Operation: Deep Dive (Developer Commentary)

''This is the Wikia page for Operation: Deep Dive (Developer Commentary). If you're looking for the mission, go to Operation: Deep Dive.''


 * "Oh hello. Oh hi, actually this is Naomi Kyle. Hey. Um, hope you're enjoying this submarine experience. I am, of course, the voice of the Submarine A.I. that you hear in your head. Um, hopefully that means that you're completely sane and enjoying this game thoroughly. I Expect You To Die was actually a game that I demo'd a while ago and was very, very interested in playing a character in. So I reached out to Schell Games, who made this amazing game that you are currently in, and I hope that you guys enjoy it because I had a really great time voicing this character for you, so, uh, hope you don't die. Bye!"


 * "A crucial aspect of any great VR experience is hitting that 90 frames per second. On I Expect You To Die, one of our project goals from the getgo has been to hit that target framerate. We have taken several steps to achieve this, one of which was to use fade lighting for all static objects in the level and use one or two directional lights for the dynamic objects. However, in the Deep Dive level, we wanted to increase the tension during the self-destruct sequence by flashing a red light. Since turning on and off a real-time red light with dynamic shadows was not viable for us, we tried something different. We created two additional light banks for the level, one using red light sources and another using dark light sources. Then, during the self-destruct sequence, we switch between the red and the dark fade lighting based on an interval to fake the effect of a flashing red light."


 * "This was the first puzzle we physically prototyped with cardboard boxes, or as we have come to lovingly refer to it as, brownboxing."


 * "For one brief, beautiful afternoon, an epic attack- Battle of the Giant Squid- was floated as a climax to this puzzle, before budgetary sanity reeled us back in. Perhaps in a future installment? But only if you go and post in the comments that you want more squid battle!"


 * "The drawer of grenades was originally suggested by Brad, perhaps on a whim, but it cracked me up every time a player would open it and then immediately react by slamming it back shut, as if to say, "No way I want anything to do with THAT drawer of grenades!" I added money and a second flare gun later, because tempting you to grab money out of a drawer full of grenades is funny, and John really wanted the dual-wield flare gun at the end of the level."


 * "While brainstorming for puzzles, we had a lot of ideas. One of which was a bathroom at a spy party. It would house the secret entrance to something, and you'd be thwarting security in hilarious ways. But then we realized bathrooms have mirrors, which we were avoiding. Did you ever notice the car doesn't have rear-view or side-view mirrors? Bathrooms also usually have lots of water and cloth towels, both costly to performance. Oh well. No spy bathroom for you!"