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Journal
Lundi_03.04.02 
Journal des développeurs


Live Team
Equipe Raven Shield

04.08.2003 «


Chadi 'Leviat' Lebbos
Producer

12.03.2002 «
7.25.2002 «
5.06.2002 «
4.29.2002 «


Eric 'Arsenic' Bégin
Lead Programmer

12.03.2002 «

 

12.03.2002 - Lead Programmer's Update

This is the first of a series of exchanges between the dev team and the fans. Unfortunately, we can not answer every message sent to the fans' forums. It's not because we don't want to, but imagine the number of messages we would have to answer. Just answering those messages would delay the game until next summer. Hmmm, I don't think anyone would want that... So the dev's corner is the way we have found to communicate with you.

Time goes so fast... Already 3 weeks since we released the multiplayer demo. The response is incredible. On File Planet only, we got more than 90 000 downloads. Of course, this will force us to work harder to be sure to surprise you, again, with the final release. It also shows us how the Rainbow Six community is still huge, even if the last complete game, Rogue Spear, was released for Christmas 1999. Our team is proud to work on this title, and we will do everything possible to make the best Rainbow Six ever.

We saw the interest in the different fan's forums that exists out there. And for people wondering if we really read the forums, be sure we do, we are often forwarding the best posts on to the team. One of my favorites... Click Here. Well, don't know if it's all real, but it's a good entertainment...

I leave you on that, folks 'cause there is much work to do before the full release!!! I'll be happy to meet you on some servers.

Eric "Arsenic" Bégin,
Lead Programmer, Raven Shield

12.03.2002 - Producer's Update

Hello everyone,

I am glad you are enjoying the demo.

Thank you for all your feedback. I would like to let you know that we are reading over your posts. The same goes for all of you who have sent feedback via the e-mail address found with the demo. Unfortunately, we cannot answer all your questions individually, but we'd like to give you guys a general idea of where we are.

Part of the team is working up a patch that will solve the majority of the bugs you've encountered. We still don't have all the required elements to give you guys an official date (which will be in the upcoming days), but once we do, you will be the first to know. As for the rest of the team, we are still debugging and optimizing.

We would like to collaborate with you on a certain topic. We have read posts recently, stating that people are able to cheat. We want to deliver a fun and cheat-free multiplayer experience. For those who have info on how people managed to cheat in the demo, please provide us with as many details as possible here (r6mpdemo@ubisoft.qc.ca).

Thanks and talk to you soon, with the patch date and other juicy details. :)

Chadi "Leviat" Lebbos,
Producer, Raven Shield

7.25.2002 - Producer's Update

For a number of business and technical reasons, Raven Shield will not be playable on the Microsoft Gaming Zone. All of the Ubi Soft studios, including Red Storm, are committed to providing multiplayer features through the ubi.com game service.

As a part of our ongoing commitment to bring a high quality on-line gaming service to our customers, we'll be offering a number options to Raven Shield. One of these options will be playing Raven Shield through the ubi.com game service (which will continue to be improved upon). However, we feel that the majority of players will take advantage of the in-game server browsing technology that will be available with Raven Shield. This feature will allow fans to access hundred, even thousands, of servers world wide.

Multiplayer features built into Raven Shield also include a ladder system on ubi.com which will track basic statistics and rankings. In addition, log files generated by Raven Shield will let the host players produce their own rankings for their servers and matches. Players will be able to use the parser that will be released with Raven Shield (which will parse the log file and generate basic statistics in html format) or they can access the log file directly which contains a great deal of data. The log file could also be parsed out by a community-built 3rd party tool.

Since Ubi Soft is committed to continually improving the ubi.com game service, we are all striving to make Raven Shield multiplayer a great experience for the on-line gaming community. As always, we appreciate your input. The development team will be talking about Raven Shield multiplayer in future on-line chats. Visit Raven-Shield.com for more information.

Thanks,

Chadi "Leviat" Lebbos,
Producer, Raven Shield

5.06.2002 - Producer's Update


Q: Busy?

Oh yeah!

The Raven Shield team is "pumped" to reach the next development milestone: the Alpha and I must say that we are very proud and excited of how the game is evolving! Currently, our main goal is to complete the core development of the features and gather all of them in the same build. The challenge is to make sure that features selected will provide a good balance between game play and graphics, according to the priorities we've settled for the game. Two key words on which the team is putting emphasis "Realism" and "consistency", never forget those words ;).

Some features may remain and some of them will be left out. It's all a matter of balancing it out. Once everything is implemented we will be able to start calibrating the AI for all characters, Rainbow, Terrorists and Hostages. Don't get me wrong, it will be quite a challenge, as our main goal is to provide the players with an AI that is not only good, but it must be perfect!

Q: Tell us about the levels?

The levels...hmmm! One word: AWESOME. The level designers really exploited all the resources available to them to make the levels in Raven Shield! The development of the levels is near completion and we're getting ready for the tweaking and debugging period. "Realism" and "consistency": every single inch, each object and each part of the layout has a reason to be there.

