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Yeah, WTF? Why should we allow such a site to place cookies? There is NO reason to place cookies for reading some article. Thanks but I prefer my human rights unviolated.
Good article. Nice to be able to read the magazine in its original format online. Too bad Psychonauts hasn't sold well, seems like the studio might go under after all that faithful effort.
Ummm, last I looked, internet cookies weren't covered under most human rights. Do you guys spend nights huddled under your covers, skeered of marketing spooks?
That was a really great article (read it in the mag today). Though I have checked out the texterity thing before, and I thought it was pretty cool... a nice repro of the mag, zoomable, readable.
Anyhow, man, all the crap they had to go through to make this game... crappy digs, dead crack fiends, rats, sewage influx, publisher crap, hell hours, 4 1/2 years.
Tim Schafer is a really funny guy though, probably fun to work with. Met him once at Lucas Arts a long time ago. Sounds like his team really came together. Best of times/worst of times and all that. And the game is really pretty.
Actually from the rumors I've heard and the underpinnings of that article, I think Tim Shafer sounds like a nightmare to work for. Direct disagreement lead to the entire level design staff leaving? I know that producer tried to put a pretty spin on it, but it basically sounded like he was a dick and tried to use the rest of the team as human etch-a-sketch's to bring his vision to life.
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Tim Shafer sounds like a nightmare to work for
[/ QUOTE ] Yeah, could be, though I'd guess anyone with that much responsibility and an unwillingness to delegate would become a difficult person to work with. I never worked with the guy so I couldn't say.
But it does sound like there were some serious communication problems going on. "...all but one of the level designers were let go." Reading between the lines it sounds more like they left on their own rather than being fired.
and suprisingly the game had someof the best level design i have seen in years.. except for the last level.. it was 3 pounds of ass in a 1 pound bag,
i imagine it would be a pain to work for,, just like if you watch any film documentrys with the great directors, they are all hard to work for because they demand things to be done their way, which is why their work turns out as art.
i imagine it would be a pain to work for,, just like if you watch any film documentrys with the great directors, they are all hard to work for because they demand things to be done their way, which is why their work turns out as art.
Replies
This is a restricted site. In order to access this magazine, you must enable cookies on your browser.
To Enable Cookies on Microsoft Internet Explorer 6.x:
* From the Tools menu, select Internet Options
* Click on the Privacy tab
* In the Web Sites section, click the Edit button
* Enter texterity.com into the allowed domains list, and set it to "Always allow"
* Click OK
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No
Ummm, last I looked, internet cookies weren't covered under most human rights. Do you guys spend nights huddled under your covers, skeered of marketing spooks?
/jzero
(ie, firefox, opera)
Calm down, people.
Do you guys spend nights huddled under your covers, skeered of marketing spooks?
/jzero
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HAHAHAHAHAHAH! It'd be less funny if I didn't actually get that mental picture everytime these guys post.
Anyhow, man, all the crap they had to go through to make this game... crappy digs, dead crack fiends, rats, sewage influx, publisher crap, hell hours, 4 1/2 years.
Tim Schafer is a really funny guy though, probably fun to work with. Met him once at Lucas Arts a long time ago. Sounds like his team really came together. Best of times/worst of times and all that. And the game is really pretty.
Tim Shafer sounds like a nightmare to work for
[/ QUOTE ] Yeah, could be, though I'd guess anyone with that much responsibility and an unwillingness to delegate would become a difficult person to work with. I never worked with the guy so I couldn't say.
But it does sound like there were some serious communication problems going on. "...all but one of the level designers were let go." Reading between the lines it sounds more like they left on their own rather than being fired.
i imagine it would be a pain to work for,, just like if you watch any film documentrys with the great directors, they are all hard to work for because they demand things to be done their way, which is why their work turns out as art.
i imagine it would be a pain to work for,, just like if you watch any film documentrys with the great directors, they are all hard to work for because they demand things to be done their way, which is why their work turns out as art.
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Yeah, or like total crapp.;)