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November 2001
December
2001 Interview: Josh
Resnick, Pandemic Studios
A CHAT WITH PAUL STEED
Contributing
Editor,
Melanie Cambron, known by most in the industry as The
Game Recruiting Goddess, uses her skills for the good
of gamekind to recruit some of the big names in the
industry to give us all valuable insight into what they
do and how they do it.
In this interview, Melanie chats up Producer/Artist
Paul Steed. Steed’s mastery of modeling,
animation and the creation/direction of cinematic
sequences on high profile games such as the Wing
Commander and Quake series has garnered him
considerable recognition and praise.
Steed
landed his first job in the computer games industry in
1991 at Origin Systems. After doing storyboards for
Privateer and all the polygonal models for Strike
Commander, he went on to contribute models,
textures, animations and/or art direction to Wings of
Glory, Bioforge, Wing Commander Academy,
Wing Commander III, and Wing Commander IV.
At id Software, his work on Quake II, Quake
III: Arena and the Quake III: Team Arena
elevated Carmack’s code to a new level as he breathed
digital life into the good guys and bad guys alike.
Today, Steed works at WildTangent where he makes games
designed episodically for the internet, featuring strong
characters and plenty of action. He hopes to help
founder and former Microsoft Direct X Evangelist, Alex
St. John and his crew make "3D over the Web" a household
occurrence.
His latest book,
Modeling A Character in 3DS Max, a tutorial
for making a gameworthy character, not only culminates
ten years of making art for computer games, it his
self-described "slight nudge" to help push every other
self-taught artist "over the hump."
Q:
As inspiration for all those who aspire to
Steedliness, how did you go about becoming a self-taught
artist?
A: If you can master playing console or
PC games you can master the tools it takes to make
computer games. In other words, take the same
dedication, perseverance, and passion that you apply to
figuring out and beating Zelda or Max Payne
and aim it at visual basic, C++, JAVA, HTML, 3DS Max,
Maya, Photoshop or an online map editor for games like
Quake. You too can be like Mike (or Steed in this
case). Most developers in this industry are self-taught
but you have occasional freaks with 2, 4 masters or even
(gasp) PhDs! Most of the time, however, the importance
of having a certificate and the ability to recite frat
stories with educated aplomb is reserved for the Suits.
I (like many peers) tried college and gave up because it
was too easy/boring/frustratingbecauseitwasreallyaboutsomethingotherthaneducation.
Q:
A few months ago GIGnews did a "book" issue
where we asked industry notables, such as yourself, for
book recommendations. Your Modeling A Character in
Max received far and away the most "click-throughs."
Other than having the name Paul Steed on the cover, what
makes your book unique?
A: My book is unique because I do this for a living
and wrote the book in between 60-hour work-weeks. It’s
practical knowledge. Most of my artist brethren just
don’t have the time or the desire to write a book on
what they do. Making art for games is taxing enough. Of
all the books I have on my shelf I’ve noticed the ones I
go through completely are the ones based on tutorials or
exercises. I used the same approach with my book. I have
difficulty getting into a book that just synopsizes
and/or regurgitates the tutorials and manuals that come
with 3DS Max. Those reference books are really well done
and get better with each version of Max. They’re just
intimidating because there’s so much information.
Everything I put into Modeling A Character In 3DS
Max was done with people like me in mind. The
format, the tabs on the side, the illustrations, the
subject matter, the corner flipbook animation…even the
cover was done with the artist or budding artist in
mind. I want people like me to buy it, people like you
to buy it for people like me, etc. Every year when I
give a talk at GDC I have someone or someone(s) come to
me and say they got a job because of my "Thinking
Outside The Box" column on Loonygames.com. I wrote the
book for those people and that’s what makes it unique.
It isn’t perfect but, hey, it was a learning experience
and if I could I’d change a couple things about it. I’ll
put what I’ve learned and use the feedback people have
given me into the next book (when I can find time to
write it!)
Q:
You’ve been in the business for a decade,
now. What significant changes have you seen during that
time, industry-wise, and what do you hope to see?
A: Okay. Keep in mind this is strictly an
artist/designer point of view. The first game I worked
on was called Strike Commander. I took an in
house, home-grown terrain/building editor created by a
programmer named Paul Isaac and made planes, tanks and
ships with it. I had a little over 100 triangles to make
each one of these Gauraud-shaded, partially-textured
objects that made everyone around me go ‘Oooh’ and ‘Ahhh’.
It was 1992. I was amazed at their initial response when
I made my first F-16! They were like giddy school girls
all crowded around my paltry 15" monitor! I kept
thinking, "This is crap! What are they so happy
about? At least I get to keep my job…" I just wanted
more to work with. Then I’d show them something.
Why couldn’t I use more triangles, dammit? Why did the
stupid program keep crashing? I look back now and it
occurs to me that SC was one of the earliest polygonal
games with cinematic cutscenes. I did everything on a
brand spanking new 486.33 and we were still shipping
Ultima VII (and SC) using 8 floppies. The
idea to use these new things called CD-ROMs was being
considered but the cost of goods was an issue.
