I think we did great there people that aren’t 3D modelers can make interesting creatures.
The other was the user interface, making the creature editor accessible. One of them was the technology for doing the creatures and the planets and making them come alive. We tried to innovate in three different ways. What did you learn from that project?Ī lot of the things I’m doing with SpyParty are reactions to some of the ways things worked on Spore. Talk about working on Spore with Will Wright. Here is the unabridged version of our conversation. Note: A shortened version of this interview ran in the current issue of Game Informer, but I had to cut many good answers to get it to fit on the page. Right now, Hecker is selling admission to the game’s paid beta (which will get you a copy of the finished game at the time of release). The other player is a sniper, attempting to discern his target. The concept is fascinating: One player is a spy, attempting to blend in with the assembled crowd of NPCs. I recently had the chance to talk with Hecker about his upcoming project, SpyParty, a unique two-player multiplayer game. He also spent a good deal of time writing technical articles for Game Developer magazine, many of which are now considered classic texts in the development community.
#HOW TO MAKE SPYPARTY ACCOUNT WINDOWS#
His background spans everything from early 3D graphics technology in Windows to a stint at Maxis working on Spore. Chris Hecker is one of the most creative people working in games today.