View Full Version : The GRIN team revealed!
sneaky_sniper79
05-31-2005, 08:45 AM
Hey, look what I just found out:
http://forums.ubi.com/images/smilies/34.gifhttp://www.grin.se/images/the_team2.jpg
It pops up if you click the smile logo on the grin website - and then it's clickable too (it turns into this picture:
Another image (http://www.grin.se/images/the_team1.jpg)
Are these the guys who have been given the responsibility of taking the GR legacy forward?
Are these the men who are supposed to bring us The Game? I don't know... things like this can make you lose all hope...
(any GRIN team members reading this, I hope y'all see I'm kidding) http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif
sneaky_sniper79
05-31-2005, 08:45 AM
Hey, look what I just found out:
http://forums.ubi.com/images/smilies/34.gifhttp://www.grin.se/images/the_team2.jpg
It pops up if you click the smile logo on the grin website - and then it's clickable too (it turns into this picture:
Another image (http://www.grin.se/images/the_team1.jpg)
Are these the guys who have been given the responsibility of taking the GR legacy forward?
Are these the men who are supposed to bring us The Game? I don't know... things like this can make you lose all hope...
(any GRIN team members reading this, I hope y'all see I'm kidding) http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif
davidz021
05-31-2005, 09:35 AM
hmmm...MP5 on the table...a good sign http://forums.ubi.com/images/smilies/25.gif http://forums.ubi.com/images/smilies/784.gif
ZA_Corax
05-31-2005, 10:47 AM
Ironic not even a GRIN in that crowd http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif
Seems like a lively bunch...
RWG.Jackal
05-31-2005, 02:16 PM
I like 'em, they look Non conformist, and almost Diabolical.
Fury23
05-31-2005, 03:01 PM
LOL you discovered that now? That was the first thing i clicked on when i visited the site lol. Btw when you change the url to ..../the_team1.jpg you get this picture: (A grin on their face after all :P)
http://www.grin.se/images/the_team1.jpg
EDIT: nvm this pict has already been posted in the first post, d'oh!
D.i.C.e
05-31-2005, 03:46 PM
why is some one always trying to step on pplz toe's "Fury23"
CDN_Angus
05-31-2005, 04:29 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by D.i.C.e:
why is some one always trying to step on pplz toe's "Fury23" </div></BLOCKQUOTE>
Hello pot, this is kettle.
silent_strike22
05-31-2005, 07:48 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content"> Hello pot, this is kettle. </div></BLOCKQUOTE>
zing!
GhostFaced
06-01-2005, 04:31 PM
i like the dude in the black under the "N" in the banner. looks like they woke him up just in time to take the pic. didn't even get the change to fix the bed-head.
my kinda guy.
CDN_TwelveGauge
06-01-2005, 05:14 PM
I think a relevant question here is how much experience do these guys have in ...
playing the original GR Multiplayer?
If these guys are familar w/ the original product, and actually played and enjoyed it as much as we do, then I feel maybe GR3 PC has a chance.
rovholet
06-02-2005, 03:00 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content"> i like the dude in the black under the "N" in the banner. looks like they woke him up just in time to take the pic. didn't even get the change to fix the bed-head.
my kinda guy.
</div></BLOCKQUOTE>
haha, yeah, his hair looks caraaaazy! what about that dude next to him , it seems he does the "blue steel" face from Zoolander!hahah!
Alex_HS
06-02-2005, 06:29 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by GhostFaced:
i like the dude in the black under the "N" in the banner.
my kinda guy. </div></BLOCKQUOTE>
oh http://forums.ubi.com/images/smilies/16x16_smiley-surprised.gif
Funny looking team, lets hope their good, though i think a big % of the product will depend mostly on ubi(/rse too maybe?), concept, gameplay and that stuff, these guys are just developing someone elses game, not concept?
Prozac360
06-03-2005, 02:51 PM
they look like theyr gunna take no ****!
they look like "i dare ubi to come in here and try to make us make gr3 pc like console versions"
"i got an mp5 bring it"
no seriously thoe, looks like a tokyo mauri mp5 and a CA M15 ... i wonder if they play airsoft in the office, if they do i want video
Alex_HS
06-04-2005, 09:19 AM
I knew i recognised their logo, their ballistics demo came with a demo CD when i bought a msi ti4200 ages ago, well i just hope they have improved alot since then, it was the weirdest thing i have ever instaled on my computer http://forums.ubi.com/images/smilies/16x16_smiley-indifferent.gif. Sure it was a diferent kind of thing, but still...