I just put together an AMD 1.4ghz machine with a
Gforce3, 1 gig of RAM and a 60 gig hard drive that
didn’t cost as much as that 486.50 I got right after Strike
Commander was done. So the things for me that have
changed most in the industry is the hardware and the
importance of real-time graphics. Back when I was doing
low-poly art at Origin for sometimes three games
at a time I was considered more "lowly" than "low poly".
Everyone thought that it would be a fad. Hi-rez,
multiple-angle sprites were the future! All those 3DS
DOS studs at OSI when it was at the laser tag-scarred,
atrium jungle Wild Basin location off Capital of Texas
Highway would beam about their hi-rez, rendered
cinematics and were pretty skeptical about the future of
"low poly". Each year I watch the gap between rendered,
heavily post-processed, procedurally-textured art and
real-time game graphics shrink. Eventually, a lower
consumer price point and the strength of technology will
make the infinite possible and "low poly" really will
become an antiquated term. When that day comes, and
there’s no distinction between rendered and real-time,
artistry and story-telling ability will emerge as the
deciding factor much like the transition in the film
industry when guys like Hitchcock and Billy Wilder took
the public and shook them out of their simple amazement
with the technical feat of making movies. Games are
slowly going from technical coups to works of art. I
really like being a part of that evolution and my future
games will reflect that enjoyment.
Q:
In an industry with few "names", you’ve
managed to become one. Are there any up and coming "Paul
Steeds" out there nipping at your heels?
A: Oh yeah. When I find ‘em I convert ‘em over to my
side or I bag and drown them. Nah, I encourage all those
whelps to try and kick my ass. I just had a contest (I
still need to post the voting to get the final results
BTW) and there are a few guys in there that inspire the
hell out of me. To make it worse, they credit me with
helping them be that good through my TOTB articles! To
be fair, the only reason Steed is a name is because I
was at id Software for four years and had this massive
spotlight shining on me that I took full advantage of.
My work is decent, but there are many, many, many other
artists out there who are much better than I am, but
didn’t have the good fortune to have access to the fan
base the Quake community represents or work with
the Kevin Cloud, Adrian Carmack and John Carmack
triumvirate.
To any would-be challengers to the title I say,
"bring it on!" I will always encourage an up-and-coming
artist if he or she feels they need my help. By helping
them I help myself stay motivated.
Q:
Tell me more about what’s going on at Wild
Tangent and the "3D Over the Web" dream. You’ve got a
game coming out?
A: WildTangent is a web technology-based company out
of Redmond, Washington that was founded by Alex St. John
about 4 years ago. His and his tech team’s dream is to
bring 3D to the Internet and make WebDriver a household
name. I’ve been making dancing girl visualizers that
play to your favorite MP3 desktop player. These dancing
hotties have gotten more than 5,000,000 downloads
worldwide and the demand is growing steadily for more.
My main focus, however has been a game called Betty
Bad. This is a very sweet story about a girl and her
guns…very BIG guns. She makes new friends and grows
emotionally throughout the game to make you relate to
her character…NOT!
Betty Bad is a 3rd person action
game set in a sci-fi future where our buxom and badass
heroine runs rampant through tunnels, Tempest-style
happily destroying evil aliens bent on the decimation
and gluttonous consumption of humanity (starting with a
massive asteroid-mining space station). The game is
designed to showcase WildTangent’s technology as it is
applied to a character-based, somewhat story-driven
game. It’s my first attempt at driving a project using
our technology and employs many little design ideas I’ve
been itching to try for a while, now. The game is in
final beta testing now and will be available in about a
month through our online distribution partners. The demo
should be out sometime before that. Stay tuned for more
info, but meanwhile, here are some screenshots…
I think the timing in our industry is right for more
episodic, smaller games that are delivered over the web.
Betty is my first experiment in that direction.
Q:
Any new books in the works?
A: I’ve outlined a book about animating
characters but I have to get a lull in a very busy
schedule before I can get to it. I will hopefully write
it within a year or so.
Q:
If you could do anything in the world
besides work in the game industry, what would it be?
A: I’d be an English professor at my kids’ college
while moonlighting as a Playboy photographer.
Q:
Finally, who is the greatest recruiter in
the world?
A: I don’t know about recruiters, but the
greatest recruiting Goddess would have to be Melanie
Cambron. She rocks!
BIO
Melanie
Cambron is a recruiter for game industry leaders
such as EA, Sony, and Infogrames. Featured in
Game Design: Secrets of the Sages for her game
industry knowledge, she also wrote the foreword to the
successful book, Game Programming with Direct X 7.0
and its follow-up. Melanie speaks each semester at the
University of Texas at Austin and the University of
North Texas on the game development industry, and is
frequently interviewed by major media such as the Dallas
Morning News for her industry expertise. She also serves
as a consultant to the City of Austin's Interactive
Industry Development Committee. Learn more about the
"Game Recruiting Goddess" at
www.melaniecambron.com or contact her directly at
melanie@melaniecambron.com
Past
Interviews:
Interview With Marc
Saltzman (October 2001)
Interview With Rick Hall,
Senior Producer, Ultima Online (September 2001)
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