Table of Contents Table of Contents
Previous Page  99 / 128 Next Page
Information
Show Menu
Previous Page 99 / 128 Next Page
Page Background

which was actually our first level in the game, it

really helped us to get the rest of the levels up

to that place. That’s the lighting, and that’s the

materials, and that’s all of the graphic features that

we’ve enhanced for it, including the characters,

the reality scans, and getting Kit Harington (the

Game of Thrones

star plays antagonist Admiral

Salen Kotch) in the game. All these things really

helped to bring the game to what we

were trying to make. Then the whole

team could just crank and get the

other levels done.”

Horton talks us through how

the work his art department

contributes to the game fits in

with the structure of the overall

production.

“We have design, narrative and

tech and we work in what we call

interdisciplinary pods,” he explains. “You’ll

have in a level every single discipline – animation,

effects, design, and art – and we’ll all get around

the screen, play it and go, 'this is what we need to

do', and we start to rattle off all the things we want

to do to make this level and this experience feel

finished.

“Everyone picks up the task and you just start to

see every department organically building this up,

and then, once the sound gets in there, the whole

thing clicks; that’s the experience we’re trying to

land. We have a really close collaboration with all

disciplines as we’re developing the game.”

Does Horton prefer to work on the

campaign or multiplayer? “Obviously,

my comfort zone is campaign,

but now I’m really excited about

the power of multiplayer and the

addictive quality of it. I really want

to get better at it, too – I’m always

rubbish when I play multiplayer for

the first couple of weeks.

“I would say what I love about

campaign is the stories and the

characters and that feeling of

evolution and growth; my heart is

still there.

“But then there are the zombies,”

he grins excitedly. “You can’t forget

about Zombies.”

thing all the way through. It

really immerses you into the

story.”

Part of the challenge for

Horton and his art team was to

get the aesthetic right. Although

the series is no stranger to a

future setting, taking Call of

Duty into space was a whole

new proposition that required a

lot of thought in the design process.

What would the soldiers look like?

What about the tech?

“My team designed everything; characters,

environments, effects, UI, weapons, vehicles – you

name it,” says Horton.

“With a Call of Duty title, the aim is to always

strive for that military authenticity but because

Infinite

Warfare

is in space and in the future, we had to

extrapolate what we thought that would

look like.

“So what we did was to take

the navy and take NASA and put

them together. That was our

driving principal of our aesthetic.

It was something that felt real and

grounded and not too science fiction;

we wanted it to be science fact as

much as we could. I would say that

was our guiding principal.

“We produced hundreds and hundreds

of designs and an absolute ton of it ends up on the

cutting room floor. It’s the “What if it looked like this?

What if it looked like that?”. He leans back and smiles.

“Sometimes you need those two things to find out

what the final answer is.”

Horton encourages his team to always ‘bring their

ideas and passions to the table’ and this forms part

of his overall modus operandi. On

Infinite Warfare

, he

began by posing a number of questions. What are we

trying to do here? What is the statement of quality?

“When I came in we took one level and we said,

this is the level we’re going to focus on and we’re

going to bring it up from where it’s at, which is a

foundational level, all the way up to final quality."

“Once we had that one level with the final quality,

Gargoyles

(1995)

Based on the Disney animated

series, this Mega Drive title

garnered positive review

scores with one contemporary

commentator calling it, maybe

a little too enthusiastically,

‘one of the best games for the

Mega Drive’.

Medal of

Honor

(1999)

Horton’s first experience

with the first-person shooter

genre began right here with

Spielberg’s excellent game

and military shooter forefather,

Medal of Honor.

Marc Ecko’s

Getting Up

(2006)

Not a great game to be fair,

and famously banned here

in Australia. The reason?

The Classification Board

determined that the ‘game

promotes the crime of graffiti.’

Silent Hill:

Homecoming

(2008)

What is it with Horton and

banned games in Australia?

Another title to fall under the

Classification Board’s axe. A

resubmitted, toned-down game

was approved for release the

following year.

F.E.A.R 3

(2011)

A neat survival horror shooter,

the best thing about this title

was that we got to meet a

grumpy horror maestro John

Carpenter – who wrote the

story – in person at E3.

13

FEATURE

GAMES

Call of

Duty: Infinite

Warfare

is out now

Five Games

Brian Horton

Has Had a

Hand In.

Horton’s

Handiwork

Kit Harington on set

and in game (left).

We wanted it to

be science fact as

much as we could