Overview
These interviews will guide you to better understand creative spirit of the team behind Anachronox.
Introduction
We’ve been lucky enough to belly up to the bar at Rowdy’s with many members of the Anachronox development team, to talk about both themselves and the game. Take a peek into the minds of the people that made Anachronox a reality.
A Romp Through Anachronox With Zdim (1)
This is an interview with Anachronox level designer Rich “Zdim” Carlson originally taken on 3/8/98.
Stormtroopers:
First of all, what is your name and job title?
Zdim:
Richard Dale Carlson AKA Zdim I’m a level designer.
Stormtroopers:
Where does your nickname “Zdim” come from?
Zdim:
There’s this great fantasy book by L. Sprague DeCamp, called The Fallible Fiend. One of my all time favorites. It’s kind of a “Conneticut Yankee in King Arthur’s Court” story, except that the protagonist is this demon named Zdim. Due to a misunderstanding with his summoner, Zdim is forced to serve out his one year contract as a refugee on the Prime Plane of Earth. He gets into all kinds of hilarious trouble and situations… It’s a very funny book. I highly recommend it, but I’m quite sure that it’s out of print and pretty darn hard to find. (Get it cheap at a used book store.)
Stormtroopers:
How long have you worked at Ion Storm?
Zdim:
Since April of 1997. Coming up on one year.
Stormtroopers:
Where did you work before you joined Ion Storm?
Zdim:
I was a keyboard player in Willie Murphy’s funky r&b/blues band, called The Angel Headed Hipsters, in Minneapolis. Made a cd with them. They’re still together, working in the Twin Cities, and beyond = )
Stormtroopers:
How do the levels you are making for Anachronox compare with levels made for previous games, such as Quake/Quake2, both in size, and in the kinds of thing you would find in such a level?
Zdim:
Hmm… An Anachronox “level” can be anything from a single room or shop or whatever, to a full sized, 2000 brush map. There are over a hundred levels in Anachronox. Some of them are “one-stop shops”, others are large explorable areas with lots of features, secrets & hidden things; the works.
As far as what you might find in an Anachronox level, well… That would be telling. I will say this: You’ll be amazed at the stuff you’ll discover.
Stormtroopers:
Now from what I understand the camera in Anachronox will be slightly over head. What differences does this make in your map designs, especially with ceilings and roofs?
Zdim:
None, really. I mean, you do have to be aware of it, but the camera will move around showing off the level from all angles… You’ll just have to wait and see… = )
Stormtroopers:
From what I have heard and imagine, some of the places in Anachronox sound gigantic. How do you handle them, are they humongous maps, or are they sectioned up like Hexen2/Quake2?
Zdim:
It’s not too hard to figure out that a level’s too big and when to break it up. Yeah, some of these levels are huge and much more detailed than anything I’ve seen out there yet, save for Daikatana, but QUAKE 2 affords some nifty tricks, like area portals, to help deal with large maps.
Stormtroopers:
How much of your work / levels have been wiped out and begun anew so far, and do you expect to wipe out a lot more in the future, or is the basic concept of all the levels in place yet?
Zdim:
I started out at ION, with Steve Rescoe, to help get episode one of Daikatana up to speed for John R. My job was to do e1m1 and I really had trouble with it! Probably just the hang up of “God, this is the first level anyone will see!”, as I look back. I rebuilt that map three times and then was called back to work on the game I was hired for, Anachronox. Steve is still working on Daikatana’s first episode, doing incredible stuff. My original e1m1 was later replaced. I’m not mad or anything = ) because Steve’s style is much better suited to the episode than mine. I am proud to say that Steve did use my cool e1m1 control room in his version of e1m1, so there’s still a little bit of me in there. ;- )
For Anachronox, I’ve rebuilt maybe three of the thirty or so maps I’m responsible for, for various reasons, so far. What that’s all about is just pushing too hard. Trying to make a level work when it really isn’t. I tend to build on the fly, letting my intuition guide me through the build, which is usually fine, but I have painted myself into a corner once or twice.
Stormtroopers:
Is Tom Hall, very rigid about things being exactly the way he envisioned them, or is there room for you to decide the look and feel of a given room or place?
Zdim:
Tom is extremely rigid in the sense that he knows what he wants. Gods, the time he’s spent explaining and documenting all of the game locations for us! We get everything from quickly scribbled thumbnails from Tom, to completely detailed concept drawings from Ben Herara, whose job is to interpret Tom’s vision of the game and render it for the artists and designers. The job is actually made easier by the fact that Tom’s visual vocabulary is very close to the team’s. We all go to the same movies, play the same games and think eerily alike. In other words, if I like what’s going on in one of my maps, I can be pretty sure that Tom will too, or the opposite… = )
Stormtroopers:
The levels you are building for Anachronox, do you build lots of vast crude maps for everything in the game then go back and perfect them, or do you build each level to as close to the finished product as possible before moving on?
Zdim:
A little of both… We get the architecture happening, along with textures and lighting, then usually move on while waiting for models and features. Also, just because there are dozens and dozens of maps, don’t think for a moment that we scrimp. The levels are gorgeous and immaculately detailed.
Stormtroopers:
What is the biggest hurdle that you have personally overcome so far in the creation of Anachronox?
Zdim:
Not being able to smoke cigarettes while I build. I’m seriously addicted, and the two go hand in hand for me. I know cigarettes are bad and that I shouldn’t smoke around a computer anyway, but I’m just used to doing it anyway. All of those late night building sessions, working on HERETIC maps up in my apartment, during the middle of the night, in the dead of Minnesota winter, I guess. Ahhh… My old monitor was just brown with soot! Those were the days…
A Romp Through Anachronox With Zdim (2)
Stormtroopers:
With all the maps, especially in the actual city of Anachronox with all the shops, will the user spend long periods of time loading maps when he / she goes in and out of shops, or have you all taken precautions against that?
Zdim:
All the transitions will be as smooth and as quick as possible thanks to level precaching. You’ll be playing Anachronox on a _fairly_ robust system (P200, 32mb, 3D card) so it shouldn’t be bad at all. We don’t like waiting around for levels to load either! = )
Stormtroopers:
How much control of the camera’s movement do you, the level builder have? Will level creators and mod authors be able to control the path of the camera?
Zdim:
We have complete control over camera movement. Our producer and Anachronox co-writer, Jake “Strider” Hughes, has become our “in game” director. He’s doing amazing stuff right now with the camera. Anything they can do in Hollywood, Jake can do with Anachronox. (Jake comes from a strong film background. He’s even directing his own movie right now, on the sly!)
And yes, mod authors and level dudes will be able to totally control the camera. So-called QUAKE movies will never be the same once Anachronox comes out.
Stormtroopers:
What is the biggest hurdle you foresee in the making of Anachronox?
Zdim:
The sheer size of the game. I try not to think about it. = )
Stormtroopers:
Is there anything you have worked on in the past as level designer, that you feel especially proud of, or have put a lot of effort in?
Zdim:
I’m proud to have made 31 user levels for every id and Raven game since DOOM. (Whoops, except HEXEN 2, but I’m working on that…)
My favorite stuff were the HERETIC user levels I made back in ’96. Got way too far into HERETIC, and it’s still my favorite of all of the id games. (Oops, sorry. Raven.) Made a bunch of scary D&D styled solo maps. Grendel and The Chaosian are my faves I guess… I made an “all red” level, called Big Red that is so strange, but I’m fond of it. (Darn kids just love it!) Also a huge, bizarre level called OrbQuest in which the solo player must complete a large portion of the map as a chicken. (Get the title pun?) Wizard Wars… Wizard’s Revenge… I put an amazing amount of time and thought into those maps… God, don’t get me started.
I made a map for DOOM 2, called Citadel 2, that is probably the best map I’ve ever made, I think. (It also appears in my DOOM episode 1 replacement set: LAST HOPE of the UAC, btw.)
Fane of the Diabolist, for QUAKE, was a blast to make. Kind of a breakthrough level for me. Dr. Sleep and John Romero liked it too, so I was asked to join ION. You gotta know that this level has a special place in my heart.
Stormtroopers:
On average, how long is your work day?
Zdim:
7 or 8 hours at ION and then another 3 or 4 hours of building at home. 10 – 12 hours, including lunch, each day. I usually am building on the weekends too… Things get mixed up bit… It’s not all sheer grunt work, but it is a fullsome week. Not too bad of a schedule, I guess. Especially when you’re nuts about what you do, which I am.
Stormtroopers:
What are your favorite computer games?
Zdim:
Ultima Underworld. Sam & Max. Elder Scrolls: Arena. Wing Commander III & IV. Nethack. Dark Forces/Jedi Knight. Heretic. Crusader: No Remorse. DOOM 2. Indiana Jones and the Fate of Atlantis. Myth. Ecstatica.