Handy5432102004
06-07-2005, 11:15 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by CDN_TwelveGauge:
I think a relevant question here is how much experience do these guys have in ...
playing the original GR Multiplayer?
If these guys are familar w/ the original product, and actually played and enjoyed it as much as we do, then I feel maybe GR3 PC has a chance. </div></BLOCKQUOTE>
It doesn't just matter about multiplayer. I mean yeah that's the best to play. But some games(maybe not this one) have shown that the guys who spend time playing single player are the ones who turn out to be good in multiplayer. That's how I was with Joint Ops. I didnt have online on this computer so I was stuck playing by myself in the LAN mode. Now I'm one of the top dogs in online coop.
CDN_Angus
06-07-2005, 04:40 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Handy5432102004:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by CDN_TwelveGauge:
I think a relevant question here is how much experience do these guys have in ...
playing the original GR Multiplayer?
</div></BLOCKQUOTE>
It doesn't just matter about multiplayer. I mean yeah that's the best to play. But some games(maybe not this one) have shown that the guys who spend time playing single player are the ones who turn out to be good in multiplayer. </div></BLOCKQUOTE>
Your kidding right?
Who cares how good someone is in SP if the MP game sucks? No one will play it, so whats the point then?
SimDood
06-07-2005, 11:53 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by davidz021:
hmmm...MP5 on the table...a good sign http://forums.ubi.com/images/smilies/25.gif http://forums.ubi.com/images/smilies/784.gif </div></BLOCKQUOTE>
That belongs to the tea lady, she needs protection when these guys have had too many Jolt Cola's! http://forums.ubi.com/groupee_common/emoticons/icon_cool.gif
Thunderpants1
06-08-2005, 10:13 AM
It also looks like they have a modified M4 on the table. These dorks are packin' heat!
ColinCJ
06-21-2005, 01:02 AM
Reasons to Believe.
Various extracts from interviews with some of Grin€s Staff Including their C.E.O.
1. BA."Having studied the gaming industry for a few years, I tried to nail down the weaknesses of today's productions. Why do publishers' stock prices go down abruptly with only modest swings in demand for their titles, and why must it take over two years to complete a full game for the PC? Why do we see so many clones, and why aren't we looked upon as a serious industry?"
The answer BA came up with was rather surprising. "I came to the conclusion that the developer was to blame. The developer is the risk generator. That's why so many publishers go with already proven concepts (clones), and that's why it takes two years to produce a normal title. And the longer the money is out there, the higher the risk."
"So what I did was to gather a few key people to form GRIN, and for over a year we worked out the organizational style of an efficient developer. Our mission was to build a game developer which publishers could trust to do three things - be on time, on budget, and doing the most entertaining game of its kind. We decided what resources must be present, and how the production must be planned."
2. "So what I did was to gather a few key people to form GRIN, and for over a year we worked out the organizational style of an efficient developer. Our mission was to build a game developer which publishers could trust to do three things - be on time, on budget, and doing the most entertaining game of its kind. We decided what resources must be present, and how the production must be planned."
"Ultimately we decided to look upon our game developer as you would any other high tech company - with dead serious involvement, and with the sights set on a competition where each battleground has to be chosen with care. Coupled with good work management and a few secret tricks up our sleeve, this enabled us to kick start GRIN€.
Bandits Phoenix Rising (PC)
3. €œFrom the looks of things, the battle arenas in this game are pretty massive€.
€œIs there anything you can tell us about them€?
BA: Yeah they€re massive. Actually they€re massively massive.
Anyway, the open landscapes and distinguished maneuverability defined by the game being car-driven, caters for a game play quite different from that of your usual first-person-shooter.
It€s pretty hard to hide a car, whether you€re surrounded by buildings or not.
On the other hand, you move a lot faster.
€¦and you can carry heavier weapons, he he.
The landscapes stretch from cactusized deserts to palmized beaches, spruceized snowy spaces and nice green areas €" all provided with a lot of mountains and hills for everybody to drive up and down, and after-the-Bomb buildings (or what€s left of €˜em) to sneak around and hide amidst.
