|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Q&A with Rich Geldreich
We are pleased that Rich Geldreich took some time to answer our Q&A. He has had loads of previous experience producing graphics for games and his most recent release is getting rave review around the net, World Series Baseball. Previous work of his has included THQ's Matchbox Emergency Patrol, Shrek, Age of Empires and even Montezuma's Return. Onto the Q&A:
Q1:
Thank you for your time in answering some of our questions. What
games have you produced the graphics for?
Q2: What is your favourite platform to produce
graphics on and why?
Q3: How disappointing is it for you as a graphics designer to produce
lovely graphics for a game, only to see it not do well because of other
aspects of the game? Q4: What sort of time frame does it normally take to get a game from the conceptual stage to actually getting it out onto the shelves?
A4: It depends on the
experience and motivation of the team, the scope of the game, etc. The
production of Shrek took 10 months, and another 1 month or so for
certification and manufacturing.
A5: I enjoy working on the
graphical side of games more than the actual gameplay, so I'm pretty open as
far as genres go.
Q6: What do you use to get accurate models for games? For example in
World Series Baseball, did it involve watching loads of baseball games to
track the movement of the players or something different? Q7: How did you get started in the business? Was it something that you always wanted to do, or did you almost fall into it? A7: At one time I created stuff like data compression codecs for a living. My first experience with the game business was licensing one of my Deflate codecs (a .ZIP compatible compressor/decompressor) to Ensemble Studios, for use in the "Age of Empires" series. Back in late '96, a good friend of mine at Ensemble (Matt Pritchard, the guy who created Age's highly optimized graphics engine) noticed a newsgroup job posting from a small company named Utopia Technologies. Utopia's offices where located at Hoboken, NJ, which was an easy trip. I went for the interview for the hell of it, thinking I had nothing to loose.. I landed the job, and spent the next ~1.5 years working on "Montezuma's Return", the sequel to the 80's game "Montezuma's Revenge". I worked on the Win32 port, DirectX code, creature pathfinding, AI's, and scripting logic. Unfortunately, Monte's 3D engine and gameplay where too dated by the time it was released in early '98, so it didn't go anywhere. Utopia folded, but out of its ashes was born Sandbox Studios. Sandbox was later acquired by Digital Illusions CE (www.dice.se). Q8: How many people do you have on your team to produce the graphics for the games you produce? A8: For Shrek, we had a total of about 18 artists create content for the game, although only half worked on the title full time. Q9: Any new and upcoming games in the pipeline that you are working on? A9: I'm working on improving the character rendering in the Xbox version of World Series Baseball 2K4. Q10: If you didn’t produce graphics for games, what do you think you would be doing? A10: Probably hacking away on something like data compression, image processing, or 3D simulation. Q11: With recent slumps in sales of the Xbox how do you see the Xbox progressing in the future?
A11: The battle is far from
over. My hope is that by next year, people will see what the Xbox can
_really_ do.
A12: The more talented
developers will find ways of pushing the Xbox platform, and especially the
XGPU, closer to its limits. We haven't seen the best yet.
A13: Definitely Shrek..
Working on an Xbox launch title was one of the most exciting times of my
life, and the team behind Shrek was very talented.
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||