Draft:MediEvil EU site/Sorcerers: Difference between revisions

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Here the PlayStation Web site talks to the people who designed and built Medievil...
Here the PlayStation Web site talks to the people who designed and built Medievil...
{{DISPLAYTITLE:Sorcerers}}
{{DISPLAYTITLE:Sorcerers}}
==Katie Lea - Level Mapper==
==[[Katie Lea]] - Level Mapper==
*'''Education''': Art Foundation & Art at Cardiff University
*'''Education''': Art Foundation & Art at Cardiff University
*'''Joined Sony/Millennium''': 1993
*'''Joined Sony/Millennium''': 1993
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'''I've never seen that.'''<br />It's about a magic puzzle box. It's gory. It's had quite a lot of sequels but the first one is the best; Cenovites and Pinhead. I'd love to play a puzzle game head to head against Pinhead.
'''I've never seen that.'''<br />It's about a magic puzzle box. It's gory. It's had quite a lot of sequels but the first one is the best; Cenovites and Pinhead. I'd love to play a puzzle game head to head against Pinhead.


==Jason Riley - FMV Artist==
==[[Jason Riley]] - FMV Artist==
*'''Education:''' Art at Farnmouth College, UK
*'''Education:''' Art at Farnmouth College, UK
*'''Joined Sony/Millennium:''' 1993
*'''Joined Sony/Millennium:''' 1993
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'''What kind of Brandy? Metaxa?'''<br />I drank a lot in Greece. It's like a medicine. I don't care about the brand, as long as it's pure Brandy. My father brought me cheap Spanish Brandy and I didn't like it.
'''What kind of Brandy? Metaxa?'''<br />I drank a lot in Greece. It's like a medicine. I don't care about the brand, as long as it's pure Brandy. My father brought me cheap Spanish Brandy and I didn't like it.
==Matt Johnson - Programmer==
==[[Matt Johnson]] - Programmer==
*'''Lives''': Cambridge, UK (born Manchester)
*'''Lives''': Cambridge, UK (born Manchester)
*'''Education''': Computer Science at Leeds University
*'''Education''': Computer Science at Leeds University
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'''You are not going on vacation? '''<br />No, I'm broke. I cannot afford a vacation. . . I think I'll go see most of my friends. Take a little time for me. Take a walk in the country, go to see friends in the north.
'''You are not going on vacation? '''<br />No, I'm broke. I cannot afford a vacation. . . I think I'll go see most of my friends. Take a little time for me. Take a walk in the country, go to see friends in the north.
==Nina Kristensen - Artist==
==[[Nina Kristensen]] - Artist==
*'''Education''': Industrial Design at Australian University specialised in International Multimedia
*'''Education''': Industrial Design at Australian University specialised in International Multimedia
*'''Joined Millennium/Sony''': 1996
*'''Joined Millennium/Sony''': 1996
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'''It seems that the people who work on the games are all relatively satisfied with their work. They sometimes complain about the company or something, but the reality is that they are creative. . . Back on topic. . . What's your favorite drink?'''<br />Is this about Colin?! . . . Poison, pure poison. Vodka is my favorite alcohol. Vodka with a lemon soft drink or something else.
'''It seems that the people who work on the games are all relatively satisfied with their work. They sometimes complain about the company or something, but the reality is that they are creative. . . Back on topic. . . What's your favorite drink?'''<br />Is this about Colin?! . . . Poison, pure poison. Vodka is my favorite alcohol. Vodka with a lemon soft drink or something else.
==Mike Philbin - Artist==
==[[Mike Philbin]] - Artist==
*'''Education''': Art at College
*'''Education''': Art at College
*'''Joined Millennium/Sony''': 1996
*'''Joined Millennium/Sony''': 1996
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*'''Previous Jobs''': Freelancing for graphics publications.
*'''Previous Jobs''': Freelancing for graphics publications.
===EXHAUSTED===
===EXHAUSTED===
'''How exhausted are you? Or are you quite calm today?'''<br>No, I'm okay.
'''How exhausted are you? Or are you quite calm today?'''<br />No, I'm okay.


