Commando

Sept. 10th, 1998 02:41 by Stéphane de LucaPermalink | TrackBack: https://stephanedeluca.com/trackback/239 — updated on Nov. 13th, 2018 02:46 exists for 26 years & a month ago - .

Commando is the video game I developped from October 1997 to September 1998 with a very small team.

The project started with the development of a prototype of the game that we developped in only 3 months.

Commando is a military action game designed and developped at Virtual Studio in France for Namco Japan on Sony PlayStation.
I started the project for some weeks when Pavlos Germidis joined me for what I believe was a great adventure.
In addition to driving the project, as always I did the 3D engine, tools and game programming while Pavlos Germidis brought the artwork design and the story pitch; he also did—by his own—the nice CGI which introduces the game.
Pips did the 3d realtime modelling and texture design based on Pavlos’ bio designs.

Many trips to Japan was required in order to aggree on the right game design and technical features to be developped, and—obviously—all the financials terms. The contract was signed in Tokio at the Namco building.

You can see me below, with the white shirt and Namco's CEO and its team:

You can see Pavlos on the right and me during the commando project:



Commando

Sept. 10th, 1998 02:41 by Stéphane de LucaPermalink | TrackBack: https://stephanedeluca.com/trackback/280 — updated on Nov. 16th, 2018 17:31 exists for 26 years & a month ago  Content not available in English. - .

Commando est un jeu vidéo que j’ai développé d’octobre 1997 à septembre 1998 avec une minuscule équipe.

Le projet a démarré avec la création d’un prototype du jeu, développé en seulement trois mois.

Commando est un jeu d’action militaire conçu et développé à Virtual Studio en France pour Namco au Japon sur Sony PlayStation.
J’ai débuté le projet pendant quelques semaines quand Pavlos Germidis me rejoignit pour cette belle aventure.

In addition to driving the project, as always I did the 3D engine, tools and game programming while Pavlos Germidis brought the artwork design and the story pitch; he also did—by his own—the nice CGI which introduces the game, here is an excerpt:

Pips (Manuel Pires) did the 3d realtime modelling and texture design based on Pavlos’ bio designs.

Many trips to Japan was required in order to aggree on the right game design and technical features to be developped, and—obviously—all the financials terms. The contract was sign in Tokio at the Namco building.

Sdl with Namco
User’s avatar

Namco staff and me

@stephanedeluca

Vous pouvez me voir ci-dessus — chemise blanche — avec le


Sdl with Namco


Sdl avatar

Namco staff and me

@stephanedeluca

Vous pouvez me voir ci-dessus — chemise blanche — avec le CEO de Namco et son équipe at Namco headquarters in Tokio in January 1996 @namco.
#commando #namco




Sdl with Pavlos


Sdl avatar

Pavlos and me at the studio, working on Commando in 1997

@stephanedeluca

Pavlos and me were working closely to design and implement the best possible user’s experience.
#commando #namco