When we played Frontlines only two maps were available, but they couldn't be more different in terms of content. One was a huge, open environment, packed with tanks and some of the fastest jeeps we've ever seen, favoring snipers, air support options and heavy weapons men. The other was a dense urban affair, full of skyscrapers, but also sporting a few jeeps for fast movement. Certain bits of each environment are destructible - and chucking a cluster bomb throws up cumulonimbus-sized clouds of
So somebody was telling us you were in the military…
Halper: I did military training. I used to work with Lockheed Martin, making training programs for the military. I also worked on a coastguard training project and the military saw the benefits of that. But you start to think about how to make these things interesting for soldiers who like to play videogames, so Im used to thinking about it in that way. Then I got into games as a hobby, and then I got kind of addicted.
Starting with
Give us a bit of background on Kaos Studios…
Halper: Kaos Studios was started in late 2005 by the core members of Trauma Studios. Were most known for our work on Desert Combat, as well as Battlefield 2. We were DICE New York, and then we became Kaos.
What was your actual involvement on BF2, as Trauma Studios?
Halper: Mostly we did the R&D. Desert Combat was pretty successful and DICE wanted us to develop some of the features on BF2 and prototype them. They had a new engine which