'''So what did you do before you worked here?'''<br />Same thing for another company.
'''So what did you do before you worked here?'''<br />Same thing for another company.
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'''What games did you work on when you were there?''' <br />Nintendo games.
'''What games did you work on when you were there?''' <br />Nintendo games.


'''And before that? '''<br>I had another life.
'''And before that? '''<br />I had another life.


'''What were you doing? Something exciting?'''<br>I worked as an independent graphic designer in the field of publishing.
'''What were you doing? Something exciting?'''<br />I worked as an independent graphic designer in the field of publishing.


'''Did you take art classes at the university? Drawing, etc.'''<br>Yes, drawing.
'''Did you take art classes at the university? Drawing, etc.'''<br />Yes, drawing.


'''Then you started as a freelancer?'''<br>Yes.
'''Then you started as a freelancer?'''<br />Yes.


'''And where did you start working?'''<br>In St Helens.
'''And where did you start working?'''<br />In St Helens.


'''Is that where you're from?'''<br>Yes.
'''Is that where you're from?'''<br />Yes.


'''And do you live in Cambridge now?'''<br>Yes.
'''And do you live in Cambridge now?'''<br />Yes.


'''How did you get into computer games, what happened?'''<br>I needed a life change and I learned to use computers.
'''How did you get into computer games, what happened?'''<br />I needed a life change and I learned to use computers.


'''And suddenly you thought "aha".'''<br />Yes.
'''And suddenly you thought "aha".'''<br />Yes.
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'''And you left?'''<br />Yes.
'''And you left?'''<br />Yes.
===KINKY IDEAS===
===KINKY IDEAS===
'''What did you do on ''MediEvil''?'''<br>All the levels alongside Nina Chritiansen. I modelled all the characters with her. Animated several characters just for a laugh. Some kinky ideas. And that's it.
'''What did you do on ''MediEvil''?'''<br />All the levels alongside Nina Chritiansen. I modelled all the characters with her. Animated several characters just for a laugh. Some kinky ideas. And that's it.


'''That's it. That's quite good. What do you mean that's it?! Did you find that your characters were very much your creations or did they come from the team? How did that work?'''<br />All the maps and character designs are done by Jason Wilson. And then we discussed how to do them as models.
'''That's it. That's quite good. What do you mean that's it?! Did you find that your characters were very much your creations or did they come from the team? How did that work?'''<br />All the maps and character designs are done by Jason Wilson. And then we discussed how to do them as models.


'''Did you find that it put a damper on your creativity? '''<br>It was not a problem for this game.
'''Did you find that it put a damper on your creativity? '''<br />It was not a problem for this game.


'''When you say that they were done by him, do you mean that he created them? '''<br>Oh yes, he drew them. Then all I had to do was just turn a large curved object into a triangular one.
'''When you say that they were done by him, do you mean that he created them? '''<br />Oh yes, he drew them. Then all I had to do was just turn a large curved object into a triangular one.


'''Do you like doing that kind of thing? '''<br>It's a kind of challenge. The trick is to discover how to make an object look nice, while you can only work with triangles.
'''Do you like doing that kind of thing? '''<br />It's a kind of challenge. The trick is to discover how to make an object look nice, while you can only work with triangles.


'''So do you really like what you are doing or is there another more creative job you would like to do in games?'''<br>I would like to have fun a little more. At the mental level.
'''So do you really like what you are doing or is there another more creative job you would like to do in games?'''<br />I would like to have fun a little more. At the mental level.


'''I think you didn't tell us everything yet. What's the best thing that you worked on in the game?'''<br>I enjoyed getting the best out of the few elements based on real-time polygons. It was fun.
'''I think you didn't tell us everything yet. What's the best thing that you worked on in the game?'''<br />I enjoyed getting the best out of the few elements based on real-time polygons. It was fun.
===GAME PARTS===
===GAME PARTS===
'''Do you think that that is a really good part of the game'''<br>Yeah, it looks really good.
'''Do you think that that is a really good part of the game'''<br />Yeah, it looks really good.