Also, as far as console games go, I love Chrono Trigger. Final Fantasy VII may actually be my favorite video game of all time.
Stormtroopers:
Do you participate in any of the deathmatches at Ion Storm, how well do you hold your own?
Zdim:
Actually, I suck at deathmatch. But I suck so well, that I usually can at least get a frag or two on Rocketman, when he lets me. = ) Seriously, I never use a mouse to play QUAKE, so there ya go.
Stormtroopers:
Other than playing computer games, what is your favorite hobby?
Zdim:
Well, music is my passion. Nothing else compares to it. It is the best. (Level designing does pay a bit better though.) I play guitar, piano/organ/synth, drums and bass guitar. I also write and arrange music. It used to be my full time job, until Dr. Sleep called one day….
Like a lot of people who are into games, I read a lot too. Sci fi, history, mythology, psychology, classics, horror, fantasy, biographies, children’s books, philosophy, religion… A little bit of everything, I guess.
I’m also nuts about vintage cartoons, collect and play 70’s and 80’s fantasy and sci fi boardgames, play role playing games like AD&D, and maintain a weird, eccentric, whacked out id game (and adventure game) oriented website called Zdim’s Weapon Rack.
Stormtroopers:
What is your favorite type of music?
Zdim:
Too much good music out there to fixate on one style any more…
I love “pop”, fusion, funk, jazz, heavy metal, r&b;, reggae and the blues. My favorite “bands” are Led Zeppelin, The Beatles, Todd Rundgren, Frank Zappa, Kate Bush, Jethro Tull, ELP, Peter Gabriel, The Meters, James Brown, Miles, McCoy Tyner, Herbie Hancock, and lately, Ani DeFranco…
I also love electronic music. Carlos, Subotnik, this guy named Robert Resatar who does stuff for planetariums and PBS… Good stuff.
Stormtroopers:
When pulling late nighters do you have a caffinated beverage of choice, or do you “tuff it out”?
Zdim:
Yeah, I’m pretty much pre-embalmed with Tab. I drink the stuff constantly. It’s a Coca-Cola product from the sixties that resembles cola enough to still fool me. Tab also has a nice caffeine “jolt”. It’s also very uncool to drink Tab, which I get a big kick out of.
Stormtroopers:
What is your favorite insult that you either say, or receive during deathmatch?
Zdim:
People usually appologize to me during deathmatches because I’m so easy to kill. It’s like shooting Zdim in a barrel; nobody really gets worked up enough to unleash that tribal vitriol at me very much.
My trashtalk tends to be subtle and subliminal. I say things like “You got me.,” or “♥♥♥♥, you got me.,” or “♥♥♥♥, you got me again!,” slowly eroding my opponent’s stamina and will to fight, until I have him right where I want him.
Stormtroopers:
Any quotes or thoughts you would like to add?
Zdim:
Lately, my thoughts are: (1) to never take yourself too seriously and (2) to really go out of your way to appreciate life and your friends.
My favorite quote of all time was said by Leo Szilard, co-creator of the atomic bomb:
“If you want to succeed in the world, you don’t have to be much cleverer than other people. You just have to be one day earlier.”
My philosophy is that true creativity lies way out there beyond the boundaries. And, that the old maxims “There’s nothing new under the sun” and “There are no more original ideas, everything is derived from something else” are just excuses for lying down on the job.
Jeepers Creepers Where’d You Get A Name Like Eepers? (1)
This is an interview with Anachronox lead artist Lee Perry originally taken on 3/6/98.
Stormtroopers:
First of all, what is your name and job title?
Lee:
Lee Perry, Lead Artist for Team Anachronox
Stormtroopers:
Where did you get a nickname like “eepers”?
Lee:
Actually, call me a weenie, but it’s what my wife calls me to counter “Gabbers” for her… yeah, I know, silly.
Stormtroopers:
How long have you worked at Ion Storm?
Lee:
I’ve been here about 8 months now.
Stormtroopers:
Where did you work before you joined Ion Storm?
Lee:
Immediately prior to my postion here I worked in the R&D division of SquareSoft’s LA office, working on tech projects for future Final Fantasy titles and engines. Before my position at SQLA I worked at Black Ops Entertainment in Santa Monica, of whom I eternally gratefull for giving me the chance to get into the industry.
Stormtroopers:
Do you mostly build and animate models, or do you also get into texture and skin making as well?
Lee:
Primarily my tasks here are building NPCs and Monsters as well as animating them. One of the great things about our team is that everyone who’s on a specific task, such as texturing or skinning, is far better at it than I feel I am, so I try to leave the tasks in the hands of the artists who work best at them. Lately my tasks have shifted quite a bit more into the realm of working with Tom, the Level Designers and Texture Artists to create looks for the levels.
Stormtroopers:
When building a model do you build it piece by piece until it is “perfect” or do you make small adjustments to all the pieces until the entire model is the way you want it?
Lee:
Generally a bit of both, I’ll work one arm out, one leg out, and then mirror them accross a torso. Once everything is “laced” up, there’s a good amount of tweaking that goes on to get the model into shape. One very important trend I insist on with all the Anox models is they really utilize triangular construction, I can’t stand models that look as though they were built using boxy quad sided polys and at the last step converted to triangles and saved. There’s a world of details lost when doing it that way, and it’s propably one of the most inefficent uses of the geometry I can think of. I suppose I learned quite a bit in the way of modeling from a guy named Eric Armstrong back at Black Ops who built everything I textured from about 250 polys. He really knew how to squeeze out the vertices from his models and while texturing them I learned a great deal about his construction techniques. He holds a good deal of the responsibility of why the anox models truely look amazing, regardless of their poly counts. I guess in some sense he’s played a role in the Daikatana models as well, as quite a bit of them were rebuilt a long while back and really utilize the same levels of detail now.
Stormtroopers:
When animating a model do you like to watch the movement of similar creatures, can you just picture what you want to do in your head, or do you just move pieces around until it looks right?
Lee:
There’s a pretty clear picture for most of the animations as far as what is needed for it (and a real lack of reference footage for most multi-limbed-alien-goat-people-types), it’s certainly not a kind of random generation. I must say as a personal preference I love doing hit, death, and speech animations as there’s so much character involved in those cycles, it’s one of the highlights of the animation tasks for me.
Stormtroopers:
What is the hardest part of making a model?
Lee:
I love modelling, I mean I really love modelling, I can’t say as there’s a part of the process I don’t really get a kick out of. The whole process to me takes me back to the days of Legos and combines it with the fun of playing some kind of puzzle game where your score is higher for the more detail you can squeeze from the polys. If there is a part that is less fun than the rest I guess it would have to be the very beginning when you’re staring at a blank screen and you’re saying to yourself “Where the hell am I supposed to start?”. Usually it’s best to start with a simple piece from an earlier model to give you something to build off of, wether it’s just a torso or a leg, just anything to get that screen less “blank”.
Stormtroopers:
How often do you have to go back and wipe out parts of your work and begin anew?
Lee:
Not terribly often, usually you know from the early build if it’s going to turn out like you want it. The best thing about working on a computer is the “UNDO” button with many steps.
Stormtroopers:
What is the biggest hurdle that you have personally overcome so far in the creation of Anachronox?
Lee:
I don’t think there’s a single hurdle that I can really take credit for in the entire project. The team I’m part of on this project is a group of very talented people, and every one of them has put some really great twist on their end of the game. There’s been countless, and I mean countless hurdles in the task of using an existing shooter engine to power an essentially story driven RPG (and who knows how many more to come), and every problem that has presented itself to date has been wiped out by the person closest to that aspect of the project. I certainly don’t think of myself as a “controller” for this team, there’s far too much talent in here for one person to limit and I certainly don’t want to be the person who detracts from the final product with some ego-maniacal iron rule over every aspect someone works on, people have great ideas, I’d like to see them run with them. I’d much rather think of myself as responsible to the group as a whole in taking care of my assigned aspect of the game, which is merely one of coordination and characters, don’t confuse “lead” with “best”.
Jeepers Creepers Where’d You Get A Name Like Eepers? (2)
Stormtroopers:
When creating a look of feel to a texture or level, how much time is spent on the big things, like the physical layout, and how much time is spent on subtle things like lighting and shading?
Lee:
It varies quite a bit from level to level. Usually Tom has a pretty solid idea of what he wants in a level, it’s just a matter of if everyone else has his concept in mind, how large the level is, what our schedule is looking like for that area. The size and activities that go on in the level determines a bit of how much detail we incorporate as well, obviously if we have a level that is just 2 rooms in a house we’ll go crazy on detail and really get everything to look unique, texture limitations inhibit more of that kind of detail in really large maps but they’re still very impressive.
