PC IGN and Relic’s Art Director Andy Lang bring us one of the best articles about IC yet. In this article, Andy describes how the Terrain in Impossible Creatures developed from massive realistically scaled islands that took minutes to traverse, to finely crafted arenas.
As you can see by some of our first concept drawings, we really tried to go big. And we managed to pull off “big” in our first prototyping. Some of you might even have seen our first closed door E3 showing with the massive worlds. At the time it was very impressive to look at. These islands were so big that they could support multiple environments from rolling grass plains to icy mountaintops and hot red deserts. In fact this was our smallest available island at the time. By playing games in this environment, it became apparent quite quickly that the islands of this scale would be problematic. You would have to zoom way in just to see the creatures so you could select them, then zoom way out to move them the long distances needed to reach anywhere.
This article seems to provide great insight into how Relic thinks. It goes into a bit of detail on the learning processes that Relic has gone through, and shows more of what they learned from Homeworld. There is a lot of concept art scattered through the article to complement the screenshots. There is also a shot of the early engine, the same one I had a chance to see at E3 2000.
Thanks to Rahanx for the heads up!