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Getting To Know Your Developers [GTKYD]: Dan Chretien from Demiurge Studios PDF Print E-mail
Written by Alexis M. (Rivithed)   
Thursday, 08 October 2009

This week's featured game developer for GTKYD is Dan Chretien, from game development studio Demiurge Studios. Demiurge Studios is a talented game development studio, whose work you most likely have come across while playing games like BioShock, the Rock Band: Metal Track Pack, Frontlines: Fuel of War, and Mass Effect. Speaking of Mass Effect, Demiurge Studios has recently completed the Mass Effect: Pinnacle Station downloadable expansion for the PC. Dan is part of the team that worked on the Mass Effect: Pinnacle Station DLC and he has some insight on it. Read on below to find out more about Dan's role in the game, get some tips (and an Easter Egg!) on playing Pinnacle Station, and his personal experiences in gaming.

Tell us a little about yourself: Who are you and what do you do in the gaming industry?
My name is Dan Chretien. I'm a game designer here at Demiurge Studios. As the studio has grown, I've handled tasks ranging from level decoration to UI design to mechanics design.

Can you talk a little about Demiurge Studios? What are you currently working on or have recently released?
A few months ago we wrapped up work on the Pinnacle Station DLC for BioWare's Mass Effect. As for now, I'm not at liberty to say. I hate that the nature of the industry means I can never talk about the projects I'm most excited about until they're almost out.

One of the toughest challenges for me in the Xbox 360 Pinnacle Station DLC was defeating the Time Trials. Are there any tips or tricks you could give to me and GamingBits readers on beating those?

- Learn where the clusters spawn. This will give you a better idea of how to approach each battle.
- Remember where the snipers are. Their assassination ability can quickly turn a record time into a failure.
- Remember which enemies have immunity. You'll want to kill or disable them quickly, because they'll take a lot more shots ... and time ... to kill after they activate immunity.
- Once you've remembered how guys spawn, try to get a feel for their movement patterns. Pick your targets based on who is going to be nearest to you and be ready with an AOE attack when they cluster up.
- During each encounter, you want your path through the area to leave you in the optimal position for the next one. Snipers will want to end up in good sniping positions as enemies spawn in, and heavily armored soldiers want to be right in the thick of it.
- Ration your powers. Come up with a script for how you use your powers so that each is ready when you need it.
- And lastly, if you're desperate to shave the last fraction of a second off of your time, detonate a grenade near your feet as the mission begins. This will put your team in combat mode, and allow you to sprint into position without having to wait for any enemies to spawn in.

Which play mode in the holographic combat simulator was your favorite?
I get a kick out of Time Trial. I really liked mixing and matching my squad and equipment and seeing which combination of guys was most effective. I also liked trying different routes through the level, trying to cut down my travel time and optimizing my attack positions. It's awesome when you get the timing and the attacks just right and shave off that last second or two from your last time.

I'm sure there are tons of hidden rewards in Pinnacle Station. Can you give a hint or two on Easter eggs that the player might otherwise overlook?
We put a lot of effort into enforcing the feeling that Shepard and team Normandy were running around in a holographic simulator on a military station. A lot of this is visible with the holographic glitching effects and the generator sweep at the beginning of each mission. The occasional commentary from Ahern over the PA system serves as a reminder that Shepard is being observed. But, the player should remember that Ahern is not just a disembodied voice, he's a dude standing up in the observation deck. If the player fires a volley of shots at the window, he'll get angry in a way that is appropriate for a grumpy old military guy.

How do you think this DLC will get players back into the game and ready for Mass Effect 2?
Well, the most important thing is that it gives people a reason to fire up Mass Effect again. If the combat missions get too difficult, players can explore the galaxy and level up their characters. It gives players an opportunity to immerse themselves in the Mass Effect universe again. It'll remind them of everything they loved about the storytelling and the characters and environments.

