Cel Damage - Cast Lineup

Cel Damage Box ArtCel Damage

Developer:
Pseudo Interactive, Inc.
Toronto, Ontario

Publisher:
EA Games

Description:
Cel Damage is a cel-shaded car combat game created to run on the XBox and Gamecube platforms.

Released in 2001, the game took approximately two years to develop. Starting with the real-time physics engine that was originally created for the Full Auto project, programmers at PI rewrote the code to use "cartoon world" instead of "real word" physics models. In addition to real-time physics being used to calculate the movements of all models in the game world, from the smallest bullet to the biggest boulder or vehicle, the game engine also features real-time deformation of models which contributed heavily to the "cartoon" feel of the game.

Cel Damage - Deformation of Models

The premise of the game is fairly simple; the main characters of the game are the regular cast in a game show taking place in a cartoon world. Each character has a signature vehicle and weapon of their own...Violet's tank with mortar, Synder's ATV with wood chipping attachment, Flemming's hovercraft with laser, and so on. There are also guest stars that the cast play against, in areas themed to the guest, such as T. Rex the movie star dinosaur in several jungle-based settings. Defeating a guest in all of their arenas unlocks the guest as a playable character.

Cel Damage - XBox Cel Damage - GameCube


My Role:
When we started work on the Cel Damage project the decision was made to move away from our previous level designer based development model. Instead, the overall game design was passed off to a lead designer and all building of landscapes, mesh objects, etc. moved completely into the domain of the Art Department.  The Art Director and a Concept Artist worked together to create the proposed "look" of the models and areas, and these were then modelled by the Artists and passed to a Texture Artist who would create the required textures for the model.

Cel Damage - Western

Over the course of our development cycle, I worked on many different types of models, from rocks, plants, mesas, buildings, and powerups to modelling vehicles, creating terrain layouts based on level design concepts, modelling skybox areas, and generating specialised collision representations. I also did a lot of the daily upkeep of the X-Ref files that were used to communicate to the Programming Department what the layout of each level was supposed to be.

I did rough texturing and some final texturing of both terrain and mesh objects, and occasionally created prototype textures to apply to models before they were passed off to the Texture Artist for good texturing.

Cel Damage - Transylvania


Interesting Factoid:
Pseudo Interactive was the first third-party developer to physically sign a contract with Microsoft to develop a game for the XBox platform.


About Me | Resume | Galleries | Links

Logo
Copyright 2005 - Sonya Roberts