Stormtroopers:
What is the biggest hurdle you foresee in the making of Anachronox?
Lee:
Hehe, well, it’s not art that’s for sure. I certainly don’t envy Squirell, Corrinne and Joey’s programming tasks.
Stormtroopers:
Is there anything you have worked on in the past, that you feel especially proud of, or have put a lot of effort in?
Lee:
I get a kick out of so many characters and areas in the game it’s hard to say. We’re still not running a fully implemented program yet so there’s a lot of things still waiting to see how they perform when they actually start getting dropped in the game. The coolest thing to me about this title and what makes it a great game to be working on is the massively diverse locations and characters. It’s a kick to not have to be building one type of creature over and over. If I get tired of doing droids I might move onto doing townspeople, or spirits, or soldiers, or… you get the idea.
Stormtroopers:
On average, how long is your work day?
Lee:
Admittedly, I’m not one of the major hour crunchers in the department I generally get 8 hours and then as long additional as it takes for my wife to call and ask me where the heck I am.
Stormtroopers:
What are your favorite computer games?
Lee:
X-Com, Carnage Heart, Sentinel Worlds, VF2, Final Fantasy Tactics, just about anything that requires a bit of brainpower over twitches.
Stormtroopers:
Do you participate in any of the deathmatches at Ion Storm, how well do you hold your own?
Lee:
Baha! I’m not exactly one of the major summits to conquer in the company, especially not in the first Quake. A couple of us in the Anox art department and a few others run Quake2 quite a bit, almost always on my “geometric death” series arena maps. I do my part to smack Josh Jay around when I can, Patenaude can vouche for me on that.
Stormtroopers:
Other than playing computer games, what is your favorite hobby?
Lee:
Generally, I like building things for games that playing most games. I’d rather build a Q2 map than play Q2 for hours on end, I’d rather come up with goofy house rules for RoboRally than play it straight. I’m in 2 RPG groups at the moment being Champions and AD&D (although the AD&D seems to be drying out a bit) which takes up any time I have apart from my wife and real life, Gabriella.
Stormtroopers:
What is your favorite type of music?
Lee:
Really really diverse, from Enya to Ministry, from Oingo Boingo to Elvis, From Bob Marley to Zambian Accapella, from Tears for Fears to Deep Forest, from Country Classics to 70’s swank… just really really sickeningly diverse.
Stormtroopers:
When pulling late nighters do you have a caffinated beverage of choice, or do you “tuff it out”?
Lee:
I’m a reformed Dr. Pepper man, now a Coke junkie.
Stormtroopers:
What is your favorite insult that you either say, or receive during deathmatch?
Lee:
“You F****n Monkey!” which actually derived from trying to keep my laguage down by calling people monkeys as opposed to worse, yet really mangling the attempt in anger by adding the first expletive in a fit of counterproduction.
Stormtroopers:
Any quotes or thoughts you would like to add?
Lee:
I’d like to convey to people how truly cool Anox is going to be, and make sure people are willing to wait for it. I hear negative things from people about ION Storm not shipping a title quite yet (about to be fixed with Dominion) and then the same day I’ll read countless negative articles about a company rushing out product to meet sales peaks. Bottom line is Anox is going to be a tremendous gameplay experience, ION Storm is going to prosper, and I’d like to be one of the people to say “I told you so”. Enjoy!
Tom Hall and the Crezzy Man’s Universe (1)
This is an interview with Anachronox creator and designer Tom Hall originally taken on 3/9/98.
Stormtroopers:
First of all, what is your name and job title?
Tom:
Tom Hall, Game Designer and Vice-President of ION Storm, L.P. Whew.
Stormtroopers:
Where does your nickname “Organon” come from?
Tom:
When we were ION Storm DeathMatching, I went by Organist (meaning “one who renders others into their distinct organs”), and when I was just messing around, Phunkee T. Most of the time, I played Organist, but people kept asking “You play the organ?” So I wanted something that sounded cool but couldn’t be misunderstood. So there’s a Kate Bush song called “Cloudbusting” that starts out “I remember Organon…”, which was close to Organist, so I switched… I later found out that that was a typo in the lyrics sheet…it’s supposed to by Orgonon, which is a real institute and featured in the book she had read. But it was too late…and I also found out that “Organon” means “instrument for acquiring knowledge, specifically, a body of principles of scientific or philosophic investigation.” That kind of sounds like me, so I stumbled on a cool-sounding nick that actually describes me by accident.
Stormtroopers:
How long have you worked at Ion Storm?
Tom:
Since it started…that’s kind of the founder idea. 🙂 We started shopping around for a publisher in August of 1996, the company officially formed in 1997. But it’s really been fun. When Romero and I and the two (unrelated) Carmacks started id, it was a scary bold adventure. This is a lot less scary, but no less an adventure. It’s quite exciting.
Stormtroopers:
Where did you work before you joined Ion Storm?
Tom:
Well, I’ve spilled the beans in the previous question. 🙂 A long time ago I worked at McDonalds to get a stereo. In 1987, I got a job with Softdisk doing monthly software collections. We formed id and left Softdisk. I left id during DOOM (awesome game, but for a creative person, it was kinda frustrating), and went to 3D Realms. Romero was frustrated during Quake wanting to do something different, and he contacted me with the idea of a company where each designer heads a project, with perhaps three teams tackling different genres. Pretty good idea. 🙂
Stormtroopers:
Did you think up Anachronox after you decided to make it, or is it a game that has been brewing in your brain long before Ion Storm?
Tom:
I had the main detective character, detective Sylvester “Sly” Boots, since college, but when we sort of picked genres to explore, I took RPG, because I love characters and variety in games, and this would be a chance to have lots of both. I thought about a universe with three different dimensions, and that name of a city came to me–Anachronox–and ideas and characters popped up and introduced themselves, and they kept coming faster and faster until they seemed to be a cohesive whole, and suddenly I understoof how the whole universe worked and what would happen and I started writing it down and incorporating the notes I had made.
Stormtroopers:
Has Anachronox stayed fairly much the same since its conception, or has it grown with ideas from the rest of the staff?
Tom:
The story has had a number of changes to make the emotions and events stronger, but the layout of the universe and the basic characters remain. Everything is just pumped up and improved. Everyone has some input into the game, and many of their ideas have improved it, but it is generally the same thing I “understood” little over a year ago.
Stormtroopers:
How much of the technology you plan to use in Anachronox already exists, and how much is your staff creating?
Tom:
Well, we are starting with the awesome Quake 2 technology, and adding a number of realistic elements that will make it even better. Our Director of Advanced Technology, Corrinne Yu, is doing some spectacular stuff, and with Joey Liaw’s amazing camera and Squirrel’s cool AI, we should have something to bewilder and amaze.
Stormtroopers:
When can fans expect to see some Anachronox movies or screen shots, such as the ones that will be shown at E3?
Tom:
I think Eidos has promised some exclusives to certain magazines, so free release of stuff won’t happen until then… By E3, the flow should start. I really didn’t want to show people stuff until then, because that would build hype way too early. We don’t want the discouraged, “Oh, that’s finally out?” comments. 🙂
Stormtroopers:
What is the biggest hurdle that you have personally overcome so far in the creation of Anachronox?
Tom:
Getting my mind around a project this big. I actually had to split the original story into thirds. This is the first part of the story. If people like it, they’ll get to experience the next two parts. There are SO many NPCs and monsters and locations that at times it is dizzying. But it is also completely exciting. I haven’t felt this excited about a game since the early days of id. This is going to be something special.
Tom Hall and the Crezzy Man’s Universe (2)
Stormtroopers:
So, how do you get your mind around a project this big? How do you keep track of who is working on what piece and where it is at in development?
Tom:
It is difficult. We have a huge design document (460 pages and growing) that details every little piece of the project. My associate producer, Jake Hughes, keeps track of what is done and what isn’t, while I keep my mind around polishing the design and making it the best game possible. Jake’s totally my right arm and he “binds the galaxy together”.
Stormtroopers:
If you had to classify Anachronox in one of these types, which would it be? Comedy, suspense, drama, thriller, horror, or action?
Tom:
Yes. 🙂 Anachronox is an epic RPG that encompasses scenes and emotions of all those genres. By the end of the game, you will have laughed with these characters, felt angry, felt sad, experienced their envy, their loneliness, their regrets, their shame, their deepest fears–every emotion. You can’t just sit back and say whatever in Anachronox.
