From Ken Horowitz. I think Rick mentioned his contacts with him.
These are the questions I'll answer for his book.
1. - How did you become involved in Jurassic Park? I wasn't
2. - How much did you prepare to create art for the
dinosaurs? Did you have to do any extra research? may tell what I know about other people working. Trips to Stan Winston studio that I didn't take for instance
3. - I've read that BlueSky strove to make the
animation as lifelike as possible, and that paleontologist Dr. Robert Bakker
dissected a chicken to discuss dinosaur anatomy. Is this true? Did it help you with your
animation? Never heard that
- Rick Schmitz told me that you created much of the concept
art for Vectorman. How did you become
involved? cattle call
4. - What did you use as your inspiration for the
characters and environments? art directors
5. - How much of your concept art made it into the
final game? none
6. - Were you involved in the sequel? yes. Used the Karl Robillard system for some mini game animation
7. - Why did you leave BlueSky? Sony hired me for a week
6 comments:
I e-mailed Ken back and forth quite a few times when he was writing a column about BlueSky's aborted Aladdin project. He was good to work with. It was fun to dredge up those old memories. Remember how we dressed up Mark Dobratz like Sam Neill/Dr. Alan Grant to do the animations?
"Why did you leave BlueSky?" Wow, there's a loaded question.
Why game companies escort you to the door when they lay you off.
Blue Sky exodus = Blue Jean Jacket Christmas bonus. Hard lesson in getting what you contract for.
Was it Christmas? May have just been a wrap party of some sort.
Screen grabs of a game you worked on.
Brings you back to the time.
Yeah, that was Mark Lorenzen's Jungle Level. Really beautiful. I did the Waterfall Level. Funny to think back on how formulaic all those games were.
The Fire/Volcano Level
The Sewer Pipe Level
The Ice Level
The Floating Platform Level
The Cave Level
The City Level
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