An Interview with Cliff Bleszinski
04 Dec, 2007, 3:31 pm IST | by Avinash Bali
Gears of War's lead designer gives us the lowdown on the game that shot him into the limelight.
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While most people perceive game designers as geeky, shy dudes, Epic’s flamboyant Cliff Bleszinski aka Cliffy B tells a different story. In case you didn’t know, Cliffy B was the lead designer of Gears of War. He sat down with us to discuss the game that shot him into the limelight, its transition to the PC, and about his favorite Unreal 3 game. How was Gears of War born? Gears had several iterations, one of which was a multiplayer experience that focused on each squad member having unique abilities. On catching our first glimpse of the then new technology in Unreal Engine 3, we knew it was ideal for us – we could do so much more by having a robust, streaming, single player campaign along with compelling co-op play and a great (but intimate) multiplayer experience to top it off. Sorry but I can’t talk about that. The PC version has worked out wonderfully for us because seeing the universe that was so well realized on the 360 at a much higher rendering quality makes it all seem brand new. The PC version of Gears of War ships with some cool stuff like exclusive levels, boss fights, multiplayer maps etc. Aren’t you afraid of annoying the Xbox 360 community by doing so? Simply put, we wanted to make sure that there were significant reasons for PC gamers to acquire Gears on their system. In addition to this, porting the new content back to the 360 would have involved significant work as Unreal Engine 3 has continued to evolve over the year since we shipped the title on Xbox 360. We’re still working on the film, so I'm not making any announcements at this point. I would hope that when the time comes to decide on the cast, the director and the studio will pick actors who are charismatic and can sell each soldier’s quirks. |
Tags: Cliff Bleszinski , Gears of War , Epic Games
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