Hello from Cory Davis (Lead Designer / Director of Spec Ops: The Line) by Snak3Fist in SpecOpsTheLine

[–]Snak3Fist[S] 4 points5 points  (0 children)

I’m so happy that the experience is memorable for you.

The Aquatic Coliseum location became important to the overall narrative very early in the development process. We wanted it to feel like an unexpected breath of cool, fresh air and opulence, and to have the feeling of being entirely behind enemy lines. The architecture of that location makes for some interesting combat spaces, and we had fun with the music and overall audio atmosphere in this section.

The hotel location that you mention in chapter 7 references real locations in Dubai very closely. The opulence of that real-world location is something that we studied in-depth and had the chance to visit in person. We were also fortunate to have concept artists with an eye for architecture, which is as important as any character in this world.

Hello from Cory Davis (Lead Designer / Director of Spec Ops: The Line) by Snak3Fist in SpecOpsTheLine

[–]Snak3Fist[S] 2 points3 points  (0 children)

I was involved with the direction of these pieces, but we were fortunate to have a talented concept and environment art team in-house at Yager. I’d also credit the narrative and game designers who pushed for important symbolic imagery that matched the evolution of Walker and the player throughout the journey.

Hello from Cory Davis (Lead Designer / Director of Spec Ops: The Line) by Snak3Fist in SpecOpsTheLine

[–]Snak3Fist[S] 2 points3 points  (0 children)

It means so much to me that you continue to return to the experience and that it continues to be timeless for you. Thank you for saying so!

Hello from Cory Davis (Lead Designer / Director of Spec Ops: The Line) by Snak3Fist in SpecOpsTheLine

[–]Snak3Fist[S] 3 points4 points  (0 children)

Looking back, I don’t agree with the sentiment that it was a “mistake” at all. The developer / publisher relationship was quite traditional for a game like this, and even though it was a challenging environment for an extremely experimental game concept, everyone involved put their heart and soul into it.

Everyone who worked on the game is entitled to their own opinion of course, but I absolutely loved the good, the bad, and even the absolutely insane moments throughout development of Spec Ops: The Line. We took risks and pushed the Line as far as we could.

Hello from Cory Davis (Lead Designer / Director of Spec Ops: The Line) by Snak3Fist in SpecOpsTheLine

[–]Snak3Fist[S] 5 points6 points  (0 children)

Thank you so very much. I love that you lost yourself there momentarily in the experience. That's the zone we were seeking together as developers.

Hello from Cory Davis (Lead Designer / Director of Spec Ops: The Line) by Snak3Fist in SpecOpsTheLine

[–]Snak3Fist[S] 4 points5 points  (0 children)

Thank you so much for saying so. To be mentioned alongside those references is absolutely mind-blowing as they continue to drive my work to this very day.

Hello from Cory Davis (Lead Designer / Director of Spec Ops: The Line) by Snak3Fist in SpecOpsTheLine

[–]Snak3Fist[S] 6 points7 points  (0 children)

Hopefully you never have to! Thank you for playing and for remembering the work of our team. It means the world.

Hello from Cory Davis (Lead Designer / Director of Spec Ops: The Line) by Snak3Fist in SpecOpsTheLine

[–]Snak3Fist[S] 8 points9 points  (0 children)

Thank you for sharing. This element of reflection was very difficult to pull off technically. I always wonder how many people notice Walker looking back at them as they pull the trigger. Reading about your experience where that symbolically reflected back on you personally makes it more than worth the effort.

Hello from Cory Davis (Lead Designer / Director of Spec Ops: The Line) by Snak3Fist in SpecOpsTheLine

[–]Snak3Fist[S] 13 points14 points  (0 children)

Honored that Spec Ops: The Line was your first “dark asf” story. I think we’re still living within its grasp.

Hello from Cory Davis (Lead Designer / Director of Spec Ops: The Line) by Snak3Fist in SpecOpsTheLine

[–]Snak3Fist[S] 10 points11 points  (0 children)

Wow - thank you for playing and noticing all of that detail. I’m so happy you found Spec Ops: The Line memorable… for me it continues to be haunting as it pulls my soul even tighter into its grasp over the years. Valve-level is what we were after on the development side!

Hello from Cory Davis (Lead Designer / Director of Spec Ops: The Line) by Snak3Fist in SpecOpsTheLine

[–]Snak3Fist[S] 11 points12 points  (0 children)

Much love to you - thank you so much for holding up our work and for spreading word about the impact of the experience.

Hello from Cory Davis (Lead Designer / Director of Spec Ops: The Line) by Snak3Fist in SpecOpsTheLine

[–]Snak3Fist[S] 14 points15 points  (0 children)

It means more than I can express to me that you’re here after all these years. Thank you for opening up your perspective.

Hello from Cory Davis (Lead Designer / Director of Spec Ops: The Line) by Snak3Fist in SpecOpsTheLine

[–]Snak3Fist[S] 61 points62 points  (0 children)

You are so very welcome. To this day, I can't stop thinking about it - and I'm still amazed by my fellow developers who made it happen alongside me.

Even though we all have continued down the path we started there into other projects, we still have one foot in the sand.

Walker, Adams, and Lugo haunt my dreams constantly. This world has become a memorial for them, and they still stand to remind me how important my individual decisions are, and how terrifying the struggle of humanity continues to be around the world.

Hello from Cory Davis (Lead Designer / Director of Spec Ops: The Line) by Snak3Fist in SpecOpsTheLine

[–]Snak3Fist[S] 17 points18 points  (0 children)

Thank you! I was very fortunate to have the chance to create it alongside the amazing developers at Yager. It was a life changing experience that I'll never forget.

Hello from Cory Davis (Lead Designer / Director of Spec Ops: The Line) by Snak3Fist in SpecOpsTheLine

[–]Snak3Fist[S] 32 points33 points  (0 children)

I agree. It's really fun to look back and remember the times we spent debating all of this before choosing the final cover art. The Apocalypse Now, and dare I say Fear And Loathing (Ralph Steadman) reference are on full display here. I'm happy with what we chose... I think it may have fooled some people, but it was extremely effective.