NFS-Planet



NFS U: Interview with Scott Probin Thursday, 30.10.2003
At the official Need for Speed Underground website there is a new interview with Scott Probin. Scott is doing the trackdesign for NFS Underground, and he also worked on the predecessors NFS Porsche and NFS Hot Pursuit 2.

Auszug:
What type of research goes into designing a track? What are some of the criteria that have to be included in track design?

The first thing that is done is to decide upon the level of difficulty and the emotions that the track should provoke in the player when they drive the track. For example, should the track be easy or hard? Should the player feel like they're racing on a knifes edge, or should they feel claustrophbic, or perhaps even relaxed?

Typically Need for Speed tracks are standalone circuits or Point to Point tracks, but for Underground we'd already decided to design the tracks around numerous areas of a city which made things more difficult than past track designs as these tracks were required to link up with one another.

We then go through the intense process of designing the spline (the track in it's most basic form) to meet the design requirements and everyone drives the track over and over, forwards and backwards until we're happy with it. Once the spline is completed, only then do we begin to populate the track with buildings, trees and other objects.


» NFS U: Interview with Scott Probin @ NeedforSpeed.com
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