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It was also recognised that this would be the first time anyone would be able to
really get a look at Hogwarts, so trawling the books and referencing JK
Rowling's own notes about the layout of Hogwarts we did our utmost to replicate
a correct version of the castle - Floor 1: Transfiguration, Floor 2: Charms,
Floor 3: Defence Against the Dark Arts - by the way, there is a tapestry on
Floor 3 that conceals a shortcut with a slide in the middle of it down to Floor
2, and so on - these details from the books are correct and a great deal of work
was done by both the design and world building teams to reconcile visuals based
on those of the motion picture with the Hogwarts as it is described in the
books.
As with all of the extensions and adaptations from the books this task was
undertaken with utmost seriousness - we know that readers will take away from
our videogames a picture of Hogwarts in their minds that will influence the way
they imagine it in the books, so, for example, adding an extra door to
reach the Grounds is not an option - it breaks the rules laid down within the
stories. Likewise, the often-referenced Entrance Hall does not
feature at all in the movies, but the one in Chamber of Secrets is exact to its
descriptions in the fiction.
With respect to the Hogwarts Grounds, this was heavily based on the motion
pictures' representations of the castle but adapted it to our own technologies
and matching the layout of the Grounds as documented by JK Rowling. Our
desire on 'Next Generation' was to give the player the ability to simply hop
onto their broom and have freedom to fly anywhere over Hogwarts, and with
more than a little technical jiggery pokery (and much hard work by the engine
and world building teams) this was achieved.
Concerning my role on the project, as Lead Designer my work involved
constructing the adventure, co-writing the voice scripts, designing the
majority of the levels, the functionality of the various memory screens and then
joining the game programmers and designers by coding the game logic in 'game
script' (a type of computer language created for the project to allow control of
everything from the game cameras to the gnomes that populate the Burrow.)
In terms of the effort required to get Chamber of Secrets put together, it took
more than 80 people working for two years at both Eurocom and EA's UK Studio and
for the majority of them, myself included, the summer of 2002 will be remembered
for being, sat at the keyboard for many hours, long into the night obsessing
about some detail of the Whomping Willow, what colour Basilisk venom should be
and how the moving staircases within the Grand Stairwell actually function.
Suffice to say, the phenomenal efforts paid off, Harry Potter and the
Chamber of Secrets was released worldwide on 9 November 2002 - the
release date for the movie in the UK and the USA. It was
translated into over 13 languages and sold a stupefying amount of
copies. Our job was done.
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