'''And what parts did you sweat the most blood over?'''<br />Some of the levels that went into the game that were quite tricky to construct. And there are a couple of characters in there that were difficult to animate.
'''And what parts did you sweat the most blood over?'''<br />Some of the levels that went into the game that were quite tricky to construct. And there are a couple of characters in there that were difficult to animate.
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'''Are you sure?'''<br />Yeah. I just sound sarcastic all the time. Sorry.
'''Are you sure?'''<br />Yeah. I just sound sarcastic all the time. Sorry.


'''Is it a natural sarcasm? '''<br>Absolutely.
'''Is it a natural sarcasm? '''<br />Absolutely.


'''What software do you use? '''<br>All the software we use are SGO.
'''What software do you use? '''<br />All the software we use are SGO.


'''And how do you get along with Unix? '''<br>All right. I have a couple of commands up my sleeve.
'''And how do you get along with Unix? '''<br />All right. I have a couple of commands up my sleeve.
===NO MUCKING ABOUT===
===NO MUCKING ABOUT===
'''What time do you get up in the morning?'''<br>I'm in work for 9 o'clock. About half eight, 9 o'clock. I get home before 6. I like to be on time and on schedule basically.
'''What time do you get up in the morning?'''<br />I'm in work for 9 o'clock. About half eight, 9 o'clock. I get home before 6. I like to be on time and on schedule basically.


'''So you just like to come in and do your work?''' <br />No mucking about. . .
'''So you just like to come in and do your work?''' <br />No mucking about. . .
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'''Do you work weekends?''' <br />If I have to, yeah.
'''Do you work weekends?''' <br />If I have to, yeah.


'''You don't like to do it? '''<br>It is not a matter of my liking, but that it must be done.
'''You don't like to do it? '''<br />It is not a matter of my liking, but that it must be done.


'''Is it because you are very disciplined? '''<br>I like to be disciplined.
'''Is it because you are very disciplined? '''<br />I like to be disciplined.


'''Do you think it is frustrating that others are not disciplined? '''<br>Huh . . no comment.
'''Do you think it is frustrating that others are not disciplined? '''<br />Huh . . no comment.


'''Ok, enough. Is it a nightmare to work with you? '''<br>Jesus!
'''Ok, enough. Is it a nightmare to work with you? '''<br />Jesus!


'''Is it a nightmare to work with you? '''<br>Absolutely!! I can speak for myself, right? Because in that case, no. Just kidding.
'''Is it a nightmare to work with you? '''<br />Absolutely!! I can speak for myself, right? Because in that case, no. Just kidding.


'''Are you one of those people who arrives at 9 and thinks "Why isn't everyone in at 9?"? Are you like that?'''<br>Yes, if I need to do something.
'''Are you one of those people who arrives at 9 and thinks "Why isn't everyone in at 9?"? Are you like that?'''<br />Yes, if I need to do something.
===BOOZE WISE===
===BOOZE WISE===
'''Do you drink?'''<br>Do I drink?
'''Do you drink?'''<br />Do I drink?


'''Yeah, what's your favourite drink?''' <br />Umm, booze wise? Well, I don't really drink.
'''Yeah, what's your favourite drink?''' <br />Umm, booze wise? Well, I don't really drink.
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'''What do you drink?''' <br />Erm, something that I'm not allergic to.
'''What do you drink?''' <br />Erm, something that I'm not allergic to.


'''Oh really, have you got quite a lot of allergies? '''<br>Possibly. Certain things set me off so I avoid them…
'''Oh really, have you got quite a lot of allergies? '''<br />Possibly. Certain things set me off so I avoid them…


'''Like what? '''<br>Like the classic lager. . . I think it's Kronenburg. . . does me in.
'''Like what? '''<br />Like the classic lager. . . I think it's Kronenburg. . . does me in.


'''Really? I have a problem with Labbatts Ice. It makes me really sick. I just drink one and. . . '''<br>Yes.
'''Really? I have a problem with Labbatts Ice. It makes me really sick. I just drink one and. . . '''<br />Yes.