Stormtroopers:
You’ve mentioned before that the other 2/3 of the story might come out in two level packs after the release of Anachronox. Do you still plan to distribute it on level packs, and roughly how long will players have to wait until they can get their hands on the rest of the story?
Tom:
That’s unknown. People have to really embrace the game for those to get done. I think they will. Making those level packs will take a decent amount of time. The first, theoretically, could happen in ’99.
Stormtroopers:
The Camera in Anachronox, will it have a preset path, or will you be able to zoom in and out, and set it where you want to, sort of like Mario 64?
Tom:
Neither. It is a very smart camera and follows you brilliantly. It never violates reality like Mario’s camera does, though Nintendo did an incredible job given their game style.
Stormtroopers:
Will the characters walk in a chain, like some of the Ultima / Final Fantasy games, or will they roam a little on their own?
Tom:
They will walk in sort of a offset triangle.
Stormtroopers:
What is the biggest hurdle you foresee in Anachronox?
Tom:
In making it? Testing it. This is an overwhelmingly intricate game, and balancing it so you have just enough but not too much stuff to get through the game at every single step…that’s a bit daunting. But it’s also a great challenge, and it will be fun getting it perfect as possible.
Stormtroopers:
Is there anything you have worked on in the past, that you feel especially proud of, or have put a lot of effort in?
Tom:
I’m really proud of the Keen series, as it took a character that people embraced through many exciting and varied adventures. I still get letters asking about him. There’s DOOM level 2-2, the Crate Maze, which has been copied in concept by a lot of people. It’s one of the few places in DOOM that actually felt like a place. (I didn’t do the crates sinking into the floor, though. Violates reality.) There were a number of innovations in Rise of the Triad (rocket jumping, configurable physics, first action game with levels above each other). I love innovating, seeing beyond what is accepted as unchangeable.
Stormtroopers:
What are your favorite computer games, besides Chrono Trigger? 🙂
Tom:
Well, that’s not a computer game, but… I know I’ll forget a bunch, but besides Chrono Trigger, some of my favorite games are: Wizardry I, Ultima III, Final Fantasy VII, Super Mario 64, Donkey Kong Jr., (okay, pretty much the Shigeru set), The Monkey Island Series, Day of the Tentacle and Full Throttle, Jedi Knight, Dark Forces, The Adventures of Lolo games, F. Godmom, Sonic, Crash, Sea Wolf, DOOM 2 and Quake DeathMatch, and a bunch of old Apple II games I could mention (Castle Wolfenstein, Sneakers, Star Blazer…so many).
Stormtroopers:
Other than playing computer games, what is your favorite hobby?
Tom:
Photography and watching movies. And reading. And Frisbee golf, though I haven’t played in forever.
Stormtroopers:
When pulling late nighters do you have a caffinated beverage of choice, or do you “tuff it out”?
Tom:
Of late, Tazo green tea, but if I’m out, I do Pepsi. And at restaurants, “iced tea, no lemon, no spoon”.
Stormtroopers:
What is your favorite insult that you either say, or receive during deathmatch?
Tom:
“La, la, la! Thanks for the gumball, Popeye.” and “Ohhhh…look what I found….” Most people swear and do insults–I do the opposite, sort of baby talk, which is even more insulting.
Stormtroopers:
Any quotes or thoughts you would like to add?
Tom:
Anachronox is going to be as fun and emotional as I can make it. It is going to be really great. La.
Josh Jay: Anachronox Texture doG (1)
This is an interview with Anachronox artist Josh Jay originally taken on 5/20/98.
Stormtroopers:
First of all, what is your name and job title?
Josh:
My name is Josh Jay and I make texture art and environment maps for Anachronox
Stormtroopers:
Do you have any nicknames?
Josh:
Quake nick:”The Bee’s Knees”
Job nick: Texture doG
Stormtroopers:
How long have you worked at Ion Storm?
Josh:
7 months
Stormtroopers:
Where did you work before you joined Ion Storm?
Josh:
Dreamforge Intertainment in Pennsylvania, working on “Sanitarium”
Stormtroopers:
What are you currently building textures for?
Josh:
Anachronox levels and environment maps
Stormtroopers:
How long does it take you, on average, to complete a texture?
Josh:
It depends on the texture, the level, or certain objects in that level. There are certain surfaces that are harder to create than others, for example; an industrial texture is easier to create, for me at least, than a tree or something organic. A texture that tiles is always easier to create than a texture that is made to fit a specific surface. When you make a tiling texture, you have to make sure all four of the sides of the texture match-that’s all. The more organic or freeform the texture is, the more difficult it is make to make the texture seamless. You also have to make sure that the repetion of the texture is not noticeable. A good seamless texture will not visibly tile if at all possible. A texture that is made to fit a specific surface, is another story. Certain pieces of geometery in a level represent specific objects that would not look acceptable with a tiling texture on them. Certain objects need to have a texture that is specially made for them, and the more intricate the structure, the more complex the testure building process becomes.
Environment texture maps are an entirely different task with it’s own set of parameters and limitations. The Quake2 engine (which has been liscenced by IonStorm to be modified for Anachronox) uses pre-rendered images that represent the spaces beyond the reach of the the level around you, unlike the purple tiling clouds texture in Quake1. The environment maps, as you have seen in Quake2, display scenery like factories, distant mountains, alien landscapes,or whatever lies beyond the level you’re currently in. The details of such imagery can be made as complex as they need to be because they are nothing more than a pre-rendered texture depicting scenery. It’s level of detail is not limited by the Quake engine since none of it’s content is being generated by Quake. Environment maps are one of those cool situations where you are only limited by what you can imagine. Extra care must be taken to keep the maps looking as natural and believable as possible and not stale. These types of textures must also convey a sense of being distant and always out of reach. If you create and render a 3-D scene for an environment map that has objects close to the player, then you run the risk of ruining the sense of depth that they should have. These textures do not get closer or further away as you move, they remain at fixed distance. Running towards something but never getting any closer to it can seem pretty ridiculous right?
Stormtroopers:
What programs and tools do you use when creating your textures?
Josh:
I use Photoshop for just about everything, but I also use Bryce 2 and Bryce 3 to create for level textures and for environmental maps. I try to use Bryce 3 as little as possible as it is buggy to the point of being unusable at times, but it is a neccesary evil as it is the only version of Bryce that will provide the required camera angles to render an environment map. I would abandon Bryce 3 altogether if Bryce 2 gave me more control of the camera.
I try not to rely on the computer to create interesting textures. I only picked up on computers 3 years ago and before that, I used to do lot of textured, mixed media painting. These paintings were comprised of cardboard, barbed wire, sticks, rice paper, wood, nails, animal flesh, basically anything that had an interesting surface quality. A big source of inspiration,that I highly recommend, is the artwork of Russell Mills that is used in the album booklet of Nine Inch Nails’s “The Downward Spiral”. I will often scan in my own handmade textures, paintings, and photography and blend them to get a look that really can’t be attained by Photoshop alone. I still do a lot of photography and shoot about a roll of film per week. I look for anything that can be used directly as a texture, or as a reference for one. There is a lot of material out there waiting to be photgraphed and used.
Stormtroopers:
Is there anything you have worked on in the past as an artist, besides, that you feel especially proud of, or have put a lot of effort in?
Josh:
I think the best stuff I’ve done as a commercial artist, I’ve done for Anachronox. The Anox team is a great group to work with, and Tom Hall has so many crazy and original things that he’d like to do with game, that you never get too bored with what you’re working on. Each level I texture is completely different than the last, so as an artist I find it pretty challenging and rewarding. We all have things that we’re good at and styles that we’d like to adhere to, but because of the game’s vast complexity, it demands that I work on things that pull me out of that comfortable little niche i’ve made for myself (and if I don’t I’ll be brutally beaten about the face and neck by Lee Perry and Jerry O’Flaherty).
Josh Jay: Anachronox Texture doG (2)
Stormtroopers:
So what is the process involved in creating a texture for Anachronox, from the time it becomes a twinkle in Tom’s eye, to the time it is in the game?
Josh:
Normally, Tom’s ideas for the look of a level are written into the design doc, which is then passed on to my project art director; Lee Perry. Lee then assigns one of the conceptual artists to draft a few images that give you an idea of the level’s general appearance and how it is arranged. This process effects level designers more than me, but it gives me a definite direction for how to design the textures for that level. I will often get more definite descriptions through verbal input from Lee, that help to solidify the look of that level.
Stormtroopers:
What is the biggest hurdle that you, yourself, have had to overcome so far in the development of Anachronox?
Josh:
I think my biggest hurdle was getting past the trademark style I made for myself. Everyone here has one. It’s not easy to do, because you get comfortable with the techniques that are required to create a certain type of image and that’s really hard to break away from. Anachronox is so vast and varied, that it requires you to learn more techniques and abandon your old stand-bys, something that many people here have done very well.
