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Cre@teOnline - The Web Designer's Bible - CH04 (Page 41)

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Cre@teOnline - The Web Designer's Bible - CH04
another and will not let it happen. Decide where you want to go, and go
there
. Don't "settle" for a games job if you can't get into ILM. Both compa-
nies need people who are dedicated to what they do, not someone who's
scheming to make a lateral move in the Lucas organization.
Q: What projects have you worked on over the years? How big
were the teams doing these projects?
A: I worked on seven Star Wars games over the years: Rebel Assault and
Rebel Assault II, Rebellion, DroidWorks, X-Wing Alliance, a finished but never-
released game called Rebel Agent, and a never-completed one called The New
Emperor
.
The type of game and its production schedule determines the size of the art
team. Shorter production cycles meant we had to put more people on a
project for a shorter amount of time, which was always a pain. The 3D
team for Rebel Assault consisted of only four or five artists. Rebel Assault II--
which I was the lead artist on--had as many as 15 3D artists on it at a given
time. Pre-rendered games like that require a lot of artists, whereas a flight
simulator game like X-Wing Alliance needed only about six artists.
In addition to all those Star Wars games, other titles I worked on in some
capacity include Full Throttle and Ballblazer Champions for LucasArts, plus
Critical Path and The Daedalus Encounter for Mondo Media/Virgin
Interactive. At Totally Games, I've just finished working on Star Trek: Bridge
Commander
for Activision, and am now working on an Xbox title for
Microsoft.
Q: Which models or animation have been the most interesting
for you? Which have been the toughest, and why?
A: I was a huge Star Wars fan back in the days of the original trilogy--
before the dark times of Episode 1--but my fondest memories were of my
work on an adventure game called Full Throttle. It was great fun to work on
something other than Star Wars, and to have a chance to do some "car-
toony" character stuff in 3D. It was mostly a 2D game, but after I did a test
to determine if we could use 3D animation for all the game's vehicles, they
were sold. It was a blast modeling the vehicles and characters from Peter
Chan's designs.
One of the challenges with Full Throttle was to figure out a way to match
the look of the 3D elements to the 2D elements. I did this with a mix of
special texture maps and carefully reducing the palettes to a very limited
range of colors, then compositing them together. That sounds pretty
C
H A P T E R
4 : M
O D E L I N G
: B
E Y O N D
T H E
B
A S I C S
187
04 2433_CH04 8/23/02 8:35 AM Page 187

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