'''It's horrible: everyone thinks I have a hangover. Absolutely awful. '''<br>And in the morning, we do not really feel well.
'''It's horrible: everyone thinks I have a hangover. Absolutely awful. '''<br />And in the morning, we do not really feel well.


'''Yeah and just with a single drink. It's not because I'm drunk, of course! It's the same kind of reaction when you're about to sneeze and you do not really feel good at all. '''<br>Yeah, all that.
'''Yeah and just with a single drink. It's not because I'm drunk, of course! It's the same kind of reaction when you're about to sneeze and you do not really feel good at all. '''<br />Yeah, all that.


'''Sneeze?'''<br />It is awful. If the drink feels bad for you, it's scary.
'''Sneeze?'''<br />It is awful. If the drink feels bad for you, it's scary.
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'''Ok. Alright. . . Thank you very much.'''
'''Ok. Alright. . . Thank you very much.'''
==Chris Sorrell - Producer (also programmer and designer)==
==[[Chris Sorrell]] - Producer (also programmer and designer)==
*'''Education''': Usual school qualifications, but (to the horror of my parents!) I left as soon as I could to pursue a career in games.
*'''Education''': Usual school qualifications, but (to the horror of my parents!) I left as soon as I could to pursue a career in games.
*'''Joined Millenium/Sony''': July 1994
*'''Joined Millenium/Sony''': July 1994
*'''Colour of Socks''': Black… Like most of my clothes
*'''Colour of Socks''': Black… Like most of my clothes
===JAMES POND===
===JAMES POND===
'''What do you do?'''<br>On MediEvil my official title is producer, but I was also responsible for the initial design concept. As the project progressed I became increasingly involved in its programming side too. By the end of the project this was the main thing occupying my time.
'''What do you do?'''<br />On MediEvil my official title is producer, but I was also responsible for the initial design concept. As the project progressed I became increasingly involved in its programming side too. By the end of the project this was the main thing occupying my time.


'''What's your background?'''<br />I've been working in games for about nine years now. I started off working for a small development company called Vectordean, in Derbyshire (where I grew up). There were only three of us to begin with and my initial work was as a graphic artist. After a couple of projects, I went on to the thing I really wanted to do, which was programming. After a simple conversion title, my first 'big' project was James Pond, for which I handled design, graphics and programming. James Pond 2 and 3 followed, before I left the fish behind and moved on to the PlayStation.
'''What's your background?'''<br />I've been working in games for about nine years now. I started off working for a small development company called Vectordean, in Derbyshire (where I grew up). There were only three of us to begin with and my initial work was as a graphic artist. After a couple of projects, I went on to the thing I really wanted to do, which was programming. After a simple conversion title, my first 'big' project was James Pond, for which I handled design, graphics and programming. James Pond 2 and 3 followed, before I left the fish behind and moved on to the PlayStation.


'''How old were you when you started making games?'''<br>From the time I was given my first computer (an Atari 400) when I was 11, I knew that I wanted to make games. Atari BASIC wasn't great for this however, so I moved on from the Atari to a Commodore 64. I taught myself assembly language, and spend all my spare time writing pieces of game and demo code (and creating fonts and sprites to use in these). By the time I had done my GCSEs and had by this time moved on to the Amiga, I took the first opportunity to leave school and take some practical steps towards my goal!
'''How old were you when you started making games?'''<br />From the time I was given my first computer (an Atari 400) when I was 11, I knew that I wanted to make games. Atari BASIC wasn't great for this however, so I moved on from the Atari to a Commodore 64. I taught myself assembly language, and spend all my spare time writing pieces of game and demo code (and creating fonts and sprites to use in these). By the time I had done my GCSEs and had by this time moved on to the Amiga, I took the first opportunity to leave school and take some practical steps towards my goal!
===STANDARD IN POLISH===
===STANDARD IN POLISH===
'''What games do you like to Play?'''<br>My favourite genres are action adventures, platform games, and action RPGs. There are some great examples of these genres on PlayStation - my favourites would certainly include Resident Evil 1 and 2. I also have a lot of admiration for the Crash Bandicoot games - they set a standard in polish and graphical quality that's quite remarkable.
'''What games do you like to Play?'''<br />My favourite genres are action adventures, platform games, and action RPGs. There are some great examples of these genres on PlayStation - my favourites would certainly include Resident Evil 1 and 2. I also have a lot of admiration for the Crash Bandicoot games - they set a standard in polish and graphical quality that's quite remarkable.


