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Lastly, updating the game can be a bit of a frustrating endeavor. This has been the case for the Firing from Vehicles feature, which could have been done more quickly if we didn't want it to be backwards compatible. This has meant that sometimes we simply need to make compromises or take more time to implement a new feature in a more complicated way. It's not just our content that should keep working while we improve the game, but also a huge library of user-generated content. We have the opportunity to still improve, expand, and fix the game, but we need to keep backwards compatibility in mind. That is not always easy when your bandwidth is limited and games are getting bigger and bigger.Ĭontinue reading our interview with Bohemia Interactive!! ()Īnother issue we’ve had is that it has sometimes been hard to keep developing the live game post-release. A lot of work has been done to try to ensure that both offices have the latest version of the game at any given time. We've since had more key team members travel between the offices more frequently and improved our various virtual communication methods. For Arma 3, our team was split over two main offices, which caused quite a few headaches in terms of communication and data synchronization. VAN ‘T LAND: One key problem for us was that we had no real experience with developing a game in more than one physical location.
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PC Perspective: What are some of the problems that have plagued your team, and how have they been overcome? This can mean we bite off more than we can deliver at an acceptable level of quality. We want to do a lot and incorporate every aspect of combat in Arma, but we're still a relatively small team. Our own ambitions, on the other hand, can sometimes result in some challenges. Our daily Dev-Branch () release means the work I do on Monday is live on Tuesday. Another rewarding aspect is the near real-time connection to those people who are playing the game. Some of those ideas can result in official releases, such as Arma 3 Zeus (). If you can demonstrate skills in some area, you're welcome to come up with random ideas and roll with them. VAN ‘T LAND: The amount of freedom and autonomy is very satisfying. PC Perspective: What part of working at Bohemia Interactive do you find most satisfying? What do you find most challenging? From that point, I basically grew naturally into this role at Bohemia Interactive.
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After helping run a fan website (Operation Flashpoint Network) for a while, I started to assist with part-time external design work on the game (scripting and scenario editing). It immediately looked amazing to us we were drawn to the freedom and diversity it promised and the military theme. VAN ‘T LAND: During high school, it was pretty clear to me that I wanted to work in game development, and just before graduation, a friend and I saw a first preview for Operation Flashpoint: Cold War Crisis in a magazine. PC Perspective: What inspired you to become a Project Lead at Bohemia Interactive? VAN ‘T LAND: All in all, about 14 years now. PC Perspective: How long have you been at Bohemia Interactive?
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The questions are answered by ArmA 3's Project Lead: Joris-Jan van ‘t Land. Bohemia Interactive was founded in 1999 by CEO Marek Španěl, and it is best known for PC gaming gems like Operation Flashpoint: Cold War Crisis, The ArmA series, Take On Helicopters, and DayZ. I recently got the chance to send some questions to Bohemia Interactive, a computer game development company based out of Prague, Czech Republic, and a member of IDEA Games. If you are interested in learning more about ArmA 3 and hanging out with some PC gamers to play it, check out the PC Perspective Gaming Forum! () Project Lead: Joris-Jan van ‘t Land Thanks to Ian Comings, guest writer from the PC Perspective Forums who conducted the interview of Bohemia Interactive's Joris-Jan van ‘t Land. Interview with Bohemia Interactive, ArmA 3 Developer: Expansion, Optimization, Roadmap