The forums are booming, the previews of Raven Shield are everywhere, E3 is coming and we are ON FIRE!!!!!

Chadi "Leviat" Lebbos

4.29.2002 - Producer's Update

Chadi 'Leviat' Lebbos, the Producer for Raven Shield.

1.) You´re a member of the Ubi Soft development team in Montreal, Canada: What projects have you worked on in the past and what exactly is your job as a producer for Raven Shield?

My first big responsibility at Ubi Soft was in 1997, where I was asked to start and manage a localization studio. This gave me experience in project management, dealing with 3rd party developers, marketing, human resources … you name it. 4 years later, I was asked to be an associate producer on RAINBOW SIX - RAVEN SHIELD, I jumped at the opportunity and became involved when the game was nothing more than a sheet of paper. I can’t believe the amount of work that has been done to it since then. A couple months later, I was promoted to producer. You can imagine what my reaction was!

Being a producer on Raven Shield, I always need to keep in mind that we’re not dealing with any old game here….it’s Rainbow Six. I need to make sure the standards of quality in terms of gameplay remains consistent, and combined with graphics and sound, everything needs to be balanced perfectly and of the highest quality in order to bring the best possible experience to our fans.

As the manager of the project and the development team, I need to make sure everyone has everything they need to work efficiently. Working closely with Red Storm, I provide all of the proper guidelines that will help us achieve our goals.

Finally, marketing and PR rely on me to provide them news on the progression of the games development!

2.) Continuing the Rainbow Six-Series is a major challenge - Red Storm set very high standards with their products – Is this the source of your motivation or is it simply one of many challenges you face with Raven Shield?

Developing the next in the Rainbow Six series is a privilege. This franchise, along with Half Life, is probably the most popular within the FPS market so the pressure is onto make Raven Shield a unique experience! We need to make good decisions to preserve the authenticity of the franchise and add innovations that will surprise Rainbow Six and FPS fans. So in answer to your question, yes, it is definitely a challenge for us.

However, it’s also a source of motivation for us. The development team is made up of Rainbow Six fans so we definitely started on the right track!

3.) What is the story/environment that Raven Shield is set in?

We’ve picked mission environments in interesting locales. Each map needs to be “unique” in terms of graphics, game play and sounds. There will be a variety of environments such as snow, desert, mountain, day, night, rain, outdoor… mostly in Europe and South America. Of course, locations have been selected according to the story line and the major plot.

4.) Use of the new Unreal Warfare engine gives you new possibilities. Do you think Raven Shield will remain true to the Rainbow Six-Series by advancing the game to the next level? What are the advantages of the new engine? Do you think it will allow you to set new standards?

The Unreal technology needs to be adapted to our own needs – We’re not developing Unreal… we’re developing Rainbow Six 3. However, this engine is a great start for us because, while we work towards adapting the engine, our editors can begin work on the layout. Because the game content alone is a big developmental challenge, I thought it would be more beneficial for us to put our efforts towards optimizing the game play and basic features rather than the engine itself… the Unreal engine is a powerful tool for both 3D rendering and script AI. It will surely contribute to the quality of the game.

The basic Rainbow Six AI is huge compared to any other FPS on the market; which takes up a large chunk of the memory budget… Even if the graphics are outstanding, I think (wish) that Raven Shield will set new standards with its controls and its AI.

5.) Are you supported by Red Storm? If so, how? Do you receive any consultation and/or support by members of the US Elite Police Teams?

As we did with Black Thorn, we constantly work with RSE. The storyline is mostly managed by RSE and the game design is supported by RSE. Also, many of our decisions are discussed with RSE first. They know the franchise better than anyone and it’s important to have feedback from them on any and all parts of our work.

We want this game to be the most realistic Elite Police tactical simulator out there. To better achieve this, the development team leaders have been trained by the GTI SQ team (elite hostage-rescue team in Montreal, Canada). Moreover, we are working closely with a member of the LAPD Tactics team. His advise has been helpful in the design of certain gadgets, tactics and character reactions in the game itself.

6.) Producing such a major title means a lot of creative work and fun for everyone in the team, but it also means stress and the need to make difficult decisions. What were the biggest problems and challenges you’ve had to face so far?

Aside from the many technical challenges, one of the biggest obstacles is the selection of the features (choosing from hundreds!) that will make Raven Shield not only the next great game in the series, but also an awesome title with many innovations that would please both Rainbow Six fans and FPS gamers.

7.) What is your favorite game feature and why?

I really like the new peek & crouch controls which are quite ground-breaking. It doesn’t affect the way I’m accustomed to playing Rogue Spear, but if I need more precision and more control, it’s useful in helping me discover ways of shooting the enemy that I couldn’t do in Rogue Spear.



 

Tom Clancy's Rainbow six 3 : Raven Shield



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