Interview with Philippe Zondack
Interview with Philippe Zondack - Feb 2001 : Can you introduce yourself briefly and tell us how you happen to work with Appeal?

  P.Z. : I am 30 years old and I have a Masters degree in computer science. Seven years ago Yann Robert in Art & Magic hired me: after answering to an ad, there was a recruitment examination to decide between the candidates (around thirty). A year ago, I took contact again with Appeal and they were looking for someone to develop tools. Now I am the person in charge for the tools and the technological part of Outcast 2. : What tools do you use actually (standards, special)?

  P.Z. : Maya with some plug-ins developed inside the company. Photoshop and a plug-in for quantization (reduction of colors). : Did you adapt some tools from Outcast 1 or did you have to develop new ones?

  P.Z. : The technology is very different; voxel for OC 1 and 3D for OC2, the tools couldn’t be adapted. : How does Everest manage the transition between the indoor and outdoor environments? How the polygon-based 3D engine Himalaya will be able to bring the pictures the same warm rendering than the voxel engine of OC 1?

  P.Z. : It is the same engine: the indoor and the outdoors are unified in the same structure but there are specific optimisations. The look will be different, but we succeeded to create a universe distinct from what you can currently see on PC and PS2. : How do you think that Lothse engine will generate personalities for the NPCs ? Will they be able to « learn » in order to react during the game in accordance with Cutter’s actions? (For example: the player/Cutter killed some Twon-Ha, the NPCs are mad at him)

  P.Z. : I am not the most qualified person to give you a complete answer but the NPCs will have a behaviour and a memory but saying that it won’t affect the game enough to block you or to prevent you from completing the game. : Will the engine manage day/night cycles as well as the weather? What about the management of the time? De même que la gestion du temps (qui s'écoule) ?

  P.Z. : Some levels will be played at different moments of the day and the night or with particular weather conditions. : How will Cutter interact with his environment? Will the primary/secondary action system be kept? If yes any improvements?

  P.Z. : We keep the same base (primary action) but we still must evaluate the extensions we want to implement to adapt it on the console. : Which 3D effects will OC2 use: T&L, Bump Mapping, FSAA, Environmental Bump Mapping, HSR, etc. At which resolutions?

  P.Z. : For the PC T&L is used, on PS2 we use specialised units for vector calculation. OC 2 will use the effects that you mention.
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 Want to take a look at the first draft of the Outcast 2 script and at a new screenshot ?

 Outcast community is still there. A team gives agazork lessons and a RPG project has strated on our forums.

 We made a new section for the fourth part of Kronos Project and appeal released new artworks

 FAQ and second part of Kronos project added, new artworks

 FAQ and technical preview updated

 New artworks added and script section updated.

 New indoor screenshots, FAQ updated

 The Cutter's orange t-shirt of Outcast 1 will be available thanks to a cheat code

 Second batch of screenshots and a new FAQ, by Appeal

 First Outcast 2 screenshots
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