Jeff Tobler and his wife, Karen, started Omni Creative Group, Int'l
in 1991 and premiered their award-winning first game, "Riddle of
the Sphinx", in 2000. I had received the game we would be
discussing prior to our interview and had the opportunity to play
it beforehand. The graphics are rich and highly detailed. I have
always had an appreciation for the graphic-intensity of these
puzzle games and the thought process behind any game that can
captivate and engage you as this game did with me. Speaking with
Jeff from his home and office in St. Louis, Missouri, we started by
talking about CINEMA 4D and what prompted him to consider it to use
it to create everything in his well-received sequel, "Riddle of the
Sphinx II: The Omega Stone".
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"CINEMA 4D was getting a lot of mention in the community and
was really known for its stability more than anything and that was
really a key for us almost more than anything. Of course it had to
have great image quality and had to be usable, but stability was
the most important thing. We had tried so many applications that
were not stable that we really needed a good workflow. 3D takes
forever anyway. It's a job that you just don't put in a few hours
and when you have crashes, it can be painful at times. I think it
was a combination of that and the press, at the time, which got us
looking at CINEMA 4D when we were ready to do the sequel to our
first game. We looked at other applications, one which was blurted
out of everybody's face that I talked to, but I really didn't want
to get into it because first, they didn't have a Mac version and
second, I'd heard a number of things. Stability was the number one
issue. Then we looked at CINEMA 4D. It was very stable and then
there was the ease of working with the company. In other words, I
think we had narrowed it down to CINEMA 4D and one other program,
both of which were on the Mac. There were issues with the other
application with technical support, pricing and dongles and though
stability wasn't bad, it was not rock solid either. So at that
point, we decided to go with CINEMA 4D." |
"Normally, we jump into software and learn it ourselves, but we had
a terribly short timetable to turn this game around and we were all
switching to this new software, so we brought in Frank Cords of
Elite Imaging, to train us and he was wonderful. I now work, pretty
much, 100% in CINEMA 4D and though there are things that other
applications do that CINEMA 4D does not, I will find a way to do it
because I really prefer the way they've constructed the application
in that everything is reusable - the splines, the NURBS and so on.
It just fits my personality and the stabilitywell; I can't stop
talking about it. It's so wonderful to be able to work and work and
work and it just doesn't quit. It's comparable to Photoshop in
stability. I mean, looking at it that wayat the whole
marketplaceit's that stable, and that's saying a lot."
| "When starting an adventure game, Karen and I will sit down and
do key points and then I will work up a gaming document with a few
sketches. It's loose and rough. mostly legal pads; no sketchpads
at this point. We will storyboard linear things like the openings,
but when we start working on the environments, we will build from
macro to micro. We put in components and keep working and refining,
making little changes here and there while new ideas come as we
build. The process becomes more like sculpting." "This type of game
has quite detailed artwork as opposed to the other type of video
game where you're building levels and have all your characters
done. It can take two years to complete a game. Some people try to
do it in one, but that is awfully difficult. Some of the bigger
games can take three years." I wondered about the amount of
playtime such a game was estimated to have and Jeff took a moment
to look it up. "It says here over 50 hours of playtime. Of course
that can vary." I assured him I knew that and that it was an
underestimation in my case. I will definitely enjoy it for a lot
longer than that! |
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This served as a segue to Jeff's pride in the game for serving
more than just game entertainment. "It's kind of like a virtual
vacation because you can go and explore the places in the game and
feel like you're there. It's a fact that there are a lot of places
in the world now where you can go, such as Stonehenge, for example,
but you can't walk around it. In the game you can walk under and
through the middle of the Stonehenge and those stones are modeled
to exacting detail." |
| With such dedication to detail, I inquired if they had made use
of any Satellite or Geological Survey material for accuracy. "We
used the satellite images for overhead positioning and the
topography, but heavily relied on books and old-fashioned math as
well. Satellite imagery was probably the most accurate and for
something like the Giza plateau, it was pretty crucial to get it
right. Still they have to be used as general placement tools and
some adjustments needed to be made for the play of the game, but we
were pretty true to what was there." |
 |
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Jeff and I discussed the use of CINEMA 4D and what about it
helped facilitate his workflow in making all the models for Riddle
of the Sphinx II: The Omega Stone. "What I probably loved the most
was the dynamic nature of all the building blocks and tools because
I'm an 'undo' kind of guy. I like to play around with things and
not feel like I have to make a copy of this model in its raw state
before I make a change. I had to do that in so many other programs.
In CINEMA 4D, if you don't like it you select on a spline and make
a change, real-time. I know other programs are now getting like
this, but I just think the way that CINEMA 4D was designed and
engineeredwell, it might take a little more to wrap your head
around it, to get into it, but it's far more worth it in the end."
"Rendering is very fast and the image quality is great. We had
gotten the Studio Bundle for the NET Render license. The Rendering
farm was huge. Frankly, it is what allowed us to get the game done
in time." |
"The ability to layer textures is a huge advantage in the way
textures were set up. I'm a real perfectionist when it comes to
texturing. With some of these things, we really needed to be
accurate or at least hyper-realistic. The stones, for example, at
Stonehenge look very realistic. The play screen is still 640x480
like a lot of games are, so you don't get all the detail that is
there. On a lot of the stones we had something like 18-20 textures
on just that one layering. We would do quite a bit of random
feathering. You would have one type of stone texture feathered in
different areas on another type feathered in different areas with a
different type of noise. What it came out looking like was a really
natural, organic-looking rock instead of something with a tiled
texture. It was the same on so many other things; we rely on that
quite a bit and I just really love that."
| MAXON also publishes BodyPaint 3D, so I was curious if it was
used as well. "We use BodyPaint. Love it! I don't know that there's
much to say about it other than it does what it says it does. I
like to set up and organize my UVs the way I want to and then paint
on that. Everyone does it differently. In general, I just think the
tool set is very useful. It's a time-saver, but more than that, it
provides intuitive creation that you just don't get when you're
back and forth to Photoshop. You know, put this in and see if it
works. It's a tremendous tool, really." |
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 |
There are always things to overcome in any project and doing
well-known historical sites will bring its own set of problems with
which to contend. Riddle of the Sphinx II: The Omega Stone was no
different in this aspect. "When I had traveled to research Chichen
Itza, which was to be in the game, I was climbing 'El Castillo',
their great pyramid, and halfway up I start to see this canopy of
trees. The tree line was going to be difficult and as I reached the
summit of the pyramid, I found myself saying, 'Oh, no, how are we
going to do this?' as the trees went on and on. They call it a
jungle, but it's really a jungle forest. If it would have been a
still shot, we might have been able to make a matte painting.
Instead, we used TreePro by Onyx to create the trees we wanted,
with our own textures, and took a planar view of that, pasting them
sort of billboard style. We did quite a bit of playing around with
that until we got a look that was acceptable and then put in some
real trees where you're close enough to them, so that it came off
looking believable. It's always a judgment call, but sometimes you
have no choice. It worked, and that's all that really
matters." |
"I know we really pushed CINEMA 4D to the limit. I'm sure of that.
We had quite a few files - sizes and polygons and all that - and
rendering was an issue, of course. We had to keep trying to
optimize things. But we've done two entire ancient cities that are
big enough to walk in and through and CINEMA 4D was able to hold
its own, compared with other applications, and made all of it a
reality."
####
Riddle of the Sphinx II: The Omega Stone http://www.theomegastone.com http://www.riddleofthesphinx.com Omni Creative
http://www.omnicreative.com Frank Cords
http://www.elite-imaging.com Cris Palomino
elektralusion@elektralusion.com http://www.elektralusion.com
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