ERIC CHAHI, parcours d’un créateur de jeux vidéo – Paper Beast PlayStation VR – PSVR (English ST)

ERIC CHAHI, parcours d’un créateur de jeux vidéo – Paper Beast PlayStation VR – PSVR (English ST)

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Hello friends of Virtual Reality and
of the PlayStation VR! Today, we’re bringing you offers a first video on Eric Chahi. A video game creator who has made his mark
history, certainly thanks to Another World which was a small revolution for
at the time in 1991! But why is VR4Player talking about a
game released on Amiga, Atari, PC, Mac, super nintendo and Megadrive? We would like to
obviously introduce the future release of Paper Beast, Eric Chahi’s next game
which will be exclusive to the PlayStation VR (at least at first). as well as Another
World could have been, Paper Beast is a real UFO in the game landscape
current VR and before being able to test it, and to give you our opinion, it is important
to talk about the man and the Pixel team… Reef hiding behind this game. We hope you will be interested in this topic
! Éric Chahi is a graphic designer, programmer
and French video game designer born on October 21, 1967 in Yerres en Essonne. He began his career on Oric Atmos with
the video game publisher ASN diffusion in 1983. The Oric Atmos was a company computer…
Oric. This is the modified and debugged version of
the Oric-1. In 1985, the Atmos was one of the competitors
the most direct from the famous Thomson MO5. Eric Chahi’s very first game at age
16-year-old was Frog. The player leads a frog, it has to…
swallow as many insects as possible to survive. Every bug that’s swallowed will raise the energy level. Wasps in yellow cause bursting
of the frog if you touch them. He then continued the same year on Carnival,
Carnival is inspired by the arcade game Carnival. The player moves a gun to the bottom of the screen…
and has to clear all targets for move on to the next table. With Frog, these two games were published on
cassette by ASN broadcast in a very large number of limited number of copies, maybe 500. In 1984, Eric Chahi changes publisher! He
lets ASN Diffusion and develops the game Anubis’ Scepter for the Micro-Programs Editor
5. In this adventure game, the player plays the role of a
archaeologist exploring an Egyptian pyramid in search of the Sceptre of Anubis. The game was proposed to Loriciels but the latter
refused it. To be refused by the main publisher of the time…
was a hard blow to Eric Chahi. Very interesting detail for the continuation,
The graphics of the Sceptre of Anubis are vectorials, this technique was commonly
used at the time to store images fixed in the limited memory of microcomputers. The Oric had only 48Kb of memory.
alive. Eric Chahi developed, still in 1984, the
Doggy game. The latter is this time edited by Loriciels. The player leads a dog lost in the forest
and must lead him to his niche avoiding the pitfalls. Every time we hit an obstacle we lose a life. The dog gets exhausted from running and his level
of energy is continuously decreasing, it can recover it by eating the bones found
on his way. In addition, wolves are trying to attack you…
Doggy uses horizontal scrolling. Eric Chahi then develops on Amstrad
CPC on behalf of Loriciels. The Amstrad CPC is a personal computer.
8 bits produced by Amstrad in the years 80. The Amstrad CPC has sold to about three
million copies worldwide, including about a million in France. Eric Chahi will propose in 1985, the game Infernal
Runner, a free adaptation of the Commodore 64. The player controls a character trapped in
a house full of traps. To escape from it he must collect the
keys and open all the safes. He must also be careful not to die…
of hunger by collecting the food scattered around… in the paintings. In 1986, Le Pacte was above all an atmospheric game. It’s inspired by the fantasy film Amytiville.
whose visual of the house at the time had fascinated Eric cHAHI. He wanted to create a climate that was truly
oppressive. It was Eric Chahi’s first game in
which he was trying to make people feel some thing, communicate an emotion to the player. It was an important step in his creations. Overall from 1983 to 1987, Eric Chahi has
created a series of more or less original games independently, he was the only one
master on board. From 1987 to 1988, he worked as a graphic designer.
employee at the young company Chip. In 1987, he developed the game Danger Street,
Produced for food purposes only to amortize the expenses of another project…
too complex and eventually abandoned. For Eric Chahi, this game was pointless,
on a really cheesy theme. Then, still in 1987, he followed up, again in 1987, with
Desecration. This title is in the vein of Danger street.
