Silent Hunter III Interview

March 26, 2005

In the world of submarine simulations, the Silent Hunter series has consistently proven itself to be at the top of its game. Now in it’s third incarnation, Silent Hunter III is again proving to be the game to beat within this niche sub-genre. Recently we were able to sit down with one of the folks who worked on this exciting PC title to get a peak into what went into it’s creation.

First off, thank you for taking the time to speak with us regarding Silent Hunter III. Could you please give us a little bit of your background, as well as what your role has been on this project?

My name is Critian Hriscu, game designer and 3D artist of Silent Hunter III working out of Ubisoft’s internal development studio in Bucharest, Romania. Silent Hunter III is one of the most interesting and challenging projects I’ve ever worked on. My background was in theater but I decided, six years ago, that the future of entertainment was in video games, so I got into Game Development and I haven’t been disappointed.

What are the challenges inherent in having the player assume the role of a villain? I mean, obviously it’s not that big of a hang-up if you’ve made it to Silent Hunter III, but convincing the player to assume the role of WWII-Eram German U-Boats can’t be as easy as, say, a futuristic Space Marine fighting anonymous aliens…

The German U-Boot was one of the most advanced and formidable weapons of in all of WWII. Winston Churchill was quoted as saying, that A