![]() So far, it has been quite the learning experience working on the new GK. The history behind the series requires me to really study before making any move. Some fans know everything from how much a character weighed in the first title to their shoe size or mother's maiden name. This scares me. Gabriel is a 3D character now, and I have the task of animating him -- yikes! I finish working a 19-hour day (average) getting Gabe to quickly turn his head and look at a shadow creeping across the side of a building, only to have someone tell me "don't you remember Day Two in the last game when he pinched his neck while tying his shoes after talking with Mosely... he couldn't possibly turn his neck like that." I say again: this scares me. Actually, working on this game has been a lot of fun. I have been with this team for a couple of years now, and we're like family. (You know -- the "jimmy said a bad word - he hit me first - I'm telling" kinda family.) Nonetheless, everyone works really hard to produce the best product, and while we are at it, to have some serious fun. The programmers are constantly giving us great new tools to work with, which in turn allows us (the artists) ample opportunity to start all over. All kidding aside, the game is looking better every minute. The characters are starting to come alive on the screen, and the environment is outstanding. By the time this product reaches the shelves, I'm confident that the amount of fun that we are having making it will show.
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