View Full Version : Eidos Montreal Deux ex 3 studio tour

12-20-07, 02:02 AM
Very interesting, about the industry , development and Deus ex 3


Stéphane D'Astous, General Manager of the newly-formed Eidos Montreal, is bullish about his studio's planned development cycle. "Trying to get nine women to give birth to a baby in one month doesn't work. Everyone has tried that in this industry, but we decided to cut the bull****," D'Astous declared on our in-depth tour of the new facility...

...Our pre-production and production cycle should be about 24 months. That's quite unusual in this industry, but we don't want to try and pack everything into a 15 month production," said D'Astous. "People that have been burned on other kinds of projects, where they were suddenly expected to deliver very fast, were attracted to our company when they heard about our philosophy. We've set out to only work on triple-A next-gen titles. We're not going to do any handheld, DS, PSP titles -- that's all very interesting, but not for us. Too many studios fall into the habit of trying to do everything at once. We want to concentrate on our strengths, and a longer development cycle will allow that."

Deus ex 3 development cycle.

With Deus Ex 3, the amount of time for pre-production seems key, with the troubled development of Invisible War -- including changes in scope right up until release. D'Astous claims that isn't going to be a problem at Eidos Montreal. "The team knows there is no bull****. The management isn't going to come and disrupt the project. Planning for a 24-month production cycle is hard. But if you set people a deadline and let them work to it, they will deliver. But if you meddle, and make scope changes, add this, delete that, they won't. If you read the postmortems on your site, you see that mistakes come when the schedule isn't respected. We won't make that mistake."

Deus ex 3 proof of concept , pre-production and "polish " time

Anfossi agreed, feeling his team was up to the challenge. "We spent four months on the proof of concept and we're spending eight months on the pre-production. So we've got time to work on the technology and to prototype all of the mechanics. We're going to test all of the features and develop the design fully before production. We've got time to do that. We want to minimize the risk for production."

"We're also setting aside time for the tweak and polish at the end," Added D'Astous.


Of course, the biggest question in fans' minds had to be the creation of a title in a franchise deeply associated with Warren Spector, by a new studio. We asked if Warren Spector had been consulted before the project had begun in earnest. "We spoke with Warren Spector, we had a good exchange, but we can't really talk about it," said D'Astous. He returned to the refrain from earlier: "We did our homework."

"Since he sold his studio to Disney and is working hard on other projects, it was unfortunately a matter of timing. It really wasn't a matter of disinterest -- far from that. Ultimately, he just couldn't be involved. He was very positive in our discussion, however."

Even without the direct input of Warren Spector, Anfossi argued that the history of the titles was hugely important to their development. "I've played the two games I don't know how many times. A crazy amount. We wanted to learn exactly what Deus Ex was so we could imbue this project with those values. We spent months on that alone."

"If you really read the history of the titles, the development of them was very chaotic," D'Astous said. Although they succeeded in many ways, they felt they failed in many others. If there's something we hope for this studio, it's that we don't want to obtain success through chaos."

12-20-07, 02:42 AM
success through chaos..............

ANDDDdd that the only one that really failed was IW. The only one that really succeeded was DX1. That's all they really need to know.

12-28-07, 06:38 AM
they really should play DX2, to learn what not to do in a game

12-28-07, 07:10 AM
Intersting, thanks for posting :)