Bandits.
4. I got to say that I'm mostly proud of my guys. They worked hard and with lots of effort to make BANDITS the game we set out to deliver. It was quite a challenge as this game is very unlike an ordinary say first-person game or whatever. There were few references and still a lot of demand on all sorts of things from the gamers. Doing an original game is always a dilemma - everyone cannot love it, but you have to fight your way through and deliver that goal you set out achieve. I'm proud we got it right.
AB Lead Artist
I am most proud of the work I did on all the cars, the physics, the suspension set-ups and the weapon set-ups. As we had a somewhat stupid physics system, there was A LOT of trouble getting the cars to run good and behave fairly realistic. After some slight changes to the physics system and loads of car tweaking, we ended up with the nice result you can see in the game.
I'm also proud of the work I did with all the game levels and pleased that we were able to finish them all in time.
5. M W
Producer
I think what I am most proud of is the mission scripting. It was quite a challenge to try to predict all different kinds of situations that might occur when playing a level in Bandits.
6. MW. We have been in development for little over 16 months now. And we are currently 16 people in the development team on Vultures. A team that over the years has learned to become very efficient in what we are doing.
What are you most proud of in Vultures?
MW: Tough question, there are so many exciting elements in Vultures. But I must say that the rag doll system and our limb decapitation system give us really dramatic deaths. It is great fun standing on an elevated area smashing and slicing down enemies as they come running at you seeing their bodies and body parts flying all over, leaving dark bloodstains on the ground. The fight becomes really intense and you just don€t want to stop, something that frequently causes problems while developing. -
MW. One really cool thing is that the landscape is deformed in real-time, when a rocket or grenade, for instance, hits the ground it will leave a crater. This gives interesting strategic possibilities since the player can lure the enemies into these holes making them sitting ducks.
MW We started out using the GRIN 3D engine from Ballistics and added a lot of things to it. We included a special effect engine which allows us to throw debris all around when an explosion occur, creating a really realistic feel.
We utilize the T&L cards to their max.
As for Matrox Parhelia card BANDITS is supporting the surround gaming system. This gives the player the ability to run BANDITS on three screens at the same time. Which I must say is a really cool experience.
7. Vultures Interview
MW. We are also using the Havok 2 physics engine, which allows us to put in a lot of physical elements in the arenas. Things can be pushed around, kicked on or even thrown at enemies, making an entire arena your personal playground. The player will be able to activate machines, open doors or lower bridges. Preferably in a way that causes the enemy a lot of damage, making the crowd pleased, the player will be greatly rewarded for such efforts.
MW.
The Diesel Engine" was built for our first game Ballistics, a high speed racing game that needed to be able to handle a lot of graphical eye candy. It was later upgraded to be used in our second game, Bandits: Phoenix Rising. But the real changes in the engine have really happened during the development of Vultures.
Games
Ballistics Racing
Bandits: Phoenix Rising Action
Vultures 2004
http://www.grin.se/
Past titles include the award-winning "Ballistics", "Bandits - Phoenix Rising", and numerous arcade machines as well as military and civilian simulators.
The Company.
Experience. Our passion to create games with effort etched into every detail is Grin€s foremost strength.
With experience from both the military and civilian field of engineering, GRIN is a vast source of expertise - regardless of what the projects demands in terms of graphical realism, development hardware and production speed.
New project GRIN is currently working with Ubisoft to develop the PC version for the upcoming installment of one of the publisher€s major brands.
We at GRIN are excited and truly happy to be trusted with the development of this game and to bring the legacy forward on the PC. The name of the brand is a no brainer - but we leave it at that for the moment, going covert and stealthy just as it should be.
We want the fans to know that we are fans ourselves and are working hard to bring the classic feeling into the new product. COCA RECON
This is a small incite into some of the people who work at Grin.inc what they want, How hard they Work.
Dedication to complete a quality game on time and on budget.
I personally have a lot of respect for this company and the people that work there.
They will do the very best they can to please us all even if it causes them to have some conflict with UBI. As does happen now and again between Developers and Publishers.
This judgment is based on what I have read on forums and in other formats:
And recently playing one of there games.
I have put this post in to help some of the doubters in our great community, to may be, believe just a little and look forward not backwards.
This Christmas I won`t be playing GR1.