Have you ever experienced something so exceptional that you are in awe of the people who created it? That was my feeling today as I played the very final build of the game - which should be widely available by the time you read this.
I started to wonder about the iterative process of creating games: how the game started out and changed over time to become such a masterpiece.
I walked downstairs to the studio and found Shayne Herrera, (who was originally a Lead Artist on Bond but is now an Technical Art Director on another project). Shayne and Marc Wilhelm (Assoc. Level Designer) created the first level for James Bond 007: Everything or Nothing.
Travel Back in Time
About two years ago, Everything or Nothing was split into 3 distinct worlds: Ice, Fire, and Water. The idea was to create multiple levels within each of the different worlds.
The first level was known as "ice1", and all of the action on this level took place on a train. Bond was to investigate the train and photograph secret plans (hopefully unnoticed). Once the secret plans were obtained, Bond would have to fight a character named "Monk". You can see an old screenshot below:
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This was the first test of the hand-to-hand combat system. As the game progressed, things changed, and (as luck would have it) the game moved more towards real exotic international locations with real Bond talent:
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The train completely changed over time. It became twice as long and much more sophisticated. As Bond's skill set grew (to include ducking, wallcover, and interactive environments), the train mission became more complex as well. Not to mention how much more fun it is to battle Jaws than "Monk".
The Jazz Club
If you've read previous editions of the 007 INSIDER, you already know that the shark in the tank was originally planned to be an alligator.
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What you probably didn't know is that at one time the jazz club (or "Kiss Kiss Club" as it is named in the game) was at one time part of a much bigger level in New Orleans. The level was a large hotel that had two stories and a courtyard. In the back of the hotel was a jazz club. The gameplay in the jazz club was so extensive, the design team decided to separate it from the hotel. They then came up with the idea to create two levels out of the hotel and move them to South America.
The Cemetery
One of the coolest levels in the game is the cemetery. The real surprise is that the cemetery started out as a testing ground. It was created to allow the artists to stretch the limits of what the rendering engine could do. Once it was finished, it was decided that the cemetery was far too beautiful to not use in the game. So the decision was made to change the storyline to put the cemetery in New Orleans.
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So now you have the "insider's scoop" on developing James Bond 007?: Everything or Nothing?. The development team was really committed to creating the best Bond game yet ? and the results are just amazing.
Feel free to keep in touch at yarborough@ea.com and tell me about your favorite parts of the game. I'll be bringing you more insiders from the next Bond adventure soon. Rest assured: Yarborough, and...
James Bond Will Return.
Important Online News Servers for 007: Everything or Nothing will no longer be in service as of January 13, 2006. You may continue to play the game up until the closure date, although certain community programs may begin to close down prior to that date.
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