Archive for the 'Industry Interviews' Category

Tim Aste: Director of Fallen Empire at GarageGames

Monday, April 28th, 2008
Author of this post: Beth A. Dillon | About Notes on Game Dev Authors »

fallen1.jpgWithout fail, GarageGames takes it away indie style. I recently got a chance to talk with Tim Aste, who is the Director/Producer and one of the three full-time artists on the development team for the upcoming Fallen Empire: Legions game coming out from popular indie tool provider GarageGames. Classic indie production process where roles are shared in a close team. Fallen Empire is a browser-based FPS that will be launched at InstantAction.com.

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Damian Pannell: Artist at Relic

Monday, April 21st, 2008
Author of this post: Beth A. Dillon | About Notes on Game Dev Authors »

dpannell_headshot.jpgCompany of Heroes, long time established in the Real Time Strategy genre, continues to develop its visual quality and coding ease with the Essence Engine. And of course, it also recently won the “Best PC Game” and “Outstanding Innovation in Gaming” awards at the Elans. I got a chance to speak to Relic artist Damian Pannell, who worked on modeling, textures, and gameplay aspects of the vehicles and tanks. It’s nice to get a chance to check out leaps in art that are local to me in beautiful Vancouver, British Columbia–a mecca of game industry.

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Nathan Phail-Liff: Lead 3D Artist at Ready at Dawn

Wednesday, April 2nd, 2008
Author of this post: Beth A. Dillon | About Notes on Game Dev Authors »

chains1.jpgSo what’s it like being an artist working with a handheld like PSP? Nathan Phail-Liff, Lead 3D Artist at Ready at Dawn Studios, knows just what goes into making a successful and visually pleasing game within the limitations of the handheld world from his work on God of War: Chains of Olympus. And if you ask me, the graphics are so stunning that it looks comparable to anything you’d find on console.

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Ken Thain: Lead Cinematic Designer at BioWare

Tuesday, March 18th, 2008
Author of this post: Beth A. Dillon | About Notes on Game Dev Authors »

masseffect1.jpgAlthough already well known for its dialog interaction in past role playing games, BioWare’s interactive narrative game play was upgraded by strides when it went for increasing the emphasis on designing cinematic interactive dialog in Mass Effect. This is where Ken Thain, Lead Cinematic Designer at BioWare, stepped in and got an opportunity to incorporate his past experience with making machinima into the actual core game play.

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Rodrigo Cortes: Lead Artist at Massive Entertainment

Thursday, March 13th, 2008
Author of this post: Beth A. Dillon | About Notes on Game Dev Authors »

world1.jpgMassive Entertainment Lead Artist Rodrigo Cortes gave us insight on the art development of World in Conflict, a real time tactical game with a heck of a lot of artistic details that flesh out the environment and the combat during gameplay. For all you console gamers out there, keep an eye out for this PC title as it gets ported to PlayStation 3 and Xbox 360 in the fall.

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Nathan Purkeypile: World Artist at Bethesda Softworks

Wednesday, February 6th, 2008
Author of this post: Beth A. Dillon | About Notes on Game Dev Authors »

fallout3-1.jpgEver have one of those dreams where you’re decked out in post-nuclear protective gear trying to escape and then you realize you’re stuck in turn-based combat and you have to play out the whole scene in your head? Yeah, well, those of us who played too much Fallout in the dark did. Fallout’s unique 50’s pulp sci-fi style is coming back with the in-development Fallout 3. We were fortunate enough to be directed to Nate Purkeypile, World Artist at Bethesda Softworks, to get word on his personal experience with the project so far. It sounds like he’s enjoying dreaming up nuclear Wasteland grit in high-def quality.

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Jeremy Lai-Yates: Lead Gameplay Animator at Naughty Dog

Wednesday, January 30th, 2008
Author of this post: Beth A. Dillon | About Notes on Game Dev Authors »

uncharted1.jpgBefore good ol’ GDC comes around again, we jumped the gun and interviewed Naughty Dog’s Lead Gameplay Animator Jeremy Lai-Yates about the recently released PlayStation 3 hit Uncharted: Drake’s Fortune. When I first played the game, I just stared in awe while I watched lead character Nathan Drake get wet. Yeah, that sounds bad. But seriously, the engine is sophisticated enough to know exactly where Drake’s clothes get wet, and even better than that, they gradually dry over time once you jump out of the water. Stunning details like this are bending real-time in-game environment response to player actions.

Jeremy is one of the artists responsible for the life-like movements of characters in real-time play found in Uncharted. Forget sitting back to watch pretty cut scenes—now’s the time to enact them. And if you leave this interview wanting more, check out Jeremy’s talk with Lead Character Technical Director Judd Simantov—“Uncharted Animation: An In-depth Look at the Character Animation Workflow and Pipeline”—Wednesday, February 20 at the Game Developers Conference.

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