Keith Stuart finds out more from the team behind Wheelman…
Wheelman isn’t your typical movie tie-in. Benefiting from a growing sense of synergy between the film and videogame worlds, it’s a sort of cross-media joint project between Midway Newcastle and Tigon, the production company owned by Vin Diesel. The game’s not based on the movie, instead it’s a sort of prequel, following the adventures of undercover agent Milo Burik before his cinematic debut next year. It’s also an intense, intricately realised driving shooter, with gorgeously detailed renderings of key Barcelona locales.
To get the lowdown on this prescient movie/game endeavour, we spoke to executive producer, Shaun Himmerick, and lead mission designer, Mark Thompson, who gladly popped the hood and let us peer inside.
In the first section of our two-part interview we talk to Shaun about the ever-controversial Unreal Engine 3…
So all the current game projects throughout Midway’s six studios are using the same modified version of Unreal Engine 3. Has this worked out well for you?
SH: It’s been better for us in terms of our overall plan, to go in for one big engine that we all share, and to start with Unreal. While we all heard about the problems Epic had at launch – it didn’t work on PS3, etc - starting with one building block was easier than starting with our own engine. Just the sheer number of decisions you’d have to make, and with the number of studios Midway has, getting everyone to agree, with everyone slanting toward their style of game… we just wanted to begin with a base and then start adding tools.
In what ways has Midway Newcastle benefited from this group approach?
SH: One of the great ways was, we said ‘hey we need some help with our on-foot gameplay, we want some more mission designers!’, and we just grabbed three guys from the Stranglehold team when they finished. They’ve been on our game for six months and within two weeks they were able to add content because the tools are all the same. So while it was a bit of a headache to begin with, our teams are now adding to the tools and optimising rather than starting from scratch, which probably would have taken two years.
Can you explain some of the key additions you’ve made to Unreal Engine?
SH: We’ve implemented the Havok physics system, we’ve implemented a Kynapse system for all the world navigation. If you drive through one area you may go through 50 different streaming zones, we’re loading one area after the next – Unreal at its base can’t do that. We built that at Midway from the ground up, as a kind of joint venture between the Seattle studio and us, we both have the same need for that sort of speed. Scaleform for UIs is another one we pulled that out of a box and have now since modified it. There’s a ridiculous number of things we’ve added that the Unreal Engine can’t do!
Where are you making your most obvious use of the Havok engine?
SH: The driving’s probably the most obvious. When you’re driving around, even the body roll of the car uses physics, if you hit an object you get all the collision physics, when you take down scaffolding, they’re all individual pieces, the people go into Havok ragdoll physics when they’re hit.
How deep is the crash physics?
SH: The car is made up of many, many impact zones – every impact has a certain amount of damage it causes, and then we have a damage propagation system, so if you hit something hard enough on the front quarter panel, that’ll destroy the panel, and also ripple through the door. Earlier I got hit by a cop on the side and he hit me hard enough to shatter the back window, so the force propagates through the car, and it diminishes as it goes. If you hit a car hard enough head-on you could probably pop all the windows. This is definitely the first generation we’ve been able to do this, due to the rendering time of all the maths.
What’s new about the collision physics in Wheelman?
SH: One of the other big limitations with the last generation was the amount of detail you could put into the car, now we can put in so much in terms of the damage. I don’t want to put other games down, but Burnout’s damage is very scripted, so you can hit the same quarter panel every time and it’ll always bend in the exact same way, because that’s the best looking way and it looks awesome. But in Wheelman, you could hit it one way and it bends here, hit it more head-on and it bends another. Sometimes ours doesn’t look as immediately cool, but it’s more realistic and as you go along, parts fall off, windows smash… We’re doing a much more realistic deformation of everything!

A replacement for the recently-reported cancelled title “The Getaway” screeches on the scene.
You’d be a fuel to miss this title even with (the cost of) Diesel.
I hope the film lives up to how the game looks like it may play, and vice-versa.
What would be good, though, would be a game of the new Angelina Jolie movie, “Wanted”.
From what I see in the press, there would be two very large reasons to get into that at present.
Fox? Vixen, more like…
BFN,
fp.
Comment by fanpages — Jun 12, 2008 @ 3:02 pm
the lead chacter sounds alot like niko belic or have i jus got gta4 on thhe brain!?!?!?!
Comment by iagdad — Jun 12, 2008 @ 3:43 pm
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Comment by mobiletone — Jun 12, 2008 @ 5:51 pm
liking what they’re doing to the game engine here with all the stuff they’re bolting in.
could be quite a good game.
but movie tie-ins are, for the most part, pretty lame.
Comment by mobiletone — Jun 12, 2008 @ 6:18 pm
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Pingback by Behind the Wheelman - Interview with Midway Newcastle | GameBlews PS3, XBOX 360, Wii, PSP, DS News — Jun 12, 2008 @ 10:01 pm
@1 [me!]:
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What would be good, though, would be a game of the new Angelina Jolie movie, “Wanted”.
–
Somebody is listening…
[ http://www.edge-online.com/news/universal-moves-into-internal-games-production ]
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Universal Moves Into Internal Games Production
By Tom Ivan
July 23, 2008
Movie studio Universal has revealed plans to internally produce a number of games based on its film and TV properties, beginning with the release of an adaptation of the film Wanted for PS3, Xbox 360 and PC, either in late 2008 or early 2009.
According to Variety, Wanted, which is just one of a number of projects in the early stages of development, will be published by rival studio Warner Bros. as Universal does not have the means to distribute and market videogames itself.
The move represents Universal’s second foray into the videogame production business, the company having sold its Universal Interactive games division to Vivendi Games in 2000.
“We’re now running a hybrid model where we can license titles where that makes sense or kick off development earlier to put ourselves in a better position for success,” said Univeral digital platforms group VP Bill Kispert.
—
BFN,
fp.
Comment by fanpages — Jul 23, 2008 @ 1:01 pm
[ http://kotaku.com/5029004/midway-delaying-wheelman-to-q1-2009 ]
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Comic-con 08
Delaying Wheelman to Q1 2009
When we played the Vin Diesel vehicle Wheelman at E3 last week, we were mostly surprised to learn that the game was coming out in the Fall. “What, this game?” we thought. While enjoyable junk food and technically impressive in parts, Wheelman felt like a game that was six months out, in need of a bit of polish before it went public.
Fortunately, that’s what it sounds like Midway is planning to do, as reps told us at Comic-Con tonight that the title, originally scheduled for a release this year will get more time in the development incubator. Now planned for a Q1 ‘09 release, Wheelman will still beat the movie of the same name to the theaters, it will arrive just a bit later and hopefully be the better for it.
We also hope they’ll rewrite that pedestrian car dodging logic. Far too many suicidal Barcelonans in this game…
—
Polishing Vin Diesel’s head (never mind his ‘vehicle’) can take some time, I guess.
BFN,
fp.
Comment by fanpages — Jul 25, 2008 @ 2:17 pm
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