Interview with the lead programmer of The Last Express
by Jordi "El Bárbaro"

4) Let's talk about the game. It seems it's quite a deep game, with many things you can do, many things you may do, a whole world [er.. train] to explore, characters with background, personality... boy... this was supposed to be a game!!! ;)

All this 'deepness' may have required lots of investigation work. Details of the train, historical persons that pop up in some way or another, the multilingual feature, and so and so. Would you tell us just how much effort did the team put on those things? How did you get to such detail? We're not used to that, us, poor gamers 8)

"The Last Express" was a labor of love that required years of work and preparation. This included researching our story in as much detail as possible. We went to original sources (CIWL records, etc.) to find out everything we could about departure times, the weather those days, the numbers of the train cars, and so on. CIWL - Compagnie Internationale des Wagons-Lits (international company of sleeping-cars) is the company that has always run the Orient Express. However, we were unable to find out anything about the identity of the actual passengers on board that trip, so we had to make those up (based on what we knew of the historical period, of course). So, although the characters are fictitious, the stereotypes and dialogue are quite authentic from everything we can tell.

5) Could you tell us something about the graphics engine? It is quite interesting to note that it seems to work according to the horsepower of the CPU the game is using in every computer. It looks like it outputs better smoothness with faster CPUs but never gets the CPU stalled, stopped or too busy to freeze the game. Is that right or I'm dreaming?

Since the primary bottle-neck in a CD-ROM game (especially a few years ago) is the slow file loading, the game attempts to load everything between nodes (train backgrounds). On slower systems, it might take two seconds between every render, whereas on faster systems it can be as short as half a second. This does not seem so annoying though, since it allows the characters to animate smoothly even on slow systems. The character frames update between 0.5fps to 15fps depending on the style of what they are doing (e.g. walking is full-motion, eating is more comic book dissolves).

6) Another issue that's eye-catching in TLE is the way faces are drawn. They're nice, they're pretty, but the most important is that they're expressive. We can look at those faces and get a hint about what the character is thinking, if we can trust him or not, etc.

I mention this because it's so 'out' of the main trend of prerendered faces which look like ivory statues, and it's so obvious the TLE approach is much much better, I'd like to know if we can expect more games with such a feature from the Smoking Car team, if it did need lots of programmers' work to do it and whose was the idea of such a positive key factor in TLE success.

The characters in Express are all filmed actors, which is what makes them so expressive and "human". One of the most innovative and time consuming aspects of the four year project was developing the patent-pending image processing system. We developed software that would process thousands of frames of filmed live-action and turn each character into a flat cartoon. The software also allowed artists and animators to hand paint, tweak, and animate the frames into sequences that can be seen from multiple angles. Nicole Tostevin, the art director, developed the art nouveau look of the characters and was instrumental both in developing the technology as well as leading a team of almost twenty artists and animators in processing, painting, and cleaning-up the 40,000+ frames.

more, more...