![]() ![]() We combine a range of sources from before, during, and after key battles to make a battlefield which is plausible and authentic. We do ensure that the individual details are accurate, including the fortifications, structures, trenches, and everything else right down to the mess tins and sandbags. When creating maps, we aren’t aiming to recreate specific battlefields - that wouldn’t be good for gameplay and would limit our ability to explore different aspects of the war. This allows us to include terrain from across the entire Eastern Front in Tannenberg, from the Black Sea to the Baltic Sea.įor example, here is our inspiration collage for the Dobrudja map we added to Tannenberg. Instead, each map accurately represents the kind of landscape fought over within a larger sector of the war. Of course it’s impossible to model every inch of ground fought over during World War I, and it would be even harder to do so on the Eastern Front where the distances involved were much greater. When planning, designing, and creating our maps, we generally used a collage of images to set the overall tone and highlight key features of the battlefield. It was the first war to be widely photographed and even filmed - Peter Jackson’s incredible documentary They Shall Not Grow Old colorizes and restores old film footage to stunning effect. Luckily there is a wealth of information out there about the first World War. When we turned to making Tannenberg, a game set on the Eastern Front of World War I, we wanted to apply the same process to create a historically accurate game. Our team did extensive research into the weapons, uniforms, battlefields, and accounts of the battles themselves to create something as authentic as possible. It would be the first of many visits, and it sparked a lifelong interest in the first World War that led to my co-creating a World War I FPS based around that pivotal battlefield on the Western Front. I visited Verdun for the first time with my family when I was a child. ![]()
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