… Pretty bad! The title could have been interesting if the
dimension adventure / role-playing had been developed… The hardware evolves and Eric Chahi develops
on Atari ST, Amiga, PC and Commodore 64 at From 1988, again on behalf of
the publisher Chip. He will then offer the game Journey to the Centre
of the Earth. In the same year, he followed with Joan of Arc. But his experience with a publisher
doesn’t suit him… the games they’re developing over this period are not pushed like
he’d want to… he’s leaving the publisher… Chip to freelance again and regain
his creative freedom. In 1989 he returned to an author’s status.
freelance as a graphic designer and animator on the Time Travellers designed and programmed
by Paul Cuisset and edited by Delphine Sofware. He had stopped programming since
almost 2 years, his last real game original dates back to 1986, from which date
of which he had lost himself in projects too ambitious and never finished. Even if graphically he could express himself
in complete freedom on Time Travelers, the frustration of no longer creating one’s own
games as in its early days was growing… in August 1989, when Paul Cuisset was finishing
the Time Traveler’s Code, a game came along… on the shelves, the Amiga adaptation of
Dragon’s Lair. The developers had done the trick
by force to store the animations on the videodisc original on floppy disk, the characters occupied
the whole visual space, a real cartoon. The flip side of their method
was the considerable memory space occupied by the game, that’s six floppy disks. When Eric Chahi sees all these animations
in solid color, he thinks they’d be achievable with vectorial contours. That was the spark that gave him the idea
to use polygons to create 2D animations. This technique has the advantage of using few
of memory space without size constraint of animation. He then decides to go into the
development of a game carried by an atmosphere cinematographic. Science fiction fan, he wanted to project
the player in an alien universe, offbeat and credible. That’s how Another World was born! “It is on this basis that I have worked out
the introduction without thinking specifically about the unfolding once in the other world,
because in any case the break with reality would be clean… I was saving the game mechanics for
later even though I was already thinking about a 2D game between “Karateka” and “Impossible Mission”. The next step was to design an environment
creation using polygons exclusively, then validate it by carrying out
the introduction. When I met with Costa Gavras for
his movie “The Little Apocalypse,” this one… had asked me how I proceeded
to create Another World and if from the beginning I had already planned the whole game. It made me uncomfortable because it made me
seemed logical to define everything in advance, and I hadn’t done anything like that.
this. Clearly Another World is the result of a
playful improvisation! In early 1990, the introduction was finalized,
the first “level” being created, but I had no idea what happened next.
events, let alone how the game would end! But I knew exactly what to communicate
in terms of feeling, in terms of seeing. This is what ensured the coherence of the work,
which set the course. I had an emotional guideline,
the starting point was well defined and in tune with my feelings. The related items were net and the
distant events blurred. Creating this game was like proceeding small to
little by little as the creation process unfolds. Kind of like a painter who starts by sketching
things to refine them gradually.” ANOTHER WORLD is a hit! Eric Chahi
enters the legend of video games with his game that he makes almost on his own; design,
programming, graphics and artworks. Only the music is entrusted to a friend from
high school, Jean-François Freitas, at one time where the majority of games are starting to be
carried out by development teams of several people. The choice to use vector plots
greatly reduce the overall weight of the game. What is lost in graphic quality, we
wins it with hyper fluid animations for the time! Inspired by the making
off of Ralph Bakshi’s Lord of the Rings, Chahi adopts the rotoscopy technique
to make certain animations. Rotoscopy is a cinematic technique…
which consists of recording frame by frame the contours of a filmed figure in the shot of
real view to transcribe the form and actions in an animated film. The technique had already been used
by the American Jordan Mechner on Karateka… and Prince of Persia earlier in 1989. The game innovates by offering a new type
of narrative, where, unlike other productions of the time, the story is only
not told through texts, the player doesn’t have a tutorial to start with either…
It’s dropped straight into another world, it’s up to him! The following year, Delphine Software releases
another game that is rather violently inspired by it. see even pump clearly Another World,
Flashback, in which Eric Chahi does not participate… not. Another World will inspire other masterpieces
video games like Ico, and, more recently, Limbo. Another World is a great success it
receives that year the Golden Tilt of the Tilt magazine for animation. The game is ranked 2nd in the
100 best games of all time from Jeuxvideo.com behind Super Mario 64
In December 2012, the Museum of Modern Art of New York is going into conservation
video games that he considers to be modern art. As such, he acquires 14 games.
