Feb 20th - The Making of Ghostbusters: The Video Game

This Friday, some of the cool cats at Terminal Reality will be sitting down to talk about the making of Ghostbusters: The Video Game. The event will begin at 10:00am at Collin County Community College (2800 East Spring Creek Parkway Plano, Texas) in room C104, and will be hosted by the following Terminal Reality staffers:

Robert St.AubinConcept Artist

Ian McIntosh – Sr. Character Artist

Tomas GonzalezSenior Animator

Glenn GambleSenior Effects Artists; Senior Environment Artist

If you live in the local area then this is a must for those eager to find out what went on behind the scenes of the production of the game.

If you wish to know more, the event has been given a facebook page: LINK

Special thanks to community member and Terminal Reality staffer, Skankerzero for the tip.

Guess I can head up to it, if I’m not busy.

I plan to attend. If they will allow recording devices, then I will see if I can record it and then post it on the web for those that can not attend.

Please do…I’m still waiting to see footage of the VES event…

ask them if they have any intent on patching the xbox 360 version so we can get the last 2 achievements

Yes! Please do!

The guy in the art looks like VinC

None of the people attending this have anything to do with faulty programming.

And not to sound pessimistic but even if they did I’m sure they wouldn’t give us a clear answer on the issue anyway.

Whee! :cool: Awesome! Cause sometimes it stinks living “where there’s more than corn(but not much)”.

Hey, no Indiana Beach jokes.

I wonder if they plan on making another game, and if it’s possible to escape partnership with Atari as a publisher next time around (for obvious reasons I’m sure they’ve heard about by now).

I’m guessing the answer is probably no, but can someone (who’s attending) please ask them if there is going to be any DLC for the game; new maps, levels, etc.

Thanks,

Robo

I’m allowed! I live in Indiana! I used to go there every summer with my family. I had to listen to my younger siblings taunt me with that jingle every time that blasted commercial came on!

The updates and DLC really isn’t up to them.

Its up to Atari.

it is up to atari, in my speculation atati agreed to distribute the game and they failed as a publisher to promote the game on tv and radio ( they did promote it at E3, pics are on my facebook :P). if they do plan on making another game with the colaboration of sony they may pick a different distribution/promotion partner. ill ask anyway since the 20th will be a saturday. what 2 achievements can’t be done? a sequeal is probably talked about (GB3 anyone?) its all up in the air. ill see what i can do about getting your questions answered, i know all of those guys and more at TRI stay classy GB forum

I gave my brother-in-law Ghostbusters the video game for Christmas last year and recently bought the strategy guide, which has walkthroughs, and not just for the Wii and PS2, but for the 360, PS3 and PC. Whereas the Wii looks more cartoony, the PS3 version really does look more like the Ghostbusters themselves and even THAT blew me away. My brother-in -law wants to purchase the PS3 because of its blue ray capabilities, but secretly, I know he wants to get Ghostbusters: the video game for the PS3

Just got back from the event, there wasn’t really any place to ask questions about DLC as most of the questions were more specific on the original project. No pictures or video were available except from the guys running it, but one of the things I did see was concept art for Sam Hain. There was ALOT of concept art shown, especially in the beginning, they talked about how they wanted to have the cultists to have elongated jaws, as well as displayed several different monsters that never made it into the game that would have been made into Lost Island. For example there was supposed to be a monster that looked alot like a Big Daddy in Bioshock with two round slime tanks on each shoulder feeding into his head. They also had a grunt worker, that was supposed to be taking care of the Slime Lab, and had large wrench like tools to hit you with. There was also like a Lab Technician/Summoner who would have been seen watching over the vats. The idea being that the lab being fully functional with ghosts still taking care of it in the afterlife.

Another piece they showed was what was supposed to be used instead of the the baby Slor monster. That being a “Mother” Terror Dog, think something like the Alien Queen crossed with a Terror Dog.

Also the Shark we saw in one of the first pieces of Concept Art along with Sargassi was supposed to be in the grave yard. The idea was that the shark would dive under ground with the tombstone on it acting as the Shark’s fin, showing you where it was. And you were supposed to catch it to help Sargassi.

Yep, I just got back myself and I can verify everything said above. Sorry, they would not allow recording devices.

It was really cool. A lot of the presentation was very technical stuff for people actually interested in getting into graphics and animation, but it was still very insightful for those of us just interested in the game itself. The Dallas Ghostbusters where there and some were in full gear too.

Glenn Gamble, Senior Effects Artists/ Senior Environment Artist, talked about how they came about making the cool animations for the Proton Pack for the game (mainly the cyclotron opening up to cool down the pack). According to him, a major standing rule from Sony was that the Proton Pack not be change or modified in any way. It had to stay true to the movies. Apparently, he was involved in a car accident and while he was at home recovering, he had a dream about him playing the completed game that involved having the Proton Pack transform into a giant gun to defeat the boss. He called up his department lead to describe this dream, but his boss was convinced that Glenn had just been watching too much Transformers (He was wearing an Optimus Prime shirt, BTW). Anyway, they did some tests and such, and then they decided that they would put it in the game without telling the publisher or Sony and see what they said in one of their meetings. Long story short, they loved the idea, and that is how the current pack in the game came to be along with all its other features between the different weapons types.

Robert St.Aubin voiced the Chairman Ghost. Ian McIntosh was the main guy behind the character models for most of the human characters in the game, plus he was whom the security guard at the start of the game was modeled after.

Another point of interest was the whole Atari/ Activision Blizzard issue. According to the developers, development on the title never stopped during the entire process of locating another publisher. They likened it to someone working at a book store or coffee shop when their supervisor wasn’t around. You know what your job is and what you need to do even if your supervisor isn’t right there standing over you watching. In fact, because of the delay, they were able to add the sewer level under the Museum, Chairman boss fight, and add a lot of polish to all the completed parts at that time.

Any mention of the parade level?