Stormtroopers:
What do you think is the biggest hurdle the Anachronox team as a whole has overcome so far in the development of Anachronox?
Josh:
The biggest hurdle to get past is probably staying focused. The game is, as i’ve said, HUGE. It’s easy to lose sight of what the goal is because there is still so much ahead.
Stormtroopers:
What are your favorite games right now?
Josh:
I don’t know, that’s hard. I can’t say I have a favorite, because I like different elements from different games, and I have not played a game yet that has combined them all into something that I would want to play a lot. I also don’t have a whole lot of free time on my hands, so I have to be honest and say that I havn’t given many games a chance. I think if were to sit down and play it, instead of watching other people play it, I would probably love the “Resident Evil” games the most. It has a sense of suspence and foreboding that makes it a very effective and immersive experience. The original Quake had a look and atmosphere that I think Quake2 lacks. Quake2 doesn’t scare me and despite it’s improved engine, the artwork didn’t really appeal to me either.
I think that’s only a matter of personal taste. I prefer the hopeless, hellish, Lovecraftian overtones of Quake over the alien-cyborg world of Quake2. In the end I thought the colored lighting of Quake2 was really overdone and lacked subtlety, and I thought the normal pale white lighting of Quake1 did the job and wasn’t garish. I also loved the soundtrack of Quake, that may be Trent Reznor’s greatest album- I work to it, drive to it, sometimes sleep to it. It takes me to a wonderful place.
Stormtroopers:
Other than playing computer games, what is your favorite hobby?
Josh:
I work on gamestuff rather than play them. I didn’t enjoy what I was working at Dreamforge Intertainment and I would build Quake levels, make textures, and try to learn the ins and outs of it’s engine as a hobby on my own time. Now that I work here at IonStorm, my hobby has become my job, and that’s what I am content to do.
Stormtroopers:
How well do you hold your own in the deathmatch games at Ion Storm?
Josh:
I am nothing more than cannon-fodder for the guys here that play Quake and Doom, they’ve been playing much longer than I have. Not that many have yet moved on to Quake2 deathmatch, but those that have, have come to know the wrath of The Bee’s Knees (as long as Joey Liaw doesn’t step in). While the others have been fighting it out in Quake and Doom, I have been honing my skills in Quake2, becoming a formidable menace. My two favorite kick-puppies; Lee Perry and Brian Patenaude have provided me with all the practice one could ask for in skeet shooting. Actually, I think clay pigeons put up more of a fight.
Stormtroopers:
When pulling late nighters do you have a caffinated beverage of choice, or do you “tuff it out”?
Josh:
Coffee from La Madeline does the job.
Stormtroopers:
What is your favorite insult that you either say, or receive during deathmatch?
Josh:
I don’t think I have any trademark insults. Once I get in a game, my I.Q. drops sharply and I no longer retain the capacity to form sentences or multisyllable words. I have a tendency to scream and yell incoherntly and frighten the cleaning people that happen to pass by my cubicle when I die.
Stormtroopers:
Any quotes or thoughts you would like to add?
Josh:
I have to go to the bathroom.
The “Fingers” Creating The Universe
This is an interview with Anachronox level designer Iikka Keränen originally taken on 7/25/98.
Stormtroopers:
First of all, what is your name and job title?
Iikka:
Iikka Keranen, level designer in Anachronox team
Stormtroopers:
Do you have any nicknames?
Iikka:
Fingers
Stormtroopers:
How long have you worked at Ion Storm?
Iikka:
6 months and 5 days so far.
Stormtroopers:
What kind of locales are you building levels for?
Iikka:
Any kind goes… So far I’ve done an alien space carrier, huge mountain/canyon area, ancient underground city, creepy old town half sunk into a swamp, and currently I’m making a red light district on a space station. 🙂 (these places are several map files each)
Stormtroopers:
How long does it take you, on average, to complete a level?
Iikka:
It varies depending on the size of the map… One of the maps shown at E3 was a mountain top with a big cannon on it, I built it in a couple of days. Another one took ages because of its huge size and complicated nature (aligning textures on curvy tentacle things is a ♥♥♥♥♥).
Stormtroopers:
Does Tom have blueprints in the design doc of each of the level, or does he merely document what he wants and let you figure out the exact layout of the level?
Iikka:
The design doc usually only has a very simple description of the place. Before I start making a map, we have a meeting to talk about how it should look and play etc. The exact layout depends… For example, a bar map can be identical to a concept sketch because it’s practically a single big room with a couple of smaller ones connected to the side. But when it comes to big things like towns, I pretty much do the layout myself (a concept artist doesn’t usually have the level designing experience to do it anyway).
Stormtroopers:
What programs and tools do you use when creating your levels?
Iikka:
A modified version of QEradiant, called IONradiant, and also modified versions of qbsp3, qvis3 and qrad3… Some other level designers use other level editors.
Stormtroopers:
Are there any major differences between creating levels for Quake/Quake2 and creating levels for Anachronox?
Iikka:
Yes, we don’t care about r_speeds as much. =) Well, more seriously… Anachronox levels are more realistic, they try to feel like actual places unlike the 40 different warehouses you fight through in Q2… They aren’t linear “levels” that have one path through them and don’t need to be revisited after they have been “completed”, they are locations in the game world where you can walk around freely, visit places, go back, talk to people and so on.. Also they vary a lot more in style (than Q2 levels), since the game covers several planets and even different dimensions.
Stormtroopers:
Is there anything you have worked on in the past, besides Anachronox, that you feel especially proud of, or have put a lot of effort in?
Iikka:
Um, generally everything I’ve done with computers. 🙂 From my Amiga games through 3d bridge experiments with Doom engine and demos to AirQuake, I’ve put a lot of effort into everything, and I feel they are as good as I was able to do. If you want to pick up just a couple of things, I’d say AirQuake and my Ikspq5 level. While making them I learned a lot of all aspects of 3d game design…
Stormtroopers:
Is any of your previous AirQuake expertise being used in Anachronox, perhaps for spaceships the player can fly, or the like?
Iikka:
It hasn’t been coded so far.. I don’t know what kind of controls it’ll have yet so I don’t know if it’ll have much influence from AirQuake or not.
Stormtroopers:
What do you enjoy the most about your job?
Iikka:
The people and environment I work with…
Stormtroopers:
What do you enjoy the least about your job?
Iikka:
This damn language. 🙂
Stormtroopers:
What do you think is the biggest hurdle the Ion Storm team has already overcome or has yet to overcome in the development of Anachronox?
Iikka:
Haven’t noticed any.
Stormtroopers:
Other than playing computer games, what is your favorite hobby?
Iikka:
Um, is hanging around with my girlfriend (hi mercatur!) a hobby? Anyway I do that rather than play computer games. In general I don’t play a lot.
Stormtroopers:
How well do you hold your own in the deathmatch games at Ion Storm?
Iikka:
Yesterday I was testing my demon tag mod, and won Sverre but lost to Nelno. Many of the people at ION are very good at deathmatch. If I play with people outside the office (on the net), I usually win. 🙂
Stormtroopers:
What is your favorite insult that you either say, or receive during deathmatch?
Iikka:
“Hey! That was my frag!” is the only semi-negative thing I say in DM… There’s no point to insult people (uh, except for campers, but that’s another story). My fav insult to receive is “nice shot” 🙂
Stormtroopers:
Any quotes or thoughts you would like to add?
Iikka:
Nah… It’s just me, who’d be interested of my quotes? :p
Jay Hosfelt Vs. The 13th Arm (1)
This is an interview with Anachronox Modeler / Animator Jay Hosfelt originally taken on 10/21/98.
Stormtroopers:
First of all, what is your name and job title?
Jay Hosfelt:
Jay Hosfelt Title is Animator/Modeler slap
Stormtroopers:
Do you have any nicknames?
Jay Hosfelt:
Fross
Stormtroopers:
How long have you worked at Ion Storm?
Jay Hosfelt:
14 months.
Stormtroopers:
Where did you work before you joined Ion Storm?
Jay Hosfelt:
I worked at 7th Level.
Stormtroopers:
What kind of models are you building?
Jay Hosfelt:
I’m mostly building the monsters for Anachronox. I built a couple of the main characters as well. (Boots and Stiletto) The poly count ranges from 500-700, and they are built in Lightwave.
Stormtroopers:
What got you into modeling?
Jay Hosfelt:
My Dad used to own a Hobby/Comic store when I was growing up as a kid. He’d let me pick out a model, and I’d spend the day in the back room putting it together so I could display it in the front window. I think this same interest carried over into the 3D world. Now I could design and build any object I wanted to, and I didn’t have to worry about gluing my fingers together.
