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Rainbow Six Vegas

Las Vegas - a city synonymous with Hollywood glamor, Elvis, casinos, the Rat Pack and endless sketchy escort/contact magazines promoted by unfortunate illegal immigrants. America’s gambling paradise, however, is an unlikely setting for a notoriously hardcore tactical shooter with a squad that has to take on a band of particularly brutal South American terrorists. Ubisoft Montreal’s game designer Steven Masters huddles in Canada’s -14-degree big-freeze to give us a warm insight into the making of Rainbow Six: Vegas

1) Rainbow Six: Mexico?
 “We began the game in Mexico, largely for narrative reasons and to tell the story of the terrorist organization, but we were trying to do a few things too. We wanted to introduce the team to the player and then take it away again - we wanted that to be an emotional experience. Second, we wanted to make a really distinct contrast between the dusty streets of Mexico and the glitzy glamor of Vegas. I think perhaps, the Mexican missions went on a little longer than we intended, but we also wanted the player to explore and get used to the game before they got to the “money shot”, as it were.”



2) Intelligent Soldiers
Rainbow Six has traditionally been about multiple teams of four, so it was a tough decision to reduce that to just three guys. We wanted to improve their characterization, to make them feel like humans, and having only two team-mates made that a lot easier, and let us put a lot more into their AI. The context-sensitive command system was a huge effort right across the team - just from the programming side, we had one guy from start to finish developing all the info we’d need in the game to allow us to do that. We went through half a dozen different iterations, trying again and again until we got something we were happy with.”

3) Viva Las Vegas
“We sent three of our artists down there for a week, and they took thousands of photos and gave us really amazing reference material that the level designers could work from. Las Vegas is a very well publicized place - people know what it looks like. We could use the exteriors of the buildings - the shape of them - but we couldn’t use the names of the casinos and hotels, or anything copyrighted. However, a lot of what you see is what’s actually there in Vegas, apart from the stuff we blow up, which is our own invention.”

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