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Rogue Spear Retreat's
Black Thorn Interview::
November 20, 2001


Rogue Spear: Black Thorn has now been out in stores for almost three weeks. We've had ample time to check it out and we're glad to report that the Black Thorn development team at Ubi Soft Montreal has successfully created a very high-quality expansion pack, especially since this is the first time a complete Rainbow Six series product has been produced outside of Red Storm. (Parts of Covert Ops Essentials were done by Zombie and Magic Lantern Playware, but the whole COE product was produced by Red Storm nonetheless.)

Ubi Soft has granted us an opportunity to get some "behind the scenes" information about Black Thorn's development. Thanks to Patrick Naud, Associate Producer of Black Thorn, for generously taking the time to answer our questions in this exclusive interview.


RS Retreat: When was the Black Thorn concept first conceived? Was this title a Red Storm or Ubi Soft initiative?

Patrick Naud: This title wasn't originally planned. We all thought that Covert Ops would have been the last game released on the Rogue Spear engine but from what we had seen in forums and fansites, players still wanted more Rogue Spear! With its whole studio working on Ghost Recon, Red Storm didn't have the resources. However, here in Montreal, we were between projects and had available resources. Also, since Rogue Spear is still played around the office, there were a lot of people interested in working on this project!

Please tell us about the team at Ubi Soft Montreal. What games has Ubi Soft Montreal developed in the past?

Ubi Soft Montreal was founded in 1997. We now have more than 400 staff including administration and marketing. Since 1997, we've finished more than 15 games. The latest are Batman Vengeance on PlayStation 2, GameCube, XBox and Game Boy Advance, Disney's Tarzan Untamed on PS2 and GC, Disney's Jungle Book on PC and PS2, Disney's Donald Goin' Quackers on PS2 and Speed Devils and Speed Devils Online on Dreamcast. We also have a few games in production, which still haven't been announced but will be very interesting!

How big was the team working on Black Thorn?

As for the team, the "permanent" team (we had a few part-time people) was made of 8 level designers, 5 artists and 2 programmers.

How long did Black Thorn take to develop from start to finish?

I started building the team in December 2000 and we had our Gold Master around October 15, 2001, so it was roughly 10 months from the beginning to the end.

In the Black Thorn credits section, several members of the development teams from previous Rogue Spear games are mentioned. What role did Red Storm play in the creation of Black Thorn?

We had help from the guys at Red Storm so we could start the project; we received condensed training on the tools and on level designing for the Rogue Spear engine. They also collaborated on the script, helped with the code and answered all of our technical questions. They were quite useful!

Travis Getz was our International Content Manager; his role was to make sure that this game was true to the R6 series. John Sonedecker, Gary Stelmack, Eric Terry and Tim Alexander were our "consultants", they gave us our Rogue Spear training and Gary and John answered our many questions concerning the level editing and level editors issues. Todd Lewis helped with the code, Deke Waters was our main contact at Red Storm, and Kevin Perry worked on the script.


As Black Thorn was being developed externally from Red Storm, what has been done to ensure that the Black Thorn story and missions fit well into the overall Rainbow Six series? Was the story and intel briefings for the new missions written at Red Storm or Ubi Soft Montreal?

The draft of the briefings was written in Montreal. Beside Travis Getz, who helped us with the story, the whole storyline was completely reviewed by Kevin Perry, who was one of the writers on Rogue Spear.

Black Thorn's mission scenarios are based on past terrorist events. How did you choose which historic scenarios would make it into the game?

We chose the historical scenarios so that we could have some different maps than what we had in Rogue Spear, Urban Ops, and Covert Ops. We also chose new locales (there hadn't been a mission in Africa since the original Rainbow Six) and tried to find missions that were graphically different one from another.

Could you tell us about the process you went through to design a level?

The level design team was made up of Rogue Spear players, so when each of them decided to build a level, they first had to design it on paper and explain why it would be fun for the whole team. Then, everyone gave their opinion and debated on the different elements of the maps (graphics, realism and gameplay). When we got out of the conference room, we had a level that everyone wanted to play!

Can you tell us a bit about one of your personal favorite new levels in Black Thorn? Any hidden surprises you can hint to us about?

I love them all equally! Some are best for single player while others are better in multiplayer but overall, they all offer great gameplay!

As for hidden surprises, level designers all added some little personal elements in each level, ranging from pictures of team members to little funny textures ...


Rogue Spear was originally released in 1999. With Black Thorn using essentially the same engine two years later, can you tell us some new things that Black Thorn will bring to both the Rogue Spear single player and multiplayer experience?

This title brings more of the same gameplay that made Rogue Spear so popular. What we did is to give Rogue Spear players 15 new maps, 9 new single player missions, 14 new weapons and a new multiplayer mode so they can continue to play Rogue Spear! The 6 new multiplayer maps have been designed especially for quick 6-10 player multiplayer Survival and Team Survival matches which are the more common type of matches played online.

The Rogue Spear engine was patched up to v2.52 for both Urban Ops and Covert Ops. The Black Thorn opening screen indicates that the Black Thorn engine is v.2.60. Could you tell us what has been newly modified in the executable?

The executable was mainly modified for the new Lone Wolf mode. We've also added the team kit restriction option, the Ubi.com support, and we've also fixed a few minor bugs.

With 14 new weapons introduced in Black Thorn, there is some concern that some of them are "uber-weapons" if they were not balanced well, especially when combined with the older RS/UO weapons. How did you address this weapons-balancing issue?

We used Red Storm's formulas that are based on the real weapons specs. A big list of available weapons has been established with every spec that they should have in the game. We picked the ones we wanted and tested them thoroughly so that they all have their advantages and disadvantages on the battlefield.

The original release of Black Thorn was announced as October 9, 2001. However, following the September 11th terrorist attacks, Ubi Soft decided to postpone its release to modify some of the content in Black Thorn. Please tell us about what your team had to do after the announcement that Black Thorn would be postponed.

The original US version of Black Thorn was gold by September 11th. The decision to delay the game was announced a week later and we started working on some modifications. Because of some major graphic modifications (modifying an airport terminal into a bus station), we had to rework the whole storyline, call back the actors and redo the whole QA process. It took us roughly two weeks to have a master candidate (integrate all the changes) and we spent 10 days testing the game to make sure every modification was done and there weren't any new bugs.

The copycat angle of the plot was also changed following September 11th. The changes that had to be done to the missions wouldn't have worked with this scenario. It could have been worse but we didn't have to change any of the missions gameplay-wise. That's why the game was only delayed three weeks.



A big thanks once again to Patrick Naud for answering all our questions! A special thanks also goes out to Marcus Beer, PR Manager at Ubi Soft, for coordinating this interview for us.

Interview conducted by: CR6
3d Retreat Network
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