

Interviewed
by Ben and Aurora
Art Director of Oddworld: Munch's Oddysee
Q:
First off, could you introduce yourselves and what your
position is at Oddworld Inhabitants?
Greetings, I'm Rob Brown, Art Director
Interactive.
Q:
We have seen the excellent work with the Xbox hardware
with Munch's Oddysee, will this be improved in the future,
and if so, how drastically?
From
real-time's outlook, we are very excited and are looking
forward to improving content with the abilities of the
Xbox. I would hate to create any expectations so here
is my real answer. "We are very happy with the new
look and are still being surprised as to the Xbox's ability
to handle our ever growing demands." However, what
we yell at each other about new improvements in the studio
is a different story. "Holy sugar! Look at that..
How many polygons is it? Damn, that's crazy."
Q:
Where did the concept of Munch originate from, and how
has it evolved from the beginning states?
I
know that Munch's original story was always part of the
Oddworld quintology that Lorne Lanning, our President
and Creative Director, has been bouncing around in his
brain for many years. It would be difficult to chronicle
the evolution of Munch's story, as a great deal of it
was seasoned simply in Lorne's brain. I do know that he
wasn't happy with how the story changed over the course
of production and the challenges that arouse being on
different systems, problems with engineering and then
the further impact on game design, etc. All of these factors
changed the story quite a bit from its original intention.
Q:
If there were one thing you could have changed with the
final product of Munch's Oddysee, what would it be?
I
wanted more zooters and farkles. In case you didn't know,
a zooter and a farkle are the shiny twinkles that automotive
designers put on renderings as the very final stage of
the drawing. I guess it's a natural urge in most artists
to want more time for these types of things. I also wanted
more time, and with it I would have added dozens and dozens
of zooters and farkles.
Q:
What originally made you decide to switch from PS2 to
Xbox, and would you develop for the PS2 in the future?
Once
we compared apples to apples, it was crystal clear that
the Xbox offered far more than the PS2. It was that simple.
The future of what we'll develop on is not really my domain.
However, Oddworld's immediate future is dedicated to the
Xbox, which includes at least the next 3 titles. All of
our departments are happy to build a new game and engine
from scratch that is dedicated to the Xbox. I know that
if we told them we were going back to the PS2
there
would be a lot of grunts and groans (and that's before
production starts!)
Q:
How has the game play changed since it has first developed
on PS2? I originally heard the game was about Abe's mother,
is this true, and how did Munch play a role in that story?
Yes,
there was an early storyline that involved Abe's mother
that never made it to the final cut; but obviously made
it to the press ;). The design grows and contracts throughout
the development process and maybe it's a testament to
the power of Oddworld's story when people become attached
to a character during the early phases of development.
So, although it was disappointing to not have her in this
story, it was nice to see how much people cared about
meeting her.
Q:
Where do you see Oddworld Inhabitants ten years down the
road?
10
years? Hmm, that means Oddworld will be 17 years old
.
Wow, Oddworld will almost be a grownup by then. The ability
to drive, get tattoos (without consent), and voting will
all be right around the corner. I predict that real-time
art will replace all other known media!! Computer graphics,
TV, movies, the Internet, and even the all-popular operating
systems will all be done in real time
Wait, my view
of the future might be just slightly biased, and perhaps
a little unbalanced. Anyhow, Oddworld will be telling
about the journey for a long time to come. Whether everything
will be real-time remains to be seen.
Q:
What was your opinion on the Xbox launch foreign and domestic?
Having
never launched a game system, it's a little bold for me
to comment on how it was done. However, I think it's fair
to say that anyone who develops for any platform would
like to have an enormous installed base so there are more
opportunities for people to buy your game. With the latest
announcement of the price cut in Europe, that should definitely
stoke the fire.
Q:
When you are not working, what games do you play (any
system)?
I
love multiplayer gaming, especially over the Internet.
When I was in school we used to go to this espresso café
and just buy a cup of coffee and hang out with your friends.
Nowadays the 'café' has moved to the Internet and
the cup of coffee is your high-speed Internet access.
I currently enjoy Dark Age of Camelot, Quake 3- Urban
Terror, Jedi Knight 2, Progress Quest, Kung Fu Chess and
Co-op Halo.
Q:
Will you have anything to show at E3, if so, will it be
in playable or video form?
Ya
know, right now we're in "highly, super secret, classified,
upon punishment of losing all rights to everything important,
part of production" It's my guess that we won't have
anything but "highly, super secret, classified"
stuff at E3.