22 days until Watch_Dogs | delsinrovve and dantesbooty collab.
22 days until Watch_Dogs | delsinrovve and dantesbooty collab.

21 days until Watch_Dogs | delsinrovve and dantesbooty collab.
21 days until Watch_Dogs | delsinrovve and dantesbooty collab.

Watch_Dogs - MoCap Session

Pixelization at its best _ See more from ArteF4ct here: http://artef4ct.deviantart.com/gallery/

Pixelization at its best _ See more from ArteF4ct here: http://artef4ct.deviantart.com/gallery/

Watch_Dogs Dev Interview: Philippe Baude, Lead Game Designer on ctOS Mobile_

We had a very good conversation with Philippe Baude, Lead Game Designer for Watch_Dogs’ companion app, the ctOS Mobile. Here’s what he had to say:

Can you tell us a bit more about your work experience prior to working on Watch_Dogs.

I’ve been working in video games for almost 15 years. I worked for different companies back in France to arrive in Canada, at Ubisoft in 2005. Since then, I’ve worked on some Far Cry and Star Wars titles. Later on, I worked on some Kinect titles like Your Shape and Michael Jackson, The Experience and now Watch_Dogs. It was always as a game designer.

 

What would you say are the fundamental differences between working on console or PC and working on a mobile platform?

The constraints are pretty much always the same and it basically is to know your platform. One of my strengths, I believe, is to be able to evaluate to which point you can push the system you’re working on.  Whether it is on traditional console, mobile, handheld or movement based systems like the Kinect, you have to know what you can and cannot do. Then you just let the creativity go.

What’s different for a game designer to be working on a companion app like the ctOS Mobile?

On top of working on how the app itself will be, we also have to deal with other particularities.  What’s really different about the ctOS Mobile is that this will be the first time we make a cross-platform game. What this means is, console or PC players will be taking on mobile players in real time. That’s the first time it’s ever been done.  We had to take in account and push to the limit, no only the game designs and choices, but also the technology surrounding its applications. We also have to work in tight collaboration with the team making the AAA game to ensure the connection between both worlds is flawless.

I assume that in creating something that had never been done before, you ran into some challenges…

We sure did. In short, we had to adapt our way of working to the functioning of the AAA team. The fantasy of our game is to control the ctOS, all of the elements that are available in the game. We wanted to have the least amount of differences possible. Our main challenge was to look at what we have in the game and figure out how we can make the player become the manager of the city’s AI.

 

Do you absolutely need the AAA game to play ctOS Mobile?

You don’t need to own a copy of the game, but what you do need is adversaries, that are indeed in the game. You’ll need to add your friends who play on either console or PC in order to gain access to the ecosystem and play the ctOS Mobile. If you don’t know anyone, you can also use our matchmaking tool to find random players within the ecosystem. Once your adversary accepts your invitation, you’re in. The app is totally free and available on both iOS and Android

When the game comes out, which gaming type will you be favoring? The ctOS Mobile app or the Console/PC version?

It should be about 50/50. I played a lot on both but I have tried not to spoil it either. I can’t wait to finally play it for the story.