Stormtroopers:
How long does it take you, on average, to complete a model?
Jay Hosfelt:
Most models take me a day to complete.
Stormtroopers:
What are the steps that occur from the time that Tom dreams up a creature until you start modeling it?
Jay Hosfelt:
At the beginning of the project Tom defined what the characters do, and a basic description of what they look like. Based on Tom’s description, Ben would do a sketch to have approved by Tom. Once the drawing is approved, I get started on it.
Stormtroopers:
How much of the look of the creature is defined before you even start, and how much of it do you have to create?
Jay Hosfelt:
I’d say 90% of the look of the character is defined by Ben in his drawings. I’m sure I have the freedom to change things a bit if I want to, but I trust Ben as a conceptual artist, and I try not to stray from the original drawing. The other 10% is changes I have to make to accommodate the low poly count. Sometimes you just can’t model that 13th arm due to the poly limit 🙂
Stormtroopers:
Can you give a brief description of the process of building, boning, and animating a model?
Jay Hosfelt:
I usually just start with one polygon and build onto that original polygon. I build most of it poly by poly. I think extruding, if you’re not careful, can cause a boxy look, but I do extrude sometimes. I usually start with the face of a character and build it going down to the leg. I only build half of the model, and mirror it once I’m done. Then I’ll add any asymmetrical changes. I adjust the model in a pose where it is easy to bone (like a Jesus pose), so that the bones don’t influence nearby geometry. I take the model into Layout and BONE IT. Basically, you just place your parent bone where the body’s center of gravity is and hit the + key to add bones. Once I’m done with the skeleton and it’s attributes I start animating. The first thing I animate is the body’s motion. I use IK to control the legs, and I use that delayed keyframing concept to the arms, torso, head etc. (ie I animate the upper arm with the keyframe on 1, the lower arm’s keyframe is on 3, and the hand’s keyframe is on 5.)
Stormtroopers:
You put the parent bone in the center of gravity. Where would that generally be located on say a humanoid character?
Jay Hosfelt:
Most of the time I place the bone right between the hips. POW!!!!!
Stormtroopers:
What kind of things are done on your side to help with the future skinning of the model and integration of the model into the game, that wouldn’t be done with a model you were doing for fun?
Jay Hosfelt:
For one, I’m limited on the poly count. The models I do for fun are usually very high in poly count. If I were doing a model for a regular Quake TC, for fun, I’d use the same process I do for Anox models. I just have them standing with their arms down and legs together. Lee Dotson, the skin guy, really doesn’t need much help from my end. I just deliver the model I created and he works wonders with it. BTW Chris Perna is also doing some skins now, and they are looking kick ass 🙂
Stormtroopers:
What tools do you use when creating and animating your models?
Jay Hosfelt:
I use pure Lightwave. Nothing less, nothing more 🙂 The LW tools I use are the bones and IK, and a cool savemorph plugin that helps us save out the frames.
Stormtroopers:
How did you first break into the gaming industry?
Jay Hosfelt:
Four years ago my friend Mark Skelton (who now works at Blizzard) was working at a company called KoP media. It was owned by Todd and Jerry, who work here now. Mark set me up for an interview, and I showed them this cheesy Alice in Wonderland animation I did of this stupid rabbit running by Alice. Jerry kind of laughed and asked me if I liked Star Wars. I said “yes” he said “you’re hired” haha I really thank those guys for giving me a chance. By today’s standards I would be laughed out of the office.
Jay Hosfelt Vs. The 13th Arm (2)
Stormtroopers:
It’s already obvious that in the future, and probably with in the next 5-10 years the polygon level of characters is going to explode. What are your thoughts on this, and on the day you can use as many polygons as you want, is your job going to be easier or harder?
Jay Hosfelt:
It might not be harder, but it will really add to development time. I doubt that in the future Tom will design a game that will require 450 high poly characters. That would take ages!!!!! Right now it takes me a day to model a lowpoly Anox Character, and it takes me 1-2 weeks to model a high detailed, high poly character. But one day I’m hoping we could see Lost World quality CG in real time.
Stormtroopers:
What is the biggest problem that you have had to overcome so far in Anox’s development.
Jay Hosfelt:
Anachronox has run so smoothly for me that any problem I could point out would be really really really minor. We did run out of Dr. Pepper the other day, but it was quickly overcome.
Stormtroopers:
What does Tom do to the poor souls who mispronounce Anachronox?
Jay Hosfelt:
In fear of Tom doing the same to me, I don’t want to give out that secret.
Stormtroopers:
Is there anything you have worked on in the past, besides Anachronox, that you feel especially proud of, or have put a lot of effort in?
Jay Hosfelt:
I really put a lot of effort into past projects like G-nome and Dominion. While these weren’t considered the best games of all time, I am really proud of what I was able to contribute to those projects.
Stormtroopers:
If someone with no experience felt that modeling was something they could really get into, where would you suggest they start?
Jay Hosfelt:
Start with a free-ware or cheap 3D software program and give it a shot. I see a great many things being created in programs like Hash. If you don’t have a computer get some clay and sculpt, or build models out of styrene and balsa wood. Some companies might hire you based on your ability to model in the real world. One of my best friends started this way. He knew how to sculpt and that was it, but he got hired and learned the software. His knowledge carried over really quickly to the 3D packages.
Stormtroopers:
What was your favorite toy growing up?
Jay Hosfelt:
Legos
Stormtroopers:
What are your favorite computer games right now?
Jay Hosfelt:
StarCraft is the only game I’m playing right now. I think my favorite game of all time is either Heretic or Doom2
Stormtroopers:
Other than playing computer games and modeling, what is your favorite hobby?
Jay Hosfelt:
Reading is what takes up most of my other free time. When I can, I like to do the outdoors thing. Camping, hiking, fishing, etc. But lately I haven’t been able to do much of that.
Stormtroopers:
How well do you hold your own in the deathmatch games at Ion Storm?
Jay Hosfelt:
I used to be able to hold my own against Brian Patenaude, Lee Perry, and Josh Jay, but they’ve all surpassed me in my abilities. I am no longer allowed to show myself in their games 🙁 They kick me out and say “Man Game Only” haha
Stormtroopers:
What is your favorite insult that you either say, or receive during deathmatch?
Jay Hosfelt:
I say: “F**k you, you piece of Sh*t, ass f**king, pig sucking, c*ck, ♥♥♥♥♥, ♥♥♥♥♥. I hate you.” They usual reply back in a mild tone “Did you just say something Fross?”
Stormtroopers:
Any quotes, thoughts, or verbal smack downs you would like to add?
Jay Hosfelt:
“Wise men make proverbs, but fools repeat them”
DOH!!!!!
Tom Hall and Game Design
This is an interview with Anachronox creator and designer Tom Hall, originally taken on 11/10/99 by Peter ‘Celt’ Brophy for his computer game design class.
Peter:
What do you think are the most important aspects to consider when designing a computer game?
Tom:
The most important thing is: are you getting to do something new? Why should I play this game as opposed to the other ones of this genre? So many people have cool stories, but they just tack on tired old gameplay. Give me something new and interesting to do. This is true as the game goes on, as well. Am I doing the stuff I was doing at the beginning? Or has my experience been constantly refreshed by adding new things to do, or new twists that change how I do things? The second most important thing is: are the controls easy to use? If they aren’t people will get turned off and frustrated. This is the quickest way to kill a gamer’s interest. The third most important thing is one you learn as you design a lot of games: balance. You have to make it just difficult enough to be challenging-not so difficult as to be impossible, but not so easy that it’s boring. This takes a lot of time, and can be quite an art.
Beyond that, if it is your first one: am I trying to bite off too much? Trying to make an epic game as your first will be a big wall in your way. You don’t make the first level of a shooter really long-you make it a nice little experience that is decently easy to complete, so the player gets some reward right away. If you make it too long, you will get discouraged trying to complete it. For your first game, make it something you can complete in less than a month. In a week, even. That way you can try lots of different styles and controls and so on, and you’ll get a lot of intense, rewarding experience.
Peter:
What are the stages that a computer game goes through before completion?
Tom:
Design. Make up what kind of game, the stuff in it, what you get to do.
Prototyping. Make up the first version of it, see if it is fun.
Implementation. Get everything working: tech, interfaces, sound.
Content Creation. Get all the content done as the programming supports it.
Testing/Balancing. Try out the game and balance the experience to be fun throughout.
Release. Everyone collapses, plans vacations until the public bug mail starts coming.
Peter:
How do you see computer games developing in the future?
