any kind of gameplay - exploring on foot, in a vessel, a vehicle, in a crowd.

In addition to that versatility, the critical parts of the engines were optimized for each console, to exploit their resources 100%.

Question: How did you put together the development team?

Answer: That's a long, rich and eventful story! Our team's made up of around 30 people from all walks of life. There are self-taught people, engineers, authors of comic strips - each and every one of them made an essential contribution to the production of the game.

Question: Can you tell us about the background of the team leaders?

Answer: Jacques, who's co-producer, has many years' experience in cartoons. He worked as animation director on Rayman 2.

Fréd‚­‚Ñéric, who runs the AI programming, comes out of the good old game school. He's programmed many games on SNES, Genesis. He was also behind the Rayman series.

Bertrand, who's in charge of level design, is self-taught in the arts and technical skills.

Christophe, our senior programmer, is the former lead programmer on Rayman 2 and he was behind the development of the Jade engine.

Patrick, animation director, has worked on major cartoon movie productions.

Paul, senior artist, is also self-taught. He created most of the decors and characters in our latest productions.

Alexandra is the character designer and comes out of the cartoon world. She's created a lot of characters since the first Rayman games.

Christophe is in charge of creating the game's original soundtrack. He used to compose the music and sound background for many short and feature-length movies before winning prizes, mainly at the Annecy animation festival.

The programming team is self-led. Its members have very different backgrounds, but they all have many years' experience in video games.

Question: If you had to sum up your project in one sentence... What would you say?

Answer: With this game we wanted to give the player "a promise of discovery"...

Thank you anonymous person who is assumedly and hopefully Michel Ancel. Look forward to hands-on impressions of BG&E; later today, and check out the accompanying screens (although we use that term advisedly) and artwork in the meantime.



 
Hey, this isn't a town, city, mountain range, or planet. What's up with that?