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'James Cameron's Avatar: The Game' Interview [Exclusive]



James Cameron makes great movies. Ubisoft makes great games. What happens when the two collide? James Cameron's Avatar: The Game. We have yet to step into the colorful world of Pandora, but the game has at least piqued some interest with its introduction of stereoscopic 3D on consoles. We talked with Brent George, director of art animation at Ubisoft, about adapting the film's alien planet into an interactive war zone complete with invading mechas and domesticated war beasts.


How long has this game been in development?

Brent George: The process started back in 2006 when we first met with James Cameron and his team at Lightstorm.

What is the biggest hurdle adapting a feature film into a video game?
BG: One of the challenges we were up against was presenting Pandora, a world that is at the same time stunningly beautiful and uncertain, in such a way that it represented the level of quality that was expected from the film.  

Cameron is going for the highest fidelity, photo-realistic visual style, a challenge which we've seen he's able to pull off.  In the game, we've decided to capture this style by pushing the game through one of the most powerful graphic engines in the industry: Dunia, a subsequent generation of the Far Cry 2 engine.  By referencing the complete library of film concept art, we were able to tweak the Dunia engine to emulate the models, textures and unique effects that can be found in the movie.  For example, several months were spent fully understanding the unique quality of light that can be found in the Pandoran jungle. 

In terms of creating new material, this is where Cameron allowed us a great deal of liberty in expanding upon the world he has created.  We had to fill in the gaps that you don't see on camera during the film.  That floating mountain that you see far off in the distance in the film, well... we wanted to make sure you could go there, and explore it.

On a scale of one to ten (one being nonexistent to ten being he was in the development studio all day and looking over everyone's shoulders as they worked), how much involvement did James Cameron have with the game?
BG: I would say a perfect 5. They really treated us like we were part of their own team at Lightstorm. Since our first meeting back in 2006, we've met Cameron in Montreal, Paris, Los Angeles, and even in New Zealand. 

For a project that has taken on so much of the weight and expectations of Hollywood, James Cameron, Jon Landau and the entire team at Lightstorm have always been extremely hospitable.  They've always been extremely open and collaborative.  We had access to everything from the movie and we gave Lightstorm the same access to game assets.

Cameron's schedule is of course packed from the very early hours of the morning to all hours of the night, so we have, on occasion, had meetings that have extended well beyond the dinner hour.  They have always made a point to be available for us, however, and have never once had to refuse a meeting in L.A. or Montreal.  We spoke with his team on a daily basis, working out all of the creative and operational issues necessary to accomplish a project of this scope.

How does the plot of the film differ from the game's story? Is there any overlap?
BG: The plot has been written to be a companion to the film, with the story line taking place roughly 2 years before that of the film.  We took the rich themes and the major conflict from the film and built around that in a way that would lend itself very well to an interactive experience.

As you may know, games based on video games aren't exactly crowd/critic favorites. There are a few notable exceptions (i.e. GoldenEye), but why do you think there has been so much suckage in the past? Why is Avatar: The Game different?
BG: Cameron has created a universe that can be explored and experienced through any number of portals, or "windows to the world" of Avatar.  The game has been in development probably longer than any other game based on a movie-license (three years here in the Montreal studio).  We're really trying to move away from the traditional film-to-game model and collaborate on a level where it's about developing a more multifaceted storytelling experience.  That's also one of the main reasons we were allowed to release the game prior to the movie; we're giving people an opportunity to interact with this world through an entirely different "window" than the film.

This is the first console game utilizing stereoscopic 3D. Tell us a little bit about why you're implementing this technology for this game. Also, how does the console hardware allow for you to do that and why haven't other game makers made a 3D game?
BG: We had two clear goals in developing Avatar: The Game in stereoscopic 3D: a) to prove to the industry, and more importantly to gamers, that we're able to do it, and b) to develop the skill set and tools within our studios to continue to work in the medium.  For now, stereoscopic 3D is a great addition to an already great game, for those who will be able to experience it.  Regardless of how it's displayed (stereoscopic 3D or otherwise), we've always got to keep in mind that the most important thing has always been to develop great games, period.

Is 3D gaming going to be the 'it' thing for the next generation of video games?
BG: Stereoscopic 3D provides the gamer with slightly more information about the environment they're in, and the relationship between the objects within that environment.  It becomes both a more immersive and authentic experience.  Your brain really wants to believe that what you're looking at is a living, breathing entity.  It's especially compelling when that entity wants to bite, claw or trample you to death!

What's so special about the alien planet of Pandora? It just seems like a huge forest.
BG: Pandora is more than just a huge forest; it is a complex world with a deep and rich mythology, complete with its own history and ecosystem. This world is populated by giant 6 legged creatures, gigantesque plants that spit acid and mountain ranges that seem to defy gravity. In our game, we are replicating this universe in 16 maps that will give you an idea of its scope. Also, it has many layers:  One part familiar, one part beautiful, and two parts lethal.  This place is just screaming to be the setting for a game…oh wait…