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[ welcome ]
[ the game ]
[ requirements ]
[ controls ]
[ press ]
:: the team ::
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[ about | the team | Colin Surridge ] |
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Menu System & Network GUI Design
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Winner of the Team17 Worms 2 Cup! Some know him as Colin Surridge, some know him as Satan, either way
he's mad as a hatter... and a programming wizard too.
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Tell us how you got involved in the computer industry and what have you
worked on before?
I got involved in the industry because my dad got me a kit computer when I
was eleven. Then about six years later just after I was kicked out of
college, I saw an advert in the paper for an assistant software engineers
job. I got the job, £3,500 a year and I loved it.
I've worked on about 20 different firm-ware projects. The smallest was a
centronics to serial converter which we designed and finished in a week. The
longest was an award winning PABX called the EX8-64 (telephone system to
everyone else) which took about 4 years. I've also worked on a number of
mini-mainframes writing MRP packages and stuff in RPGII/III and SQL. My only
visable contributions to the games industry are an installer for Worms
United and the Worms 2 frontend.
Are computers your life? Or do you do other things?
If I say yes, does that then mean that I have a life?
You worked on Worms 2, could you explain what you did and what it takes
to produce a hit game?
On Worms 2 I helped write and design the frontend. The frontend needed to be
simple but with a game that had so many options this proved difficult. We
started by writing the hotseat stuff (games played on only one computer) and
from this we got a feel as to how it should all look. For example, the team
entry area is the same for hotseat games as it is for network matches, and
the weapon, option and terrain configurations are accessed the same way.
Throughout the whole development process we received suggestions from our
playtesters (who were invaluable) and staff all of which helped us refine
the end result.
What does it take to produce a hit game?
An idea, a company with vision and surgical removal of the ego. The idea has
to be easy to explain. The company has to have vision because most games look
bad on paper (just look at 'Tetris'). ANY game can turn into a hit but before
it gains that title it evolves. The creator has to except that others will
change it in both large and small ways. If this doesn't happen all you get is
a game tailored to what one person likes.
Is there anyone you respect in the computer industry? If so, who?
Anyone better than me ... I think that means everyone.
What was the first computer program you ever wrote?
Just for me : a life program on a Microtan 65. For someone else: a car maintenance
database for the patrol cars my dad was in charge of (I was 17 and he made me
finish on the only night I managed to get my girlfriend alone in my room).
When you were a young chap, did you type in all them data statements from the
early computer magazines only to find the game didn't work?
YES, the names and addresses of those magazines editors have gone in my 'get
them back before I die' book.
Apart from Worms 2 and any other Team17 game, what are you currently
playing?
'Lords of Magic' by Sierra, 'Age of Empires' and 'Angband'.
What are your fave games of all time then?
'Angband', I always come back to it.
Do you believe in the hype that old games were the best, or do you think
it's all in the mind?
It's all in the mind. You didn't have much choice back when I was young.
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[ about | the team ] |
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Team17 would like to extend their thanks to all who played a big part in Worms2 and the success of the
original game, not least the thousands that gave us much valued feedback on our web-site.
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Producer |
[ Martyn Brown ]
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Development |
Craig Jones
Paul Kilburn
Paul Sharp
Espen Lyngaas
David Watson
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Artists |
[ Danny Cartwright ] Animation, Graphic Design & Additional Background Art
[ Rico Holmes ] Lead Background Artist
[ Cris Blyth ] Video Sequence Design, Animation & Production
[ Rory Little ] Modelling Support
[ Mark Taylor ] Modelling Support
Paul Robinson
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Programmers |
[ Karl Morton ] Game Code Design & Lead Programming
[ Colin Surridge ] Menu System & Network GUI Design
[ Phil Carlisle ] Network & Additional Programming
Rob Hill
Martin Randall
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Sound and Music |
Bjorn Lynne
Allister Brimble
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Web Design |
Paul James
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Quality Assurance |
Paul Field
Paul Dunstan
Kelvin Aston
John Eggett
Mark Baldwin
Grant Towell
Andy Aveyard
Guy Palmer
Emma Aspinall
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Original Concept |
[ Andy Davidson ]
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