Interview with Interface Designer & Web Developer: James Smyth

What is your role in the team? And what work does that involve?
My role within the team is fragmented across several areas. My main
objective is to create a useful and easy to use interface, dialog boxes
and message boxes for the game. My secondary objectives would be
everything web site; Such as the actual web site, the account creation
and administration forms, I also have worked on some of the graphics in
game and music conversion.
How long have you been working with computers?
That is a tricky question. Computers in general I guess well over 12
years. I started off with a Commodore C16, then two Commodore C64's...
other early computers included a ZX Spectrum, an Atari and a Commodore
VIC20. Actual AT compatible PC's... well that would be mid 1994. I am still
quite upset I never managed to get hold of a Commodore C128.
How has the interface progressed since the project first started?
The interface itself has evolved immensely. Early stages of the "face"
were quite bare. As you can see from the shots below, including the
original hand drawn "visualisation" of how I wanted the face to look. I
think that we have managed to retain most of the original idea and have
carried on to improve it vastly. Some small changes have really made
the face stand out. Such as the flames on the quick slots and the dark
"moody" feel to it.
What is your favourite part of the project?
My favourite part of the project... That really is a hard one to answer.
I guess my favourite part is actually suggesting ideas and then watching
Chris (Gadget) and the rest of the team bring them to life. Alan with
his artwork, Micro with his models and Ultima with his maps/artwork.
When you start to see all the pieces of the pieces of the puzzle coming
together, it really does wow you :)
How did you get to become a team member?
It would of been early January, I saw Gadget online with a rather
interesting name "Need artists & programmers" or something similar and
started talking to him about his project "FutureScape". I had tested an
early version of the FutureScape "chat" system a year earlier. Always
wanting to be involved in a project such as this, I was wondering what
it was I could bring to the team - not being overly great with any
particular graphics package, and not being able to code (apart from
HTML, ASP etc)... Gadget gave me something to work on - the interface,
and the rest -, as they say, is history.
How long do you expect the project to take to complete?
Well, with our small but very determined team, I expect it will take at
least another 12 months - to complete. But you know how this industry
can be, sometimes developers are forced to set dates back and redo some
of their work, other times things go as planned and you end up with a
project out on time. Fingers crossed - we will have a final within 12~18
months!
Is it hard creating graphics for a game?
It really depends. As I said earlier, when I first started I knew next
to nothing about creating any kind of art, so I had to learn my tools. I
already had a basic knowledge on how to use them, but now I feel I am
becoming something of a master - maybe not a master of creating awesome
graphics, but a master in using them. I do try my best - I give my all
in my work, and if just one person out there - apart from me and the
team, like my work then I am a happy - of course though, the interface
needs to be easily accessible and useful to everyone who plays the game.
You said that you are responsible for design and hosting of the web
facilities, can you tell me a little bit more of the sort of things that
entails?
Ahha! This includes several things. Firstly designing and coding a
useful and intuitive website that delivers its content to the visitors
exactly how it needs be. It also includes making the site dynamic, using
ASP and SQL. I have to ensure that the webserver that it runs on is up
to par, making sure that security holes are filled and that it is as
secure as can be - at ALL times!
What is your favourite feature of the game so far, and why?
I think my favourite feature has to be the level point allocation
system. Instead of just gaining a new level and acquiring a new weapon
that adds to your DP etc, you can apply points to your base DP, AP, etc
- allowing you to increase your min-max hit/protection etc. I think that
has to be my favourite part of the game so far.
Any last comments?
Well, as for the game production itself - It'll be done when its done! I'll end on that.
Interview composed by M.Thomas All content within these pages is (c)2003 C5 Software
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