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Behind the scenes of Tr3s
Lunas

Around
the beginning of 2000, Mike announced that he would be taking a
break from recording albums, to spend time working on his virtual
reality project, Music VR. He assembled a small team of people to
help him turn his ideas into something that could be experienced by
a wide audience. In order to find out a little of what went on
behind the scenes, I spoke to one of those people, programmer Colin
Dooley.
Colin
Dooley has been programming for the best part of two decades. He
began while still at school and went on to program games for home
computers during the 1980s. He then moved on to writing CAD software
and 3D editors for Silicon Graphics computers, which is how he
became involved with Music VR.
"A few years ago Mike did a prototype Music VR on a big SGI
workstation. He used one of my programs to create the graphics, so
that's when I first met him. After that we sort of kept in touch,
Mike would call me every once in a while to ask if I thought a
normal PC was up to the job yet. Eventually I said yes, I thought it
was and that's when we started work."
That was two years ago. Since then, Music VR has gone from its
beginnings on a computer the size of a large filing cabinet (with a
price nearer that of an entire office...) to something that can be
played at home on the average Windows PC.
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| Graphic
artist Nick Catcheside at work |
Music
VR for the PC was written from the ground up, meaning a lot of
programming work had to go into it initially. There was also a steep
learning curve involved for Colin, as although he was experienced in
the creation of 3D software, Music VR was his first 3D game.
"I knew OpenGL from the CAD work but there's been an awful lot
of other things to learn to be able to write a PC game. Sound was a
big headache, it's nowhere near as easy as it looks. This was also
my first program written in C++, I'd always worked in C
before."
"C++ is quite a nasty language, full of pitfalls, but I'd been
doing some Java programming just before we started the project and I
saw that Object Oriented programming was the way forward. Java
doesn't cut the mustard for 3D games so I had to grit my teeth and
learn C++."
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The
editing software used to
create the Music VR environment |
More
editing software of Colin's was brought in to play, in order to
allow Mike to assemble the many elements that make up the Music VR
environment.
"I had to write a custom 3D editor to bring everything
together, so Mike could take the 3D world and add sound and extra
control information to it. The control information is what triggers
events, lets you pick up rings, etc."
"I've really tried to stay out of the way and let Mike decide
what goes into the game. Occasionally I've had to draw the line when
something was impossible to do, or would take too long to implement.
One of the great things about working with somebody who doesn't know
much about computers or video games is that they don't have
preconceived ideas about what a game should be, you end up with
something really different. I've really tried to let Mike do all the
design himself, with occasional proddings when I could see a much
better way of doing things."
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Mike
in his studio with Music VR,
the editing software visible. |
Of
course, a central part of the game is the music, an area in which
Mike's talents are well known. Did Colin notice anything interesting
about the way that Mike worked?
"What's really surprised me is the amount of rewrites he does.
He'll do loads of different versions of a track until he's happy
with it. He's really fast too, at one point the game music seemed to
change on a daily basis."
Some of the evolution of the music can be traced by comparing the
early Music VR audio samples (which were available on the net) to
the music in the finished game. It's also interesting to compare the
music in the game to the music on the album, to hear how Mike has
added parts to give the music more interest without the visuals.
Indeed, Mike feels that the album music doesn't work with the game,
as there's too much going on in it.
On seeing the credits for the game, some may be surprised to see
that the whole thing was put together by only three people (Mike,
Colin and graphic artist Nick Catcheside). There were good reasons
for this, as Colin explained:
"We made a decision early on that we weren't trying to compete
with the top ten games because that needs a huge infrastructure,
it's almost like making a Hollywood movie these days - maybe 30 to
50 people working on a project for three or four years. We couldn't
do that - setting up a big company like that and finding the right
people for a big team isn't easy. I think [that having a small team]
was an advantage because the development has been fairly informal.
We had fun doing it, we didn't have to turn into managers. I'm sure
that if we'd made a big team we'd have spent more time managing than
working."
The big question now is...are there more projects to come from
Oldfield Interactive Ltd?
"That depends on Mike, though I'm pretty sure we'll do another
one if it's a success."
More information on Music VR can be found at www.mikeoldfield.com
Many thanks to Colin Dooley for his time. Thanks also to Tim
Unwin for brainstorming assistance.
© Richard
Carter
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