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“Captain America: Super Soldier” Video Game – Development Dossier 1 – Environments

by on July 22, 2011

SEGA released a series of dossiers for the PS3 and 360 Captain America games discussing the studio’s thoughts behind various aspects of the game development. In the first dossier, the game’s environments are discussed. Captain America: Super Soldier is available now on the PS3, Xbox 360, Nintendo Wii and DS.


Captain America: Super
Soldier – Dossier 1 – Environments

In this all new behind the scenes feature
for Captain America: Super Soldier, Art Director at Next Level Games, Barret
Chapman gives us a behind-the-scenes look the various environments players will
experience while playing Captain America: Super Soldier.

by Barret Chapman, Art Director, Next Level Games

motivations of our villains is really what drove the decision to set our game
in Zemo’s Castle. We needed a place where Red Skull could set Arnim Zola up to
conduct his research.  

the comics there is a long standing power struggle between Red Skull and Baron
Zemo, so it seemed fitting that the Skull would have usurped his rival’s
ancestral home for the benefit of Hydra. 

was taken from the Ksiaz Castle in Poland. During WW2 the castle was home to
Project Riese. An underground complex was created to construct Hitler’s
headquarters and armaments factories.  

loved the idea of a secret underground complex and thought a similar setting
would work perfectly for what our villains were up to.  Visually we loved the look of the Castle
proper as well, as it had the sense of history and varying types of
architecture that we were looking for.  

designs for the main areas of the castle are all driven by the story, the Labs,
the Cellblock, the Thermal Plant all service the main narrative. The other
areas were conceived as mission objectives with the goal to inject as much
history and visual back-story as we could into the castle.

would Cap do if he found himself here? What are Zola and Hydra actually up to?
How did they go about constructing the underground complex…where did the
materials come from?  


were all questions we needed to answer to create a plausible, immersive setting
for the game. The exercise of answering these questions provided us with a
bunch of cool locations to populate the rest of the castle.  

these settings were established we worked with Christos Gage to string the
narrative through and tie it all nicely together.

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