Quake 4

Chad Bordwell is Senior Scripter / Designer @ Raven Software and has been in the game biz since 1997.

www.wolfenstein.com

 

 

 

 

 

 

 

Overview

Wolfenstein was the most recent released title I've worked on which is based on the id Software license that started the first person shooter genera. During this project I was mostly on a scripting role in regards to the work I implemented however the design, layout, and level flow was collaborated in small groups focused on the level itself. The groups I worked with were for the levels Trainyard, Digsite, and Cannery. Of course as with most development we all end up helping on each others levels so I touched many others.

Scripting was mainly done in a Raven created drag and drop system called "Brain." This system was very similar to Unreal Kismet in it's appearance. However for general AI movement we used a trigger/targeting system within Radiant that triggers AI to move to path nodes similar to the ones used in Quake 4.

The Wolf editor itself was a highly customized Raven version of id Software's Radiant. The version allowed us to create different layers within a level to allow multiple people to work on the map at the same time.

Below is the first level of Wolfenstein called the trainyard level. Trainyard is one of the levels I was responsible for scripting. The video (apparently done in the German version) shows someone playing trainyard from start to finish. I was responsible for allies and enemy movement, combat, dialog, as well as the events that happen in the level. So I created the game play you see here.

Another scripting sample below of someone playing through Digsite. This map had some puzzles that were fun to script. Mainly I used func_mover entities and player enter/exit volumes. The guy playing is going through pretty "guns blazing" but you could sneak through quite a bit of it if you wanted as well.

 

Wolfenstein was a very challenging title to work on. If any license could be described as a "classic shooter" it is Wolfenstein since it started the game type we now call FPS. However it was being created in a time when games like Halo and Call of Duty were center stage and a classic FPS felt like the wrong approach. So after many years and many iterations the decision was made to focus on a more classic shooter with a twist. That twist being the strange powers which in my opinion leaned a bit too much towards a Bioshock feel. However I think the game was honest to it's license and does deliver the type of game you'd expect from the Wolfenstein franchise.

 

 

Images and content are copyright © Chad Bordwell