This is one of my favorite parts of Mirror’s Edge. It’s the part where they introduce a new named, voiced, animated character, and he gets literally this gif’s worth of screen time in the entire game and is never seen or heard from again. Mirror’s Edge is absolutely full of stuff like this, parts where you can see the stubs where huge features and characters and slabs of game had to be cut for whatever reason. I like this stuff because it feels like a little bit of insight into the development of a AAA game, which is a rare thing because of the industry’s idiotic propensity to shroud everything in secrecy. It also adds some feeling of depth by alluding to things existing in the world other than for the player’s benefit, though that’s probably a happy accident rather than a deliberate thing.
I don’t have the scoop on how the development went down, but it feels very much like it got rushed out and the team had to figure out how to make a decent game while throwing 90% of their work out, and if that’s what happened they did a great job. The reboot they’re doing now looks like them getting to take a second run at the same ideas they had before, presumably with more time and money, and apparently much more successfully. I can dig.
Also, I dived into the editor and some decompiled source code a while back, and it turns out there were a bunch of cut multiplayer modes where you’d play as various different classes of runners and cops: cops and robbers, package delivery, stuff like that. Hot scoops.
UDK screenshot. Today’s goal: a village of these, and all my final renders… I’m hoping to get it sent tonight!
Importing 3Ds Max to UDK doesn’t seem to play as nicely as Maya to UDK does. UDK tiles my textures differently than Max did, so I basically had to redo some of the textures to get everything sort-of working… with the other option being to go and redo all my UVs in Max with UDK in mind.