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OUAT
ENTERTAINMENT
MAKERS OF THE REAL GARDEN SITE
For more info: www.realgarden.com

OUAT ENTERTAINMENT was
founded in 1999 by Frederique Doumic, Sebastien Doumic, Pascal Ruiz
and Thibault Nolte, each of whom bring complementary expertise in
media and interactive entertainment. Ouat now has 22 employees and is
rapidly expanding thanks to a major capital investment of 22 MF (@$4M)
entirely dedicated to the REAL
GARDEN Project, a new online portal to the young urban techno-eco
community. Ouat answered our questions about the creation of the REAL
GARDEN.
Real Garden's central attraction is a Tamagotchi-like perpetual plant
game made with Dev™, serving as the focal point for this innovative
online community. Other services for the urban gardener include ecological
e-commerce, discussions and gardening reference information.
While the site is currently French only, the English version of the game
should be online at the end of March, while the rest of the site should
be translated in April. Plans for international versions, including Japanese,
are slated for September.

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Where did the idea for the Real Garden come
from?
In late 98,
being 2nd generation urbanites, we longed for a bit of garden of our very
own, in an apartment or a terrace. Having studied the question, we realized
that there were millions of people like us who were waiting for one thing
to put the plan to action: that we encourage them, that we give them the
means, and that it doesn't turn into big ordeal. The concept of a web-based
techno-eco community was born.
Who is "techno-eco"?
They live in cities or suburbs, often in families, often between the age
of 25-45. What unites them is an ethical concern for the environment without
necessarily being militant. They seek quick gratification, not from laziness
but from lack of time. They have no reticence about using new communication
tools that feed their curiosity.
What's unique about the Real Garden?
What's unique is its attitude or world view: of the house, of nature,
of the city, of the world. It's a crossover approach that reconciles notions
often seen as antagonistic. With Real Garden, we want to be current without
being elitist, interest the young without alienating the not-so-young,
speak to urbanites without being provincial, establish our expertise without
generating yawns, reconcile theory and practice...
What's planned for Real Garden?
The base is in place for quickly developing a "techno-eco portal":
both a meeting place for the community and a starting point on the web.
In two words: lots of development in the community and interactivity in
general, as manifested today in the forum and the Game - which required
quite a bit of development. The Real Garden concept was born from the
Game, the "entertainment" aspect is primordial to the site.

The English version of the game is ready and should
be online at the end of March 2000, while the rest of the site will be
ready to welcome English visitors in May. The Real Garden Boutique, selective
by nature, will have 700 references by the month of April and 1500-2000
by September. To describe the ambition of the project, we can call it
a "techno-eco theme park." At least, that's where we would like
to head.
What tools do you use and what is your relationship to these tools?
Our tools are classics of video game production: Visual Studio for development,
Photoshop and 3DSMAX R3 for creating graphics, and Dev for staging and
production, of course.
What are the benefits of using Dev?
Being voluntarily concise, their two strong points are: rapid production
and an open architecture for research and development.
How did Dev integrate itself in your work process?
Dev places itself at three level in our game production cycle: First it's
a research and development tool for our "growth" engine and
our special effects. Then it's an editor for the fine tuning of our plants
and vegetables. Last but not least, it's a staging tool for the creation
of interactive content.
What is the biggest technological limitation
of your profession, and how do you deal with it?
The creation
of an online game for a large public must keep several parameters in mind.
Naturally, taking into account the average available bandwidth, a problem
resides in the size of the data exchanged between the server and the client
PC. We have to use every available technique to diminish the flux of information,
like the use of textures and procedural objects. But the most important
problem for wide distribution is situated around the deployment of the
game's software components. To answer this, we have tried to simplify
a maximum of download and installation procedures. Sadly, there is one
dark point: the Mac version...
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