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Bruce Lee: Quest of the Dragon Q&A

We talk to Universal Interactive about its upcoming game using the Bruce Lee franchise.

Universal Interactive's upcoming game for the Xbox, Bruce Lee: Quest of the Dragon, offers a unique use of the Bruce Lee license. The game draws upon Lee's movies, philosophies, and martial art, jeet kune do, and mixes it with 3D side-scrolling elements. The end result is a unique game that should offer a unique experience on the Xbox. We caught up with production assistant Justin Lees to find out how the game came into being and where it's going.

GameSpot: How long has the game been in development?

Justin Lees: It's been in development for about two years.

GS: How large is the team working on it?

JL: At any given time, the team has been as large as 50 people. There have been many people who have contributed to this game.

GS: What is the team's background? What are previous games they've worked on?

JL: Ronin is located in Novato, California. The team consists of artists from Industrial Light and Magic and designers from LucasArts. They've worked on the Star Wars series on Super Nintendo, X-Wing Tie Fighter, and Indiana Jones Last Crusade.

GS: What do you feel are the keys to a great fighting system?

JL: Features would include an in-depth fighting system with moves that are intuitively executed. The system should allow players the freedom of attacking whatever opponents they want while displaying compelling animations indicative of awesome fighting tactics and techniques.

GS: What kind of added pressure is there in developing a Bruce Lee game, knowing he has such a strong following?

JL: Given the renown of such an acknowledged fighter like Bruce Lee, gamers, especially fighting game enthusiasts, are going to want this game to be the best fighting game ever. In light of expectations this high, we were keen on adding essential elements to the game that convey an accurate representation of Bruce Lee. In addition to preserving his authentic style of jeet kune do, we've added many of his profound philosophical sayings throughout the dialogue so that Bruce Lee is truly recaptured in the game.

GS: What fighters did you look to for inspiration?

JL: Well, obviously, we looked to Bruce himself. In addition to motion-capturing his last student, our animators worked closely with Lee's films, frame by frame, so that Bruce's unique moves could be translated precisely.

GS: Is the animation motion captured?

JL: Yes. We also had a martial arts consultant help fine-tune some of the hand animations.

GS: How important is motion capture for a game like this? Have you been able to transfer Bruce Lee's jeet kune do style to the screen?

JL: In order to preserve the authenticity of Bruce Lee's style, motion capture was essential. Although we could've used another jeet kune do martial artist, we felt that using a student of the master himself would be crucial.

GS: How many fighting styles are in the game?

JL: The game consists of three main fighting styles with dozens of variations in enemy AI techniques.

GS: About the graphics engine, how many polygons is it moving? What is the target frame rate? And what kinds of special effects are you using? Are you using HDTV support?

JL: The characters are over 4000 polygons, while Bruce is closer to 8000. The frame rate is never below 30, and we are really pushing the Xbox on special effects. We have things like dynamic lighting, real-time shadows, real-time reflections, weather effects, and tons of great particle effects all at once while even making sure the game works on an HDTV.

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