'''When you designed Medievil, what area did you start with?'''<br />Its inspirations were the arcade classic Ghouls'n'Ghosts, and the art style of Tim Burton's Nightmare Before Christmas. This set the look and feel for the game, which meant the next big step was to build up our gameplay and visual ideas, striving for a combination that would set the game apart from the crowd and make good use of the target platform.
'''When you designed Medievil, what area did you start with?'''<br />Its inspirations were the arcade classic Ghouls'n'Ghosts, and the art style of Tim Burton's Nightmare Before Christmas. This set the look and feel for the game, which meant the next big step was to build up our gameplay and visual ideas, striving for a combination that would set the game apart from the crowd and make good use of the target platform.


'''At present, is it pretty much how you envisaged it?'''<br>Visually, it's certainly all I hoped it would be. On the design front, things have shifted away from the simple arcade feel to offer a more involved, quest based structure containing a real mix of gameplay styles, and certainly greater diversity in play than I had initially anticipated… It's certainly a more complex and larger scale project than I first envisaged!
'''At present, is it pretty much how you envisaged it?'''<br />Visually, it's certainly all I hoped it would be. On the design front, things have shifted away from the simple arcade feel to offer a more involved, quest based structure containing a real mix of gameplay styles, and certainly greater diversity in play than I had initially anticipated… It's certainly a more complex and larger scale project than I first envisaged!


'''How many people worked on the project?'''<br>The core team consisted of around 10 people, 4 programmers, 5 artists and 1 mapper but there have been a number of extra people working on the project at various times during development. In addition, our internal A/V team were responsible for all the music and sound effects, our technologies department offered general support, and several vital development tools, and our QA group provided all important testing and feedback, helping us to bring all the elements together. So, all in all it's been a pretty big project.
'''How many people worked on the project?'''<br />The core team consisted of around 10 people, 4 programmers, 5 artists and 1 mapper but there have been a number of extra people working on the project at various times during development. In addition, our internal A/V team were responsible for all the music and sound effects, our technologies department offered general support, and several vital development tools, and our QA group provided all important testing and feedback, helping us to bring all the elements together. So, all in all it's been a pretty big project.
===LATE NIGHTS===
===LATE NIGHTS===
'''What was your working schedule like during Medievil?'''<br>Pretty crazy (or sad, depending how you look at things!)… Since December '96, I've worked pretty much every day including weekends, working late on most. Most of the core team have invested many long hours and late nights into the project. 
'''What was your working schedule like during Medievil?'''<br />Pretty crazy (or sad, depending how you look at things!)… Since December '96, I've worked pretty much every day including weekends, working late on most. Most of the core team have invested many long hours and late nights into the project. 


My favourite time to work has been weekends. It's quiet, no other office duties to worry about, and a great chance to put some music on and get absorbed in some programming work, usually until four or five in the morning… Fortunately my girlfriend, being part of the team, has been very understanding of all this. We're looking forward to a nice break now things are complete!
My favourite time to work has been weekends. It's quiet, no other office duties to worry about, and a great chance to put some music on and get absorbed in some programming work, usually until four or five in the morning… Fortunately my girlfriend, being part of the team, has been very understanding of all this. We're looking forward to a nice break now things are complete!


