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[ welcome ]
[ the game ]
[ requirements ]
[ controls ]
[ press ]
:: the team ::
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[ about | the team | Rico Holmes ] |
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Lead Background Artist
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An artist in touch with the way of the Worm.
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How long have you been working on Worms2?
I did all the backgrounds in the original and jumped at the chance
to do some more for the sequel, although it took me a while getting used to
the style that had been chosen, as it's a very clear-cut cartoon style,
completely opposed to my own general style.
Where did you get your inspiration from for the Worms 2 graphics?
The game really, it's just trying to come up with something that
looks nice and offers good playability, the background objects really make
a difference to the gameplay.
How were the artwork concepts developed for the game?
I simply sketch them and scan them in and bounce them off the team,
a doddle in comparison to Danny!
How many backgrounds does Worms 2 have? How long did they take?
There will be at least a dozen, they take about a month to get
right. It takes time to get objects and surfaces that work well in the game
rather than just being a visual kick. Because the game now has cavern
based levels, we had to think about objects and placing much more than in
the past.
What graphics packages do you use?
Photoshop and ANIMO almost exclusively. PhotoShop for general work
and ANIMO for the sprites.
What hardware do you use?
All the hardware is PC based, mostly P200/128Mb systems with
appropriate cards, scanners and drawing tablets. ANIMO uses NextStep O/S
and we had a few networking problems with the PC's to begin with, but on
the whole, the equipment is ok. The FMV animators render on DEC's.
Any advice for budding game artists?
You have to really study how animation/artwork is used well within
games, especially regarding how art is reused and economised. You have to
consider colour use, especially in a limited palette. Lots of people are
really good artists, much fewer are good game artists, and there is a
difference. It certainly helps to understand the coding/technical
requirements when drawing.
Which game artists do you admire?
Too many to mention, Nintendo's guys are unfeasibly good, using
limited and almost simplistic graphics to achieve stunning results.
Which games do you admire for their graphical content?
There's a thin line here, graphical content depends on a number of
things and with so much being rendered these days, it gets harder to spot
just exactly how much thought and sheer effort has gone into the work.
It's getting increasingly easier to make things look fantastic, especially
with some of the hardware out there. Code effects such as spot lighting,
gouraud shading etc increase visual effects and so many artists can
draw/scan/use 16bit colour these days that a lot of the real 'crafting' has
disappeared. With so much stuff looking really good these days, I think
you have to consider the technical side of how it's been derived in order
to quantify if it's worth admiring, especially if really it's the hardware
or the coder really doing the hard-work!
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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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