dating from 1980 to 2009 including Another World. His next project, Heart of Darkness, he
will require 6 years of working with a team of 12 people. Presented at CES 1994 and E3 1995,
on his way out he got noticed. by its irreproachable playability and its atmosphere
movie soundtrack. The idea is to create the animations and the
sets of kinematics in computer-generated images so that the resources can then be extracted
adequate to adapt to the evolution of the material: the game will be released in
two graphically different versions. But the team doesn’t master the tools
to make computer-generated images, and does call on another company to carry out
of these animations. In the end, the tests are not conclusive,
characters lacking expression, this idea is abandoned. Time goes by and the team acquires know-how
in computer-generated images. Starting in 1994, the team makes the decision to
to make the videos herself. Eric Chahi will direct all the animations
of the game, as well as a special ending kinematics requiring the use of 3D glasses
(blue and red glasses). We can already sense his interest in the
new technologies. Pushed back many times, Heart of Darkness,
when he gets out, can’t get hungry. it has suffered somewhat from the competition…
of the many titles released in 3D at the same time. period, notably the Odyssey of Abe some
months earlier, which in many ways is similar to Heart of Darkness. However, the game is a major piece of
the Playstation and one of the best 2D games out on this one. Indeed, Heart of Darkness is part of the
Infogrames’ best sellers. After the publication of Heart of Darkness
in 1998, Éric Chahi distanced himself from the video game industry. Devoting himself more to photography,
he travels around the world, in particular to see volcanic eruptions. We can already find in his photos of
volcanoes certain graphic elements that later on in Paper Beast…
A very cloudy sky or very cloudy colours. complementary between blue and orange…
purple and yellow… Chahi has the basic idea for Project Dust
in 2005. He presents the project to Ubisoft one year later.
late, who agrees to edit it. The project is unveiled in June 2010 at
of the E3. Eric chahi becomes the creative director at
Ubisoft Montpellier on the game From Dust. In a system of play similar to the bucket
game, the player must protect a tribe from dangers of a changing world
where the forces of nature are unleashed. To do this, he can manipulate water, land,
vegetation and lava and shape the world. The player embodies the Breath, an entity
divine capable of moving matter. In 2014, with François Sahy, he will be directing
the City of the Volcano Volcano Simulator, a simulator of interactive volcanoes. 2 years later, he founded the Pixel studio.
Reef, who will be working on the game from 2016. Paper Beast, the studio’s very first game. Paper Beast is once again, a UFO that
will arrive very soon in the catalogue of the PlayStation VR. The first question that may come to mind
when you see Paper Beast, is to know what will be his goals, his gameplay? We can already tell you that Paper Beast will be
a mix of several Eric Chahi games… oN THINK to Another World for its part
narrative and cinematographic as well as sound unassisted approach, you are dropped into
a strange world, you’re on your own. But Paper Beast also includes many
aspects of From Dust, the God Game, and the of the all-powerful manipulation of
elements. The rendering of the game often reminds one of
paints, the choice of colour palettes reminds at times of the years of photography
of Eric Chahi’s high-contrast colors complementary saturates. Paper Beast is not a shooter, nor is it a
Scary muscular FPS. It just offers you the opportunity to interact with
natural elements to solve puzzles. The basic idea of the game and to imagine that a
malfunction in the big data created a whole new form of life totally
digital, with its flora and fauna… You are going to be immersed in this universe in reality.