'''What's the game's camera system like?'''<br>A big challenge of the game has been the camera, our goals being a system allowing the player the freedom to explore, offering a clear enough view to counter attacks from all sides, and allowing for cinematic and interesting views. We started with a purely spline based system (like Pandemonium, but with full 3d freedom). Unfortunately this proved to be rather inadequate for the game we wanted to make, and we lost quite a bit of time reworking things to enable a freeform 'chase' style camera. The final game uses a mixture of spline and chase camera styles, and I believe meets the initial goals pretty well, especially considering the complexity of the worlds it has to work within.
'''What's the game's camera system like?'''<br />A big challenge of the game has been the camera, our goals being a system allowing the player the freedom to explore, offering a clear enough view to counter attacks from all sides, and allowing for cinematic and interesting views. We started with a purely spline based system (like Pandemonium, but with full 3d freedom). Unfortunately this proved to be rather inadequate for the game we wanted to make, and we lost quite a bit of time reworking things to enable a freeform 'chase' style camera. The final game uses a mixture of spline and chase camera styles, and I believe meets the initial goals pretty well, especially considering the complexity of the worlds it has to work within.
===DIVERSITY===
===DIVERSITY===
'''In the game what is your favourite part?'''<br>I'm really pleased with the diversity of the game - all the levels are very individual, both graphically and gameplay wise. There are also plenty of weapons and enemies, and so quite a few different ways that the player can tackle the game. Also, Medievil doesn't take itself too seriously - it has a sense of humour, offering some genuinely funny moments, something not often found in an action game.<br />If I had to name a single favourite part, it would have to be the final showdown with the evil sorcerer Zarok. This is a pretty unique blend of action, humour and wacky ideas that define the game very well, and should offer a few surprises to the player!
'''In the game what is your favourite part?'''<br />I'm really pleased with the diversity of the game - all the levels are very individual, both graphically and gameplay wise. There are also plenty of weapons and enemies, and so quite a few different ways that the player can tackle the game. Also, Medievil doesn't take itself too seriously - it has a sense of humour, offering some genuinely funny moments, something not often found in an action game.<br />If I had to name a single favourite part, it would have to be the final showdown with the evil sorcerer Zarok. This is a pretty unique blend of action, humour and wacky ideas that define the game very well, and should offer a few surprises to the player!
===FORTY HOURS===
===FORTY HOURS===
'''How long do you think it will take to get through the entire game?'''<br />It's hard to say. We've got people in QA who know everything there is to know about the game and it takes them about four to five hours of solid play to get through. First time, it will take people a lot more than that, probably between twenty and forty hours.
'''How long do you think it will take to get through the entire game?'''<br />It's hard to say. We've got people in QA who know everything there is to know about the game and it takes them about four to five hours of solid play to get through. First time, it will take people a lot more than that, probably between twenty and forty hours.
==James Busby - Programmer==
==[[James Busby]] - Programmer==
*'''Education''': Computer Science at Aston in Birmingham
*'''Education''': Computer Science at Aston in Birmingham
*'''Joined Millenium/Sony''': March 1996
*'''Joined Millenium/Sony''': March 1996
*'''Most Unpleasant Experience''': Sleeping in Office
*'''Most Unpleasant Experience''': Sleeping in Office
===BANK===
===BANK===
'''Why did you go into games?'''<br>I've always liked games and I knew I didn't want to work for a bank.
'''Why did you go into games?'''<br />I've always liked games and I knew I didn't want to work for a bank.


'''What part of the game is your favourite?''' <br />The bit I'm kind of most proud of is the Stained Glass Demon the first boss, because I wrote him on my own.
'''What part of the game is your favourite?''' <br />The bit I'm kind of most proud of is the Stained Glass Demon the first boss, because I wrote him on my own.
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'''What's the bit that you spilt the most blood over?''' <br />The collision between the enemies, that's been a complete nightmare, it's a lot more complicated than collision detection in most games and it's cool because we can use it to do cool stuff, like sticking projectiles on the enemies when they get hurt. On the other hand because it's complicated it can be a bit of a nightmare.
'''What's the bit that you spilt the most blood over?''' <br />The collision between the enemies, that's been a complete nightmare, it's a lot more complicated than collision detection in most games and it's cool because we can use it to do cool stuff, like sticking projectiles on the enemies when they get hurt. On the other hand because it's complicated it can be a bit of a nightmare.