Tom:
Computer games, of course, will appear more online. Once the broadband cable or DSL dreams come into fruition, you’ll be able to have tons of download ability, so they can get more impressive. With the increase in the quality of visual technology (3D cards), the games will all have flash so they’ll have to get back to actual content (woo hoo!). (And the width of that content will spread, because the audience will finally widen enough to embrace almost everyone.) Of course, there will always be the techno-amazement type of games blazing the way, but the gap between the hottest stuff and the coolest content games will be less and less. If a game doesn’t have an online or multiplayer component, it will still check to see if it needs version updating, or have a master game controller updating your content, or allow you to chat with other fans of it, automatically download a demo of a similar game, or have a Product News in its menu-there’s plenty of bandwidth to get whatever you want. Instead of a push-desktop, it’ll be a push-game menu. If you love the game, how about the Card Game based on it? Or a cool t-shirt? Let’s face it-no matter where you think you are safe and having fun, marketers will sneak in and put a commercial there. 🙂 There’s enough bandwidth so you could just be sold a small set of runtime files, and you could pull down content as you need it. This would eliminate the crazy multiple installs. If you never use the Tutorial, you’ll never have to deal with it. 🙂 All your computer games and video games and phone calls and TV programs will hopefully come down this big huge pipeline of data love, and give us WAY too much access to information. Then we will all freak out and go back to reading books. 🙂
Oh, and you will never, ever, ever, buy computers whose standard display device fits on your head. People simply do not like wearing things.
Travis ‘SevenCubed’ Doggett
Anachronox artist Travis Doggett recently made the mistake of posting a few friendly notes in Forums, so much like a pack of rabid hyenas we nipped at his ankles until he agreed to answer some questions. That aughta learn him! Originally taken on 08/21/00
Planet Anachronox:
I know that in the Anachronox camp, the word ‘artist’ can sometimes encompass a hell of a lot of stuff. What does it mean specifically, in your case?
Travis Doggett:
A Hell of a lot of stuff. =) Modeling, some animation, skinning, some population, LOTS of scripting, and some 2D art for gameflow purposes… (Letters you find, signs you read, etc.) I’ve done every combat script in the game, and I’ll probably have a heavy hand in the Mystech effect scripts.
Planet Anachronox:
Wow, that’s a ton of VERY different types of work. What’s a typical day like for you?
Travis Doggett:
Well, on a GOOD week, I’ve got my varied and sundry tasks spelled out for the week in an Email from the lead artist that we get on Monday. More often than not, though, I do things as they come up on a day to day basis. Jake needs an effect done, Richie wants a graphic made up, etc. The only thing that’s constant about my work is that I’m kept quite busy.
Planet Anachronox:
How did you get the job at ION, and when did you join up?
Travis Doggett:
A little more than a year ago (June ’99) when I was still at art school in Savannah, I managed to secure an internship here after months and months of submissions & applications. After interning for about three months, They let me on to the team, and I’ve been here ever since.
Planet Anachronox:
What kind of background do you have, that got you in the industry as a professional game artist?
Travis Doggett:
Well, I mentioned art school… I spent three years majoring in computer art at the Savannah College of Art and Design in Savannah, Ga. Before that, I’ve been drawing pretty much all my life and I’ve been playing on computers as long as I’ve been able to. So I guess my love of art and games has really been the most helpful thing for me.
Planet Anachronox:
Anox has been in development a pretty long time, and many of the art assets are a couple years old. How much effort is being expended to look through everything and see if any of it needs updating?
Travis Doggett:
It seems as though the process works like this: although the game is technically “old” in the sense that it’s quake 2 engine and what have you, there’s Really a mountain of innovation and love put into this game. One thing that this brings to mind… A few days ago, I saw a cinema Jake was working on, and without any buildup or context, I was floored. I could tell that it was one of those moments that’s SO beautiful and SO powerful, it’s really going to affect people. Anachronox has so much to offer. I seriously doubt people are going to play all the way through it, then say “Well, if it came out two years ago, it would have been a good game”. No. Quake 2 engine, yeah. (with beams and particle and transparency) 10 Frames per second animation, Yeah. But once you’re in, all you care about are Boots and Grumpos and Paco and everyone else. Two years old or no. To specifically answer your question, We usually redo things on a case to case basis. If an available artist has a pocket of free time, they might be playing through the game and see a Really old skin they want to re-do, or something in an old level that needs work. We all have a schedule of things to do, and “retouching” old art IS ancillary to that, but we All want the game looking good.
Planet Anachronox:
This year’s E3 marked another very strong showing for Anachronox. What’s your favorite out of all the extra cool stuff that is in the game like facial deformation, deep render depths, killer cutscenes, and massive character quantity?
Travis Doggett:
As dull as it may sound, story is my favourite element. That’s why I’m not hung up on technology. I’ve Read some of the stuff that Richie’s done, and THAT is what’s going to kick the most ass. Don’t get me wrong, it IS a beautiful game, and there are Thousands of minutiж that I love in Anox. But the dialogue, the story… Just the writing. That’s my Personal favourite Game element. As far as the special things we’re Adding that are innovative to the genre, My personal favourite is our Camera scriptor. I mean, APE sounds like a wonderous thing, but it’s programming, and I don’t hablo programming. But Planet (the aforementioned scriptor) I HAVE worked with. And Oh, my goodness. The Community is gonna have a field day. The cinematic possibilities that are opened up are amazing. Short of Focus tricks and depth of field stuff, we can do whatever a camera can do. And the ability to orchestrate Entities, Sounds, and Particles along spline paths… Joey (Liaw, the creator of Planet) just kicked all kinds of ass.
Planet Anachronox:
How is work divided among the different members of the team?
Travis Doggett:
Pretty much as the lead sees fit. It’s nice that we’re not pigeonholed… Artists are artists. Basically, work is dispersed by what peoples strengths are. I Love modeling, animating, skinning, stuff like that. But I don’t do level design, and never have. Matt (for example) does level design and some modeling, but no skinning or animation. The tasks are just distributed as per our strengths…
Planet Anachronox:
What’s your take on the artist-doing-level-design-too issue? I’ve heard some pointed comments about people who’s job is strictly level design, and am curious what your thoughts are?
Travis Doggett:
I think the concept of separating “artist” with “level designer” is elitist crap. Artists are artists. With Anachronox, Level design is just one job, along with Animation, scripting, or any other kind of art you can do. You’re not a better person because you can build a good deathmatch level. I’ve never understood why there’s an Issue. Then again, I don’t do Level design. Go figure. =)
Lucas ‘TheZealot’ Davis
Gwog recently interviewed Lucas “TheZealot” Davis. Lucas Davis is the ION webmaster and an A.P.E. scripting monkey for the Anachronox team. Before he was hired by ION, he was the founder of GameSpy’s Stormtroopers sites such as PlanetDaikatana, Deus Ex Incarnate, and PlanetAnachronox. This interview deals with the work that TheZealot is current doing at ION Storm. Taken on 12/05/00.
Planet Anachronox:
How is your time divided between maintaining the company and game sites, and working on Anachronox?
Lucas Davis:
Well, my first week it was around 80% web, 30% Anachronox. Since then things have changed. 🙂 I’ve moved into the Anachronox area full time and would say 97% of my time is spent on the game.
Planet Anachronox:
Will there ever be a return to the Newsletter days back when Haskins was the webmaster?
Lucas Davis:
It’s possible, but not likely. Once Anachronox ships I will naturally have more time, however I will probably be spending that time improving the amount of features our game sites offer as well as getting sites online for some of the new games we have in store.
Planet Anachronox:
Do you have a specific job on the Anachronox team? Or just wherever/whatever you’re needed for?
Lucas Davis:
I am one of the A.P.E. (Anachronox Programming Environment) Programmers on Anachronox. Which basically with A.P.E., I get to take all the cool pieces that everyone creates and make them do things. 🙂 I place and program paths that NPCs move along, program dialog trees, create mini games, and program in-game interfaces for objects in the world. If there is anything in the game world that you can interact with in any way, chances are A.P.E. is what made it happen. As far as what else I do on the team, you will find pretty much everyone on the Anachronox team has 2 or more unofficial job titles, so we all dabble in the wherever/whatever to some extent. 🙂
Planet Anachronox:
What’s your eventual goal… stay with the web stuff, or move into development completely?
Lucas Davis:
I have to say I am a fan of the development side, and luck permitting I will probably stay with that side for awhile and see where it takes me. At the same time I do keep up with web technologies, so I always have a good fallback. 🙂
Planet Anachronox:
Will the ION games sites ever transition away from pure Flash?
