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We recently had an opportunity to speak with
Matthew Karch of the Will Rock Team, an upcoming
FPS.
What is your
name and what is your role on the Will Rock team?
MK: My name is Matthew
Karch and I am the Internal Producer of Will Rock.
Can you tell
us a little bit about how Saber Interactive got started?
MK: I started Saber
Interactive with two programmers, Andrey Iones and Anton Krupkin
about a year and a half ago. I had been in software project
management for quite a while and was looking for something new.
These guys had about 5 years each experience in game programming
and were capable of just about anything. We put together a
business plan, set-up an office in New York and in St.
Petersburg, Russia (where our artists work) and we have been
running smoothly ever since.
What are
some challenges of running a start-up game company in today’s
economy?
MK: Gaining credibility.
In this business, you are only as good as your last title. When
you are new to the game, so to speak, you need to be that much
better than anyone else in order to get a deal. A second
challenge would be cash flow. You need to pay salaries for
quite a while before you can make a profit. Luckily, we have
solid financial backing and have been able to find creative ways
to make some money with our technology.
How did you
get started in the gaming industry?
MK: Fate. I have worked
with a lot of technical people, but when I met Andrey and Anton
and saw what they could do, I was blown away. I just knew it
was something that I had to get involved in. I have always been
a gamer and to combine a profession with a passion was too good
to pass up on. If I hadn’t met those guys, I would never have
gotten involved in gaming.
What do you
do for fun when you’re not developing games?
MK: I play the electric
guitar – mostly blues and some rock. There is nothing like
letting loose with the amp turned up after a 12-hour day of
work. Of course, I live in a Manhattan apartment, so my
neighbors may not agree.

How did you
decide on the storyline and locations depicted in the game?
MK: We wanted to recreate
beautiful places from the past. Most FPS games take place
sometime in the future on a remote planet or a spaceship, or on
some battlefield in Europe. We wanted to do something a little
different. We decided on Ancient Greece/Rome and Southeast Asia
– we felt that they were both visually beautiful and not
overdone. It is difficult to make accurate recreations of
beautiful settings, but we have some great artists who have
proven up to the task.
The storyline was created
because we wanted the main character to be someone that players
could relate to. We thought there were enough muscle-bound,
steroid-injecting, grunting heroes in the FPS world. Will Rock
is an everyday guy who is bored with his life and, in an act of
rebellion, leaves it all behind and sets out on a treasure
hunt. We think that most players will relate to Will and will
have an easier (and more fun) time living out his fantasy.

Can you
explain in detail the aspects of the game? Will there be any
multiplayer aspects?
MK: The best way to
describe the game is that it is an arcade-style FPS, where the
focus is more on action and less on story. The objective of the
game is to collect treasures described in an old journal. These
treasures are protected by supernatural elements such as
mythological creatures and interactive environments (statues
that come to life, morphing mosaics, etc.). Thus, you must
battle your way through hundreds of opponents with varying types
of attacks. As the player progresses from level to level, he
fights ever increasing numbers of opponents and gets new, high
powered weapons. The game is all about high-adrenaline,
heart-pumping action. Our objective is to leave the player a
little breathless after a lengthy battle, with just a short rest
before the next one begins.
The game will have various
multiplayer challenges. We are working to create some new
twists, but we are still in the testing phase, so we are trying
to keep it under wraps until such time.
Is the net
code set up to support more than 32 players on the server?
MK: No. At the moment, we
do not support more than 32 players on the server. This could
change, however, before the game is released.
What are the
game’s modes?
MK: The game currently has
two modes, single-player and multiplayer.

How does
Will Rock differ from other FPS titles out there today? What
makes this title look so realistic?
MK: Most FPS games in
development today involve lengthy stories and interactivity.
We wanted to create a throwback game
that focused more on action and less on story. Our game is more
in the mold of Doom and Serious Sam than it is in the progeny of
Half-Life. We have distinguished ourselves from other titles in
the genre in that our environments are much more interactive
than in most games. Not only can you break lots of stuff and
spray holes everywhere, but the statues, the paintings and the
walls themselves pose a threat to the player in that they can
come to life. Will Rock is kind of like an FPS in a massive
haunted house.
The reason our title looks
so realistic is a function of both our engine and artwork. We
have tested the Saber3d Engine on scenes with as much as 150,000
polys visible at one time – on a Pentium III with a GeForce 2 –
and we maintained a frame rate of close to 30 fps. Because our
engine allows for the handling of such large on-screen geometry,
we are able to create detailed models with high resolution
textures. Our artists all have experience in creating high-poly
cut scenes for major game releases, and they have been able to
produce beautiful artwork that can be handled by our engine with
relative ease.
Can you tell
us a little bit about the Saber3d Engine? What makes this
engine stand apart from other game engines?
MK: As I mentioned above,
our engine has the ability to render large indoor and outdoor
environments and to maintain a high frame rate with a high poly
count of static and dynamic geometry. Thus, we can handle large
scenes with relative ease. In addition, our engine has a very
large feature set including: projected shadows, reflective
surfaces, detail textures, level of detail, real-time dynamic
lighting, character lighting, particle effects, procedural
texturing effects, character and environment morphing, seamless
level reloading, volumetric animated fog, proprietary technology
of vertex and polygon shaders, and a host of others.