'''How's the geometry then?'''<br>That fine, MediEvil is very strong on that front in that we've got a lot of polygons in the enemies and that we've got a real 3D world, we don't use sprites at all whereas most games rely heavily on sprites.
'''How's the geometry then?'''<br />That fine, MediEvil is very strong on that front in that we've got a lot of polygons in the enemies and that we've got a real 3D world, we don't use sprites at all whereas most games rely heavily on sprites.
===SCARY===
===SCARY===
'''Is it scary?''' <br />In places.
'''Is it scary?''' <br />In places.
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'''What is the camel story?''' <br />He's been around for years really, sort of the MediEvil mascot, he came with a chocolate bar's competition tokens and he's been taken on holiday to five or six places already now: - Cape Town, Greece, America a couple of times, etc.
'''What is the camel story?''' <br />He's been around for years really, sort of the MediEvil mascot, he came with a chocolate bar's competition tokens and he's been taken on holiday to five or six places already now: - Cape Town, Greece, America a couple of times, etc.
==Paul Donovan - Programmer==
==[[Paul Donovan]] - Programmer==
*'''Education''': Computer Science, Warwick University
*'''Education''': Computer Science, Warwick University
*'''Joined Millenium/Sony''': Sept 1995
*'''Joined Millenium/Sony''': Sept 1995
*'''Favourite Drink''': Beer
*'''Favourite Drink''': Beer
===PILOT===
===PILOT===
'''Why did you decide to work in games?'''<br>I don't know really I always wanted to be an airline pilot.
'''Why did you decide to work in games?'''<br />I don't know really I always wanted to be an airline pilot.


'''Is that your dream job then?''' <br />It was at one point, yeah. I actually went for an RAF flying scholarship, it wasn't actually to join the RAF, they would pay for you to fly. I passed everything, the medical, everything apart, from my eyesight.
'''Is that your dream job then?''' <br />It was at one point, yeah. I actually went for an RAF flying scholarship, it wasn't actually to join the RAF, they would pay for you to fly. I passed everything, the medical, everything apart, from my eyesight.
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===24 HOURS===
===24 HOURS===
'''You could be a commercial pilot.'''<br>I could have been, yeah, but it also got to the point where they weren't recruiting anyone, so I went to university, computer science and decided I wanted to be a games programmer.
'''You could be a commercial pilot.'''<br />I could have been, yeah, but it also got to the point where they weren't recruiting anyone, so I went to university, computer science and decided I wanted to be a games programmer.


'''So you came straight here?''' <br />Yeah. I have always loved games since I was about ten or eleven and I think when I was at university I sort of decided that a lot of computing was incredible boring and the best bit of it would be the games. I had written games when I was a kid on my own.
'''So you came straight here?''' <br />Yeah. I have always loved games since I was about ten or eleven and I think when I was at university I sort of decided that a lot of computing was incredible boring and the best bit of it would be the games. I had written games when I was a kid on my own.
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'''When was the last time you went home?''' <br />I went home yesterday, for the first time in 24 hours, because we worked all day and all night Wednesday.
'''When was the last time you went home?''' <br />I went home yesterday, for the first time in 24 hours, because we worked all day and all night Wednesday.
===RED BULL===
===RED BULL===
''' What's your average working day then?'''<br>Get in about quarter to ten, work to midday then have lunch, finish lunch at one and then work till about seven or eight in the evening, go home, eat, watch TV and go to bed. Although the last year we've been working till midnight twice a week and then obviously depending on what we're doing, like this week we're here every night till nine.
''' What's your average working day then?'''<br />Get in about quarter to ten, work to midday then have lunch, finish lunch at one and then work till about seven or eight in the evening, go home, eat, watch TV and go to bed. Although the last year we've been working till midnight twice a week and then obviously depending on what we're doing, like this week we're here every night till nine.


'''So do you drink Red Bull?''' <br />I drink Red Bull, but I don't drink that here I generally drink just Pepsi. <br />We've got a coffee machine downstairs that does espresso, I tried one of those at three in the morning and that's like ooh!
'''So do you drink Red Bull?''' <br />I drink Red Bull, but I don't drink that here I generally drink just Pepsi. <br />We've got a coffee machine downstairs that does espresso, I tried one of those at three in the morning and that's like ooh!