1997-1998 : two years on PlayStation prototype & business with Namco

Virtual Studio : video game industry

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 & 2 months 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 & 2 months 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






Mars Special Ops Handbook

Dec. 12th, 1997 22:04 by Stéphane de LucaPermalink | TrackBack: https://stephanedeluca.com/trackback/338 — updated on Nov. 16th, 2018 18:52 exists for 26 years & 11 months ago - .

Below is the Handbook we wrote for describing the game prototype and to introduce it to Namco staff.

Acknowledgments

This is the late war information report from our best commando staff. All material is classified, and disclosed to authorised people only.
Keep in mind that all this information was gathered at the price of S.G.B best staff life.

Approaching Mars

The module is dropped by the space vessel and will bounce on the surface.





Landing on Mars

Right after having being landed on Mars, you will pop from the lander module, ready to erase the enemy base.

Facing the bipod

Enemy uses high powerful bipods. One word: “keep cool…”
This enemy is not very fast though but beware, he can crash you in a snap!
You may decide to avoid it. Just run straight away or find and use a jetpack, you will then jump over it.
Alternatively you can use your weapon to neutralize it. If you do so without destroying it, you will be able to drive it!

Use you HUD to target it and shoot.

Once neutralised, run toward it and… jump on it!

You can control it and use its weapons.

Going through the rift

To pass through the rift… you have to jump on the platforms.

Don’t fall into the rift or you’re dead!

Triggering the checkpoint

You can trigger checkpoints in jumping through them.

Once done, if you were dead you will resume your mission at the latest triggered checkpoint!

Passing the laser wall

A giant laser wall blocks the way; it's no use to try to pass thru.
Rather, neutralise the bipod and take it.

Its heavy shield shall let you pass thru the lasers with no damage for you.
But if the bipod has been destroyed before, you will have to look around for a jetpack. We believe it may be of valuable help at this point.

Meeting Jack

Their brand new cybernetic warrior…

…is very impressive.

To defeat it, kill right you see, do not engage any combat!

Getting to the astroport

Approaching the space port…

…destroy these speedy vessels.

Clear’em all!

Stealing a spacebike

Hey, look at this nice spacebike!

Steal it, man…

Oh, shit! These two guys have seen me and started a chase…

The end-level Boss

Unfortunately, we have not much information about those massive gear; our last reporter was dawned killed before reaching it.

It's your job to analyse it and get rid of it
Good luck, Sir!