How does the
Saber3d Engine compare to the Serious Engine used in Croteam’s
FPS Serious Sam? We have seen in the screenshots that both Will
Rock and Serious Sam have massive enemy attacks which require a
pretty hefty engine to render the polygons, is this a reasonable
comparison?
MK: Although we haven’t
compared the engines head-to-head, it is fair to say that both
engines possess similar feature sets. One of the reasons that
both engines can handle massive enemy attacks is related to
level of detail, a technology which alters poly count depending
upon the distance the camera is from a particular piece of
geometry. I may be biased, but I think our engine programmers
are among the best in the world. I don’t think there is an
engine or a programming team more capable than ours. Our goal
is to keep our engine on the cutting edge of technology and we
have the right team to do it.
What are the
strong points of the engine and game?
MK: The strongest point of
our game is the combination of beautiful graphics with frenetic
gameplay. Our guys have done a really good job of making a game
that is not only beautiful but fun to play.
Have you
tested this game on both a powerful and low end system? If so,
did you experience obvious differences in game performance?
MK: We have tested the
machine on a Pentium II 450 and a Pentium III 1 Gig. Although
there are some differences in performance, they are slight.

What system
would you recommend in order to run Will Rock to the max?
MK: I think a Pentium II
450 is sufficient to get good performance, anything above a
Pentium II 550 with a Radeon or GeForce should run without any
hiccups.
In looking
at your newly released screenshots, we cannot help but notice
the detailed weaponry. Would you please elaborate on the
weapons found in the game?
MK: We have implemented
three weapons to date: the Lewis gun – a machine gun that was
popular at the turn of the century, a bazooka – which was
modeled on a grenade thrower called the PIAT (also in use at the
turn of the century) and a Colt Peacemaker - which is only now
being integrated into the game. We have plans for some
different types of weapons that we haven’t seen elsewhere – we
are keeping them secret for now, but we will keep you up to
date.

Can you
explain any special effects you have created to immerse the
player in the game?
MK: We have several effects
that we feel are very cool and keep the player on his toes. We
have statues that come to life, minotaurs that regenerate into
smaller minos from chunks of flesh, and statues that shoot
lightning bolts at the player. We have a ton more in the
works. We want the entire game to be laden with effects and
interactivity.
What tools
did you use in the creation of Will Rock?
MK: We have used three
tools for our game: 3dsMax, Photoshop and our engine – that’s
it. Well, our programmers are using Microsoft Visual C++ and MS
Source Safe.
Will this
game be created for any platforms other than the PC?
MK: Possibly. We think an
X-Box version would look awesome.

Do you plan
to release a public demo?
MK: Yes, but probably not
for a few months and not until we sign an agreement with a
publisher.
What percent
complete is the game?
MK: We are just completing
our first level, so we are probably about 10% complete – we have
a long way to go!
Do you have
a publisher? If so who is it? If not, can you tell us who your
prospects are?
MK: We have not yet signed
a publishing deal, but we anticipate that we will do so
shortly. We have had considerable interest in our title and we
are confident that we will ink a deal soon. We can’t yet
mention our prospects, but when we have something definite we
will let you know right away.

Are there
any special items of note you would like to share with us?
MK: Well just that we are
very excited about Will Rock and that we hope that we can add to
the tradition of great FPS games that have preceded us. I think
that PCShooter is a great meeting place for fans of the genre
and we are open to any comments, advice or criticism by your
readership. Thanks for the time and interest in our company and
game!
Thank you
very much for doing this interview. We look forward to playing
this game.
You can get more information
on the Saber3d Engine at
Saber
Interactive's website.
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