A new interview just went live – http://tinyurl.com/d5j8ps
Its a Chinese site, so the text has been translated so below I have copied the original questions and answers but without the pretty pictures
1. Thanks for accepting our interview. First of all, could you tell our readers a bit about yourself, your working experience and what made you choose CG as your profession?
I`ve been using computers for most of my life. I even remember using an application called Real 3D on the Amiga 1200, which back in those days was a real break through. I was always interested in art, especially computer art and computer games but there weren`t any courses available which covered these when I was at college. So I decided to head down the Graphic Design road, but this just didn`t work for me so I dropped out. Luckily, a local video games company were looking for artists, so I knucked down and worked on my portfolio and applied. This was almost fifteen years ago now and I havn`t looked back
2. In May 2003 you were the Associate Character Animator of Electronic Arts.At that time what games have you ever joined? What they are and what part do you take in charge?
I was excited to start work at EA, my first big games company and soon settled down to my first title which was a racing game then named Untouchable. My job was to rig and animate the drivers and various female characters for use in the front end, or options screens. This game unfortunatly was cancelled, as is the way with games publishers, and we were moved onto our next title which was called Strike!. This was more a war title, a lot more fun to work on and involved animating characters, tanks, helicopters and a whole host of other things.
3. In the games you ever joined which one did you think was the most difficult, and why?
I think all games have a degree of dificulty. If your working with a publisher they can sometimes be very picky about their property so you may find yourself redoing work over and over untill they are happy. I would have to say the most difficult was Street Fighter II:The New Challengers on the Amiga. This was a conversion from the arcade but we were only supplied with 8×8 blocks with no pallete making piecing each character and background a nightmare. We literally had to play the game to try and see how things should look, then recreate it, but this was an arcade game so there wasn`t a pause button
4. You have great deal of experience in game characters development. So could you give our reader some advices, let them make a better game characer than before?
Practice. I am in no way perfect and feel like I still have alot to learn, but make sure your anatomy is spot on first. If your not sure gather loads of reference. Topology and optimization is also a major factor in game characters so make sure you know what your target consoles limits are, and where polygons should and shouldn`t be used.
5. When you make the current game characters, which parts do you think are the most important, and why?
For current consoles its all about how things look, especially on a high definition display, so its important they look anatomically correct and as polished as possible. This also comes down to the game engine and how they handle skin tones, sub-surface skattering and a whole host of other effects so you do have help.
6. Are there some special techniques when you modeling?
Everyone has their own techniques, so mine work for me but may not for someone else. It also depends on what your doing, whether its high resolution work for PS3 or lower polygon models for Wii, each has a different approach.
7. I know you use a considerable amount of Maya within your creations, so what do you find best about this software?
I`ve been using Maya now for, probably around 7/8 years, so its what I`m used to. I like lots about it, its modeling tools, animation, shaders and MEL its scripting language.
8. What other software do you regularly use and how does this plug into your workflow?
Silo, by Nevercenter, is a key part of my workflow now. I pretty much start all my models in this before taking them into Maya to texture, tweak, rig and animate. I also use Adobe Photoshop for all my texture work.
9. Which games have you enjoyed playing the most and which do you see are the most inventive from a creative viewpoint?
I just finished playing Dead Space and I loved that. I like the survival horror games, especially if they make me jump. I also played Fable 2 which is a great idea, you shaping the world around you. I have to confess though that I am addicted to Trism on the iPhone, and Zombie Attack…simple games which soak up lots of hours.
10. How do you think about current game industry? Do you think the game industry will be struck by the financial crisis? And Why?
I don`t think many people are imune to the current “credit crunch” and I hear on a daily basis about companies “restructuring”. I think the problem these days is a game costs so much to make, so teams need to be bigger. I know alot of companies are turning to outsourcing as an option, using companies in India for example which are cheeper than a studio full of British artists.
11. What project(s) are you currently working on? Could you give us a little bit information about them?
My main work I can`t say much about but its a multi-platform game involving cartoon style characters and funky vehicles. In my spare time I am working on an “Open Tutorial” with the CG community, you can find out more on my blog – www.ant-online.co.uk. In this I am showing how I go about creating a piece of artwork, in this case a character called Mandy for rendering and print, rather than game development. Its looking quiet good up to now so feel free to stop by and join in.
12. Well it has been a pleasure getting to know you, but I have one more question before we finish: what has been the most constructive piece of advice your have received or given?
I think one problem with this industry, certainly from my experience, is unless you are with a major company you will have to fend for yourselves. I can`t remember one bit of advice which really helped me out. Don`t be affraid to ask, especially if your learning a new package because if you don`t you may get left behind. If your serious about getting into this industry then you will have to put in a little overtime to stay on top and learn new things…