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News Blood 2 HR
    Updated: 4/23/98  

  Week 1:
 Page 1

 Page 2

 Page 3

Related Areas
Week 15
Rick Raymo speaks on the focus of B2 and other cool stuff

Week 14
Jay brings us up to date on Blood 2's development

Week 13
Schlegel teaches path-finding class

Week 12
Bill V takes us through level creation techniques

Week 11
Jay takes a tour through a Cabal meat factory

Week 10
Dan talks about the soundtrack using IMA

Week 9
Eric shows us how to paint happy clouds

Week 8
Greg talks about possibilities of weapon modifications

Week 7
Ernie shows tricks of motion-capture and texture mapping

Week 6
Ben shows a day in the life of a Fanatic

Week 5
Andy talks about the interface and menus

Week 4
Kev picks the Blood movie actors

Week 3
Schlegel talks about AI

Week 2
Bill shows how to drive


 

 
Week 1:

Hi, Jay here. :) For the first Blood 2: The Chosen weekly update I thought the best thing to do would be to show everybody where we all liv- um, work. So I went around to everybody's office with the trusted Lithcam, and despite the groans and protests of my co-workers I did not rest until a visage had been captured of each container that holds a little bit of Blood 2 inside! :)

Schlegel

I moved out from Paul B's office (where he impatiently gave me the Lithcam and told me to "Get the hell out!") to the nearest B2 office. That would be one door away, to Scott Schlegel's office. Schlegel, as we prefer to call him (too many damn Scott's at Monolith), is one of the B2 engineers. Currently he's working on AI, and earlier that very day he showed me enemies ducking behind objects for cover, crawling beneath and jumping over obstructions! Cool stuff!

Greg

Next on the list was Greg Kettell, B2's Lead Engineer. You could almost taste the excitement in the air as Greg was working diligently to put in the next earth-shattering Blood 2 feature! Ok, he was working on the load/save game code. ;) Greg is responsible for the large majority of feature implementation in B2, which includes fun stuff like weapons, inventory items, and spells, and not so fun stuff, like saving your game. He also organizes the B2 engineering side of things. Pictured here is Mike Dussault standing in front of Greg's glorious view of Building 11.

Andy

I figured I was on a roll with engineers, so I headed over to Andy Mattingly's office. Andy is working on programming the B2 interface, which is looking really cool. This is really where the tires hit the road. Nothing makes a game feel more solid than a strong interface, and Andy has really delivered in this area. Sorry I didn't make more fun of him, but he's new to the team, so I figured I should go easy on him. :)

Dumpster

I headed over to Kevin Kilstrom's office next. Surprisingly, he wasn't in (probably curled up asleep somewhere). Kevin is B2's Lead Artist, and was also the lead artist on Blood. Kevin has been known to produce literally dozens of excellent world textures in a day! He also builds models to be placed in the worlds, works on creature models and skins. And all this from a dumpster!!! He says he likes it there, it gives him the "now" feeling.
 

   
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