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To the Extreme

Vol. 2, Issue 14
February 28, 2000

 

Must have made it really difficult from a project management point of view.

Ewing: Well management in game development is much different than management in regular everyday business.  There is a hierarchy, so you know who the main guys who are in charge, like Tim from Epic and James from DE, but almost everybody has a choice and is free to go their own way within reason.  You have to answer to the whole group.  There’s not one person you have to answer to.  There’s not like a complex chain of command or anything.  So in that way that whole mishmash sort of thing works well. 

Eekels: And that’s the same thing that we’re doing right now too.  Everybody here has a voice.  Because it’s been proven to be successful for Unreal and Unreal Tournament, so we’re going to keep that same philosophy. 

So while you’re designing Dark Sector, you bring everybody together and say, “What do you like?  What do you dislike?”

Eekels: Yep.

Ewing: Totally.

Here’s a question that I’ve always wondered.  You guys are level designers and you’re working on a game that is a lot different than what you’re used to, but you’re still in the design phase.  What are you working on right now? 

click to enlarge!

More new Dark Sector concept art. (109k).

Eekels: Well we look at the whole overall picture of Dark Sector and designing the world.  And we broke it down and said okay, we have the disc, now slowly move out.  So the level designers have to be organized in that respect.

I guess what I mean was, you don’t have any tools to work with, right, so you can’t actually sit there and start building levels.

Eekels: Oh no, we do!  We’re using the Unreal Tools.

Ewing: We have the Unreal engine too.

How do you compare Dark Sector to other Massively Multiplayer Online games, would you compare it to something like –

Ewing: Asheron’s Call or something like that?

Yeah.

Eekels: I think it will be very close but science fiction of course.

Let’s go back and talk a little bit more about Unreal Tournament.  UT won a number of awards such as Best Action Game, Best Shooter, etc from a number of publications.  How do you feel about those awards?  Was it a big a surprise to win all these awards?

Eekels: It is kind of a surprise because you don’t expect it.  You’ve been working on the game for so long and it’s getting old in your mind and all of a sudden –

Ewing: It’s not like all of us were watching the awards and thinking, “Oh please, oh please.”  And then all of a sudden, oh we won.  Cool.

Eekels: And that’s kind of cool to hear that.  That means that people actually love your game and that year that we spent in our hot room was not all wasted.

That’s very good.  I’ve done a lot of writing and the books I’ve read on the subject, and I think this goes for pretty much anything where you’re in some type of artistic role, is that first thing you should do is put your acceptance speech on a sticky and place it over your monitor.  And every time you sit down you’re looking at your acceptance speech and you’re thinking, “Ok I gotta make something so good that one day they’re going to give me an award and I’m going to get to give this speech.”  I think it’s the ultimate –

Ewing: Motivation.

Eekels: That’s not what we did though <laughs>.  Actually what it says on top of our monitors is, “Save your work often!” 

Ewing: Oh god.

Eekels: That was the biggest sign on our monitors.

Ewing: Yeah.


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Credits: Illustration © 2000 Allan "Machette" McKay. This interview is © 2000 Russell "RadPipe" Lauzon, Dave Ewing and Pancho Eekels. All other content is © 2000 loonyboi productions. Unauthorized reproduction is prohibited. So don't do it, or we'll deport you.