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Paul Butterfield / Monolith


Who: Paul Butterfield
Works for: Monolith
Position: Ex-PR manager, is still in the firm
Questions: 12
Interview by: Bjorn
Date posted: 16 January 2000


We from PlayDevil.com managed to shoot some questions (around 12) to Public Relations Manager (at that time) Paul Butterfield from Monolith.
The game developer, Monolith is very well known for titles like Shogo: MAD, Rage of Mages, Sanity and a few upcoming titles as well.

Now, we know that they are working on a whole new 3d engine, the LithTech 2. This built from the ground engine was used (version 1) in their excellent anime 3D FPS, Shogo: MAD.
Paul is no longer the PR manager @ Monolith. He is now doing other things inside the firm and Dan Miller is doing the Public Relations.
Dan was also so kind to send us some screenshots of several upcoming Monolith games, and also 1 EXCLUSIVE screenshot.
Thanks to Paul for the interview and Dan for the shots.
So we better move on to our 12-question interview with ex-PR stud, Paul Butterfield from Monolith.


1) PlayDevil.com: Monolith has been very successful with games like Shogo: MAD, Rage of Mages I and II, Get Medieval and others.
What kind of new games will we be seeing in the near future from Monolith?

   Paul: Sanity and No One Lives Forever (working title) are currently being worked on for a 2000 release.
Both of these titles will have something familiar for the gamer along with a new and exciting feel for the genera. Incase anyone missed it, Fox Interactive will be the publisher for both Sanity and NOLF.


2) PlayDevil.com: Could you give us some more info regarding Monolith's upcoming game, No One Lives Forever, because from what I've gathered, its title is not final yet?

   Paul: The game is still being feverishly worked on and is due out Q4 2000.
The game is a spy adventure set in the 60's with a first-person view perspective. Many gadgets along with your common spy issued arsenal is at your disposal.


3) PlayDevil.com: I really enjoyed playing Shogo: Mobile Armor Division very much. A first person shooter that was based on anime characters, scenery and storyline became a true hit for Monolith. And it was quite original too!
Is Monolith planning to develop a sequel to Shogo: MAD with the same main characters but then also based on the LithTech 2 engine?

   Paul: No plans for a Shogo sequel are in the works at this time. We would love to continue the Shogo universe in the future but have many projects to finish first.


4) PlayDevil.com: Did you really expect that the first LithTech engine, that made its debut with Shogo: MAD would be so successful with third parties, gamers and the game community in general?

   Paul: We always hoped that our games and technology would be well received, but you can never count on something to be successful.
It's been almost a year since the release of Shogo so it hasn't been an overnight success but our third party licenses are growing.
We have always had great support from the gaming community and hope that we can continue to do great things for them (releasing full Shogo and Blood2 game code) in the future.


5) PlayDevil.com: What kind of new features will be available with the second version of the LithTech engine?

   Paul: Below is a list for some of the new features in LithTech. Please keep in mind all of the past features seen in Shogo and Blood2 will still in the engine:
Expansive Outdoor Terrain
Traverse large, rolling landscapes that are constructed in your favorite 3D-software program, and then exported to LithTech for realistic mountains and hills. LithTech Landscapes feature more detail in real time than ever seen before on a consumer level PC. Because LithTech is the first state-of-the-art 3D engine optimized for both indoor and outdoor scenes, players can go seamlessly from a dark, atmospheric temple interior to a sprawling wilderness in the same game environment.

Weighted Skeletal Animation (Geometry Skinning)
For the first time ever in an integrated 3D engine, bone-mesh animation can now incorporate "weighted" appendages/parts for true real time on-the-fly animation manipulation and inverse kinematics. Each model can be constructed of rigid pieces attached/skinned to bones, which allows modelers to "weight" each vertex of a model, creating a more organic, fluid animation. For example, a point on a model may be influenced by the movement of the shinbone as well as the thighbone, rather than being constrained to one or the other. Using this system, animators can create subtle movements of cloth or muscle.

Emotion Modeling
LithTech allows the blending of distinct animations to form completely new variations in real time. For example, a talking animation can be combined with various "mood" animations such as "angry" or "sad" to create a breathtaking range of possible behaviors without the need for additional animations.

Shared Animation Sets
Shared animation sets allows models with similar skeletal shapes to use each other's animations, thus allowing a single animation to be used by many different models without looking exactly the same. For example, a tall, broad-shouldered soldier can use the same walk animation as a short, skinny skateboarder and, because of their different proportions, the animation will look different on each. Since animation sets can be shared, memory requirements can be lower and more animation can be made available to a game.

Sockets
Think of a socket as a plug on a model to which other objects can be easily attached. For example, you can place a clipboard in a character's hand, put a hat on his/her head or add a sidearm to a belt. Attached objects can also be rotated such as a tank turret or a tire on a vehicle.

Node Control at Runtime
A model is made up of nodes (such as lower leg, head, upper arm, etc.), which LithTech allows you to adjust at runtime. You can make a character turn her head, bend at the waist, or stretch like putty.

Advanced Model Lighting
Each light in an environment affects a model according to distance and direction. Highlights move dynamically across model surfaces as a character moves toward or away from a light source. As a character steps into the shadows, her face may be silhouetted while her legs remain illuminated. Directional lighting, partial silhouetting and subtle color contrast are all possible. Improved model lighting roots characters more firmly in game environments, making them seem like part of the world rather than superimposed upon it.

Canvas Technology
Game engineers can now use the engine to draw free form polygons on-the-fly to create effects ranging from a detailed lightning strike to shattering glass. In-game models can also be exploded into their constituent triangles or segments with each piece retaining its texturing. LithTech's Canvas Technology allows a programmer to no longer be constrained to just the polygonal constructs of the core engine.
(continue on page 2)


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