What's
the best least-known thing about Jim Molinets?
Ha, aside
from being the most entertaining person to be around that I know,
I would definitely have to say that even though Jim is on the
'Artistic' side of the business, he actually has a great deal
more common sense than most people I know. This definitely contributes
to a keen understanding of a vast number of topics, from game
design to business and beyond. His sense of reasoning (I know
you asked for the 'thing' not 'things' but this seems to tie in)
is astounding. He is able to understand and foresee potential
problems in all sorts of situations. He is terribly sharp. You
said 'least' known, and after typing all that I thought to myself,
"ya know, everyone might know that about Jim already".
If they didn't, they do now.
What
are your duties at Rogue? Mainly biz? Did you help during negotiations
for the Alice project?
Well,
during Rogue's current growth phase, my duties are greatly varied.
I handle everything that is not directly related to game development.
My primary role here is to conduct all of the company business,
including the day to day operations, as well as looking ahead
for new opportunities. My responsibilities also include a lot
the things similar to what I did at id, like dealing with outside
entities, including PR and items of that nature. I definitely
had a role in the Alice negotiations, especially the contract
nitty gritty. However, I was (actually, we all were) amazed at
how straight forward EA was and how easy it is to deal with them.
So far they have been outstanding to work with and we only see
this fledgling relationship strengthening.
How
does the environment at Rogue differ from the environment at id?
I'm not
going to make comparisons. However, the exceptional qualities
I see in Rogue are:
1. The
TEAM environment. It's amazing, everyone has input, and your opinion
is treated as if there is an ounce of validity prior to it being
'shot down'! No, really, even me, Mr. Biz guy, gets to sit in
on design meetings. Everyone is treated equally, period, and there
is no replacement for that when running a business.
2. Belief
in the individuals that create the team. Rogue stands behind all
of their employees. In my case, giving me the freedom to go out,
make a decision, and then have them stand behind it. Not every
decision is going to be perfect, I'm human (hey, like I said,
I like to be honest). However, they trust that I have enough sense
(and understanding of direction for the company) that if I make
a poor decision, it won't impact the business so badly that it
matters. It's great to work for people who believe and trust in
you.
Will
Rogue be looking to fill in some ranks for the Alice project?
Absolutely.
We expect to be up to 15 or 16 people in the next few months.
In particular we need, well, pretty much all facets of game design;
Programmers, 3D Artists (especially good game character animators),
and Level Designers. You can visit our web site at:
http://www.rogue-ent.com/jobindex.html
We haven't
currently posted all the positions we need filled, but over the
next couple of weeks you should see details on more openings.
If there are experienced developers (I emphasize 'experienced')
out there that are ready to make a move, we truly are looking
for all positions, so, drop me an email.
Rogue
Entertainment is a low-key company that drifts along in the background
yet consistently produces great work. What do you attribute Rogue's
continuing success to?
Hard work
and focus! Even though this is an extraordinarily unique industry
where there is a lot of fun to be had, it's still a business and
should be treated as such. Rogue has always kept their proverbial
'nose to the grindstone', taken care of business first, and played
second. This is what intrigues me the most about Rogue. They have
built a solid foundation for the company, which will allow Rogue
to flourish where others would fail. Essentially, many of the
normal mistakes, pitfalls and learning curves have already been
experienced. In particular, related to the Alice project, we are
definitely ready for prime time again. Rogue knows how the gaming
industry works and what it takes to get an incredible game done,
and done on time.
How
will Rogue be tackling the task of communication with the Redwood
City team? Will EA be sending someone out to Rogue to help? Who's
your point person at EA?
Essentially
we're in direct contact with American McGee at all times. His
role as the title's Director allows EA and Rogue to work together
to craft a new benchmark in gaming. He visits periodically, to
keep track of the progress and to get input from the team here,
while we continue along working with Jim, our internal producer,
to make Alice up to our combined standards of quality. EA and
American have entrusted a lot of faith in us.
What
freedoms will you have in the design/development of Alice, or
is it pretty much locked up? What stage is the design currently
at?
American
and EA have been amazingly open minded from the beginning. They
have asked for input from day one and are always ready to listen
to new ideas, even as we progress through the development cycle.
As far as the current stage of development goes, it's EA's place
to talk about that :)
How
will making a 3rd-person game change the way Rogue usually develops?
Well,
I think the best answer to this question would be, "looks
like it's time for an interview with Jim Molinets, Rogue's resident
producer type" :)
What's
the strangest thing that's happened to you in the last week?
Ha, someone
from a gaming site asked me to do an interview ;)
Thanks,
Barrett!
-
Russell "RadPipe" Lauzon is some guy who just walked
into the loonygames office and started calling himself Features
Editor. The position wasn't filled so we kept him.