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Richard Smith
Lisez-moi

What could be improved for you?

Definitely the logic of the menu access for some features, and integrating some of the more essential plug-ins would help. Plus more up-to-date certification for workstation graphic cards and drivers would be good too.

What spec machine(s) are you using it on at the moment?

I use a P4-2.4 GHz, 1GB, Quadro4-based rig which is more than ample for my real-time models, along with a load of older machines for testing.

Are there any plug-ins you wouldn't be without?

Shockwave3D exporter :)

Do you have a favourite 3rd party plug-in?

To be honest I don't use any for my current line of work.

In your opinion: Integrated or Separated?

I definitely like the separate Modeler. For a start it keeps the menus cleaner for each role and you can swap with a simple Alt/Tab - hardly an effort. Combining them would be like having the set building crew, the actor's costume dressing, and the make-up team, all happening on a working film set!

Do you play a lot of games yourself?

I'm either making them or playing them! I must have played a worrying number of games on the C64 and Amiga.

What's your favourite?

Now it would be the wickedly amoral GTAIII or Vice City, on the Commodore C64 it was WizBall, on the Nintendo64 it was Mario64/Sunshine (ignore the sickly cute exterior to reveal ultimate gameplay mechanics), Ratchet & Clank 1+2 (great humour) and Golden Eye (far better than the latest bond games).

What are the steps involved in going from concept to working game - from sketch to full game on Shockwave.com?

1. Brainstorm unintelligible scribbles into my latest idea book.
2. Suggest a big range of ideas for the client to choose from.
3. Client wants ALL the ideas with no extra time. Panic...
4. Create the real time models and weight maps, counting every polygon.
5. Create the Photoshop textures and bone any characters.
6. Export the w3D file.
7. Code the game in Director.
8. Add SoundFX.
9. Add music, menus and score submission.
10. Publish to Shockwave web format.

What was the Ericsson game you won a Clio for?

Ericsson T20 promotional webgame 2D shockwave, (not a mobile phone game in case you were wondering). It had a dizzy teeny girl rushing around a house collecting items her friends had left behind, then finding the night club and handing them out. Avoiding the mad land lady and crazed flatmate pets was the best bit. I did about 10 different voices for the project. I think humour can really make a difference to how people warm to the game.

Richard Smith  
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