How is it working with BioWare?
Working with BioWare was pretty interesting. After taking on the task to work on their 'fight club' scenario, they left us to work on our own. We spent time prototyping level features, experimenting with spawning systems and figuring out their level scripting. From time to time, they would give us access to the tools and training we needed to develop a level for Mass Effect. BioWare is well known for their game writing, so taking on the task of writing for one of their properties was pretty intimidating. After we sent off a first pass at the dialogue, it was interesting to see what changes they made to better fit the timing and rhythms of conversation in Mass Effect.

Getting a little bit more personal, I’d like to ask: How did you get into the games industry?
I knew I wanted to get into games when I entered school, but it seemed like such an unreasonable goal that I tried to leave myself a safety net. I studied Electronic Media and Computer Science, figuring that even if the games industry didn't work, I could always just fall back and write boring software somewhere else. I graduated in May 2004 and in November, I snagged a job doing QA for Stainless Steel Studios on Rise and Fall: Civilizations at War. When Stainless went under in 2005, I got picked up by Demiurge. They started me off doing QA work for them. When Demiurge did some editor work for Iron Lore Entertainment's Titan Quest, I was asked to write a set of tutorials for their editor. The higher-ups at Demiurge saw the work I did on the example maps and invited me to do some level design work on Medal of Honor: Airborne. Three years later, here I am.

What is your favorite game you have ever played on any console and why?
I'd have to say Half Life 2 on the PC. That series is just so immersive. I get really drawn in by the storytelling and atmosphere. Even with the engine starting to show its age, their art style is just so incredible. It's one of the few games where I sit down and get amped to play the game just while it’s loading.

What are some game(s) that are you currently playing?
Scribblenauts has been sitting in my DS for the last week or so. I love how many "this one time" stories come out of that game. When I have some time to kill, I've been playing Far Cry 2 on the PC. The missions get a little same-y, but if you play it in short bursts, it's a hoot every time. I just got my Xbox 360 back from the shop this weekend, and have been playing as much Shadow Complex and ODST as possible.

If you had to pick just 3, which games are you looking forward to playing in the next year and why?
Well, as excited as I am about Mass Effect 2, I don't think it'd be fair to play favorites there.

I am totally stoked for Modern Warfare 2. I hope they can nail the single-player pacing as well as they did in the first one. I loved the level of multiplayer customization they had in the first one, and from what I've seen, it looks like they've stepped it up in the new one.

I really like a good brawler, and the God of War games are awesome brawlers. I can't wait to see what they do with the third one. Everything in that series is so epic and Kratos is like the toughest guy ever. It's cool to see what Greek mythology throws at him, and how he subsequently obliterates it. A lot of game designers kind of turn their nose up to the quick-time events that God of War made so popular, so I'm curious to see if they keep them in for the third outing.

I was so bummed when Splinter Cell: Conviction got bumped to 2010. It looks like it’s shaping up to be awesome. The new mark-and-execute system they're showing off looks so great. I always feel like such a bad-ass in Splinter Cell games when I creep along the sides of buildings and through the shadows, but I always end up just shooting the wall next to a guard's head and alerting everyone in the area.

What was the last game that you actually finished (watched the credits roll)?
Oh jeez, last one I finished? We were playing Wanted: Weapons of Fate for a while at lunch, and just to satisfy my own curiosity, I played through to the end.

What is next for Demiurge Studios?
Over the years, we've had the opportunities to work on some really amazing franchises, but Demiurge Studios has always operated with the goal of eventually developing our own IP. Right now we're developing a downloadable title. With a sh*t-ton of elbow grease and a little luck, we should be able to get ourselves a foothold on the market, and add full, original IP games to our repertoire.

Anything else you're itching to tell us?
We at Demiurge Studios are very pleased with the leaps and bounds that have been made in the field of robotics and look forward to a prosperous future with our autonomous helpers.

###

Thanks to Dan Chretien, Carolyn Carnes and Demiurge Studios for making this interview possible! See more on Demiurge Studios here at their website. The Mass Effect Pinnacle Station is available for the PC from the EA Store for $5.

See more of our exclusive GTKYD interviews here.

Mass Effect: Pinnacle Station from Demiurge Studios on Vimeo.

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