virtual as if you were actually there. It’s up to you to understand its mechanics and to explore
this virtual universe. You put on your PSVR helmet to discover
a whole new digital but smart world still unknown. Exploration should be at the forefront,
transforming the player into a true pioneer of this world as far as the eye can see. Through observation and interaction
with its unique flora and fauna, the player will gradually discover new species. “A few years ago, I played with
the physics of the Unity engine and I had a few interesting gameplay elements in mind,
like ideas about Big Data. I’ve always enjoyed exploring new
concepts and new creative fields. This was my motivation in 1991 when I
developed Another World for Amiga. To remain independent and free and to share
my passion for exploring new experiences and technologies, I founded
my new Pixel Reef studio, a place that’s conducive to creative experimentation.” “Imagine that you are projected into a
still virgin world, left to your own devices and not knowing where to go. Interactions with the environment you
allow you to progress in the game and you ultimately lead to the development of a vision
natural of the world.” Paper Beast is a poetic combination of technology
VR and immersive gameplay. A rich simulation has been developed
to bring the game world to life. This attention to detail can be seen in
3D sound immersion through work from a team of three artists. The soundtrack of the game, composed by the
British Roly Porter, contributes to the experiment of the player when he evolves in this universe.
colourful and poetic. Finally, the French studio also collaborated
with the Japanese women’s punk rock band TsuShiMaMire. In the course of the game, you discover a fauna
and a flora made of origami paper, origami paper and folded metal, corals… Some elements
will be familiar to you, as will the water and the sand, while others will be more surreal,
like creatures. As the game progresses, you’ll be solving
puzzles and overcoming obstacles, and and discover many surprises. The creatures help the player to progress
in his adventure, intuitively, without pronouncing a word, because the narration of the game is non-verbal. But one of the biggest technicalities
of Paper Beast remains the simulation of real living organisms… these virtual animals
are not animated and do not follow a trajectory. All animal movements are
totally procedural but respects species-specific characters…
So no player will see the same thing in Paper Beast! Finally, the solo campaign is accompanied by
of a second game mode, a bin mode to sand called “Sand Box”. The sandbox mode is close to a god game,
the ecosystem experimentation aspect moreover. This is a game mode in its own right.
with an almost infinite amount of creative space. The player can shape unique worlds
while experimenting with the possibilities of the physics engine of the game. The player can carve terrain, play with
the weather and have fun with the plants. and the creatures. He can add bodies of water, hills…
of sand, blowing wind or freezing lakes. All consequences are calculated by
the physics engine of Paper Beast. Indeed, the trailer of the Sandbox mode shows
to what extent the Paper Beast ecosystem is alive and complex. The behaviour of fauna and flora
is deeply connected to the elements. Attention has been paid to immersion
and environmental simulation. If the world is imaginary, then physics is
realistic. The player can interact with eleven species
hybrid animals. As well as plants, geological features,
the sun… I don’t know if you’re the kind of person, in
vacation, playing for hours with water and sand on the beach, but despite this, the
its limited appearance, we can already to say that the physics of the game is bluffing…
the Sandbox universe seems relaxing… offers a large number of interactions
possible. “Sandbox mode is a space for experimentation…
wild giving way to inventiveness of the players. Imagine creatures creating dams
and diverting water, but what’s he going to do what happens if you freeze the water? That’s for you to find out. For our part, we discovered a lot
of behavior that emerges while playing. I’m sure the gaming community
will surprise us!” Paper Beast sandbox mode will be available
along with the history mode of this exploration and adventure game in reality
virtual. A moving and dreamlike odyssey in
where players explore an ecosystem enigmatic. Paper Beast will offer travel in
teleportation without being disruptive. The release of Paper Beast is scheduled for
the 1st quarter 2020 on Playstation VR. The title will be optimized PS4 Pro day one. That’s it, folks, we’re done with this
video file! We hope he gets you interested! Don’t forget the shoots
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more coming soon on Paper Beast! So Stay tuned! In the meantime, I’m telling you
see you soon in a new video ! Hey, guys! Bye bye!

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