Lucas Davis:
Almost definitely. Daikatana.com doesn’t use Flash, and on DeusEx.com we already offer some of the features of the site via html pages rather than Flash. However, I personally think that Flash does a great job in certain areas, and I doubt we will ever be totally without it, or similar products. I would even go as far to say that a pure Flash design is a viable design choice and can be a very excellent pre-launch way to go. After all, pre-launch sites are usually all about eye candy and grabbing the viewer, and there is no doubt that a good Flash site can do just that. Post-launch on the other hand, is a completely different story. Then your site should be focusing on game information and community support, which for many reasons is best served by a html / asp / php based website.
Planet Anachronox:
How did it feel handing over the StormTroopers fan sites (ie. PlanetDaikatana, Deus Ex Incarnate, PlanetAnachronox)?
Lucas Davis:
Well, I had several years invested into the sites, during which there were many times when I was the only one actually working on and mainting the site. With that kind of work and commitment comes a genuine attachment and a desire to see some sort of permanence from that work. At the same time, the etherealness of the internet is as far away from permanence as you can get. It is very easy for a site to die and be forgotten overnight. That is simply the nature of the medium, and any one who works with it must ultimately understand and accept that.
For me the task of leaving the sites behind me was made easier by the fact that I knew I was handing it over to someone who would work as hard on it as I did. Now I am very glad that I did it. Setting aside any other issues that might have arisen; I simply can’t imagine even trying to work on the site with my current schedule.
Planet Anachronox:
Were you pretty much prepared for the web work you do at ION? Or was there anything you had to learn?
Lucas Davis:
No, there really wasn’t anything I HAD to learn that I didn’t already know. However, that doesn’t mean I didn’t learn. One of my favorite things about the internet and web development is that, due to it’s size and evolution, there are always new things to learn and new problems to solve. Not to mention that on my arrival here I inherited a cubic ton of html, asp, and flash source files from Bill Nadalini and Dave Cash, the previous web team. So I had a great time pulling all of that apart to see what I could learn. The flash source was especially educational. Dave does excellent work, and has a great knowledge of pretty much the entire Macromedia line. There were a lot of neat tricks I learned by looking at his source files and by emailing him questions.
Planet Anachronox: Travis ‘343’ Doggett
Travis Doggett, a.k.a 343, a.k.a. SevenCubed, a.k.a. Pygmalion, has been a mainstay on the PlanetAnachronox forums for a longass time now. A part of the Anachronox art team, he was let go (along with everyone else that worked on the game) when ION Storm was closed down immediately after the game shipped. Now Travis, along with several other former teammates, is working (unpaid) on a new patch for Anachronox. Additionally, he’s been answering a lot of questions on the forum, and also ‘claims’ 🙂 to be putting together documentation for the rest of the tools. Taken on 08/06/01.
When we interviewed you before, you told us that you were pretty much an art jack-of-all-trades. What did you end up enjoying working on the most?
Well, a lot of what I got to do was Very satisfying, but I think Animation is something I want to explore a LOT more in the future. I’ve been putting off learning Stop-motion animation for a while now, and I think that animation as an art form has the most possibilities for me.
How do you feel, overall, about the finished product?
I’m proud. I heard that if sales go well, EIDOS might print up a second batch of Anachronox, which would include the latest patches baked right in. PC Gamer’s only reason for not giving us Editor’s choice was the bugs, and (hopefully) the 1.2 patch will clear out the biggest ones left. The point is, it’s a good GAME. We all poured a Lot of love into it, and it shows.
Did the complete closure of ION Storm and the release of the Anachronox team, despite massive community acclaim for the game itself, surprise you?
Yes and no. I think it’s foolish and rash… EIDOS could have cut a few people and moved us to a more humble office, and we would have been able to continue with the Anachronox Franchise. Probably would have made them a lot of money, too.
But I also understand why THEY thought it was a good idea. I’m pretty sure that the people in charge of shutting us down don’t really understand what they did. That being said, it didn’t surprise me. This has been floating over our heads for a LONG time now, and (to continue a metaphor Matt’s used in th’ messageboards) if someone’s got a gun to your head, even if the gun’s been against your head for YEARS, you still have to keep in mind that it could go off any time.
Does the positive response to the game provide any comfort or satisfaction, when weighed with the fate of the company and team?
Considering the fate of the team, the positive response to the game is pretty much all we’ve got. I mean, sure, maybie SOMEWHERE down the line, things could happen… But for now, we’re all looking for work. It’s TOTALLY heartening to see messageboard posts that say, “Anachronox is Fantastic! EIDOS made a big mistake” and whatnot. We love this game. And it means a lot to see the community love it, too. It’s also the love of the community that’s helping us stay driven to support the game, including the patch we’ve gotten together to make, and all that documentation I’m not ready to hand off to you. =)
How do you feel about the actual time you spent working on the game? With an extended schedule, being peripherally a part of Daikatana’s negative press, and ultimately having the company shut down after releasing the game, do you think you will look back on your time at ION as a positive thing?
I feel great about the time spent working on the game. Keep in mind, this is the first project I’ve worked on, and it seems like I’ve experienced a microcosm of the game industry. I’ve seen what’s good AND what’s bad, and I’ve learned volumes. Even the shutdown is something I can learn from, and it’s not an uncommon thing in this industry. Heck, some teams get completely Blindsided. At least WE could see it coming a mile off. And yeah. I’ll never see the disgusting opulence of an office that beautiful ever again.
Every single review makes sure to point out that the characters are low-poly, so we might as well address that. Was this purely (like they say) an engine limitation? As in, the Q2 engine is only physically capable of allowing character models of a few hundred polys.. or were there other factors (such as a minspec of Pentium 266/Voodoo2) involved?
Grr. Y’know what MY hypothesis on that is? Anox would have been FINE with people if they hadn’t started EVERY review with “QUAKE 2!!!”. I SWEAR. It’s rediculous. Th’ coders have written VOLUMES of code, and Joey’s written some Magical stuff, but Everyone who plays it HAS to mention that it’s quake two. It doesn’t even MATTER what the polycounts are. LeeDot Doubled the polycount of almost EVERY NPC in the game. Y’know who noticed? NO ONE. We could have 3500 poly crowd people, and the reviewers would still write about the “blockheaded Q2 characters”. Ugh. I’m sorry. I meant to try to avoid being bitter.
Let’s see. The original idea for the crowd people DID involve the Min spec machine. We figured, We’ll make the crowd people as low-poly as we can, so that we can Densely populate areas with ’em. And yes, we still have some SUPER low crowd people with blocks for heads. But those are the crowd people that you never get close to (unless you cheat)… The ENGINE, so far as I know, can handle characters as High poly as we want to make ’em… But the crowd people were modeled VERY early in the project… So there ya go.
Anachronox has some pretty powerful and complex game systems, including but not limited to the facial morphing and the tech that allows multiple skins on one model. Did working with any of those give you trouble?
Well, that’s another yes and no. Some of the tech gave me all kinda of grief. Simply delivering models into Anachronox is a rediculously complicated process, and models that needed to have per-vertex alpha (for effects, and whatnot)… THOSE were painful. But once Joey came in and wrote the new facial deformation system and model shader system, Things got a LOT easier. Joey’s got a knack for making things elegant and easy to use, and I’ve spent a LOT of time working with his programs and languages (Planet, ParticleMan, .Atd files, .Mda Files, etc.). Great stuff. The Community is going to LOVE him. They just don’t know it yet.
There have been enough hints given out about the planned follow-up to Anachronox, which you guys have referred to as Anachronox Prime, that I figure it’s safe to ask… what would it have been like?
It would have been Amazing. The first half of Anachronox was just warming you up, getting ready. Prime was going to be the full-on assault. Prime was where all the Cool creatures were. Prime was where you went Domain-hopping, and things became really neat. Remember the Black and white pirate ship? Man. So many wonderful things.
What are your plans now… have you found a new developer to work for? Are you going to stick with game development art, or would you possibly consider movies or even commercial/consumer work?
Well, I’ve got one place I REALLY want to get in to, and between my application there and th’ talent agency, hopefully something will pan out. But yeah, I intend to stay in the game industry. I love this stuff too much. I mean, I’m a young thing. It’s possible that I’ll end up in another industry. I just don’t think that it’s very likely. =)
Closing Notes
Huge thanks to original teams of Stormtroopers and PlanetAnachronox fansites who originally took these interviews with Ion Storm, inlcuding Lucas ‘TheZealot’ Davis, Gwog, Peter ‘Celt’ Brophy and more.
Original sources:
Interviews section at PlanetAnachronox (Wayback Machine)[web.archive.org]
Interview with Doggett at PlanetAnachronox (Wayback Machine)[web.archive.org]
Interviews section at Stormtroopers (Wayback Machine)[web.archive.org]