|
While working for Paradigm/ THQ I worked on porting the XBox 360 Version of Stuntman: Ignition to the PS2. I was primarily responsible for porting the “Overdrive”, “Strike Force Omega”, and “Quick Fix” levels.
Porting consisted of first coping the 360 files over to the PS2. The assets that could not be converted had to be swapped with PS2 friendly substitutes. Once the Assets were in working order the level had to be trimmed into PS2 memory standards. After memory was within tolerable levels, I had to fix all the scripts that were now broken from their asset counterparts being deleted or changed. Lastly the gameplay of the level needed to be massaged to get the PS2 to play the same way the 360 played.
In addition to my porting duties I had to manually assign how the game loaded its terrain cells. That means I had to go tell the program what cells (Grid cords) I could see when the camera was in any given cell. There were approximately 400 cells on a full terrain. At first this was done with a paper map, MS Notebook, and a bit of code. Lucky a kind Maya tools engineer made me a tool that worked in Maya, so then I could use Maya to set up the visible cells for each cell of the level instead of using pen and paper.
|