Okay,here's the breakdown:
I'm sure your heard that the lady mentioned the VES("Visual Effects Society",here is some info for you guys and a video from a german site:
http://www.widescreen-vision.de/aid,...a/News/?page=2 )and how Crysis:Warhead won the "Best graphics" prize,and for this special occasion they paid the Hungarian devs a visit here in Budapest.The devs say nothing really new,they are just introducing the games mechanics to the people.(throw soldiers around,the physics,jump on rooftops,etc.)(M1 is watched mostly by mature audience who don't play games,that's why they start from the basics)They also compare the game to a comic,like you were in one.After that the story get's mentioned,what happened in the first part.Kristoffer Waardhal goes on and says that they picked out the favorite character out of Crysis(Looks like it was Psycho.Don't know if fan favorite or favorite of the team,he doesn't say anything about that),what kind of person he is,what he likes/does the most effectively,and that people like explosions,that's why they went for the aggressive style.After that the narrator compares game development with movie development,you need a good idea,a good script,and a lot of talented artists.But in games,the player has a different view about things,so it's a bit harder.They need to guide the player through the game,the story,not knowing what he/she does in the meantime,how he/she accomplishes his/her goals.The Hungarian devs are assisted by Bernd Diemer a German media mogul.He says that the purpose of games is to take the player out of the grey days and open a new,believeable World in front if him,paying attention to the credibility and the feeling of the game.Crytek's games have always been outstanding thanks to the beautiful graphics,but if the game is boring,or if it lacks action,the visuals mean nothing.Schlags Tamás begins to talk about the physics applied in the game,you can chop up wood real-time,and that so small details mean a lot of development time.The test team get's introduced,who play the game 8 hours a day, searching for glitches,bugs and things that mights cause problems.Tóth Tibor(35) says sometimes he hopes that he doesn't need to play the game at home,but usually that's not the thing.After they get home,they continue playing.This tester team found the "cloak-tree" bug that makes you invisible if you hold a part of tree in your hand.They noticed this when cruising through the level with a piece of wood in the characters hand,the enemies wouldn't notice him.Standt Ágnes is a designer of some sort,she doesn't like playing,but she loves to design the levels.Kiss Krisztián and the rest of the team are responsible for the jungle,how it looks,how it feels.They also position/place enemies,make them react to things.Next up is the Team responsible for the sounds/audio treatment.Notice how the music changes from violent to a bit calmer when you exit a vehicle.At least three years are needed to finish a game and the next one is already in development!The interviewer tried to get some information,and he got a cryptic answer:"I know everything,and it's going to be great."says Waardhal....
Sorry for my grammar.I know it's not perfect.
