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Articoli/n°39
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CMI raccontato da Jonathan Ackley
In
August, 1995 Larry Ahern and I locked a troop of monkeys in a room full of
typewriters. "Who better than monkeys," we thought, "to design the next
installment of LucasArts popular Monkey Island series?" Three
months later we removed the completed manuscript and determined that it
was not only completely unusable but it was also more than a bit
unsanitary. Dejected, Larry and I decided that we would have to design the
darn thing ourselves. We worked on it from December of 1995 until late
February of 1996. In March, I joined up with our crack team of programmers
Chuck Jordan, Chris Purvis, Livia Mackin and Aric Wilmunder and we began
to build the game itself.
We then turned
our attention to the art production. The first step to improving the
graphics quality was to upgrade our game engine up to support
high-resolution graphics (640x480), a huge improvement over the
rectangular pixels of 320x200. When Monkey’s lead background artist
Bill Tiller, who had done such a phenomenal job doing low-res backgrounds
on The Dig, showed us what he could do at a higher resolution we
were all completely blown away.
Our animation
technology improved as well. Until recently, adventure game characters had
to be drawn on the computer instead of paper. This technical limitation
tended to make the characters blockier, smaller and less expressive than
comparable animations you might see in an animated film. We wanted to give
our animators, led by Marc Overney, the tools to do film quality work. So
we worked with our ink-and-paint lead, Kim Balestreri, to develop a method
of getting hand-drawn, fully anti-aliased animations into the game while
still maintaining the level of interactivity found in previous LucasArts
adventure games.
People always ask
us what it’s like to work at a place like LucasArts, on a project like
The Curse of Monkey Island. They’re always surprised to find out that
it’s just a job like anyone else’s. Like most people, we roller-blade to
work then stop by the sound department for a quick game of indoor hockey
and some NERF weapon target practice.
Then it’s right
to work, answering the same important questions you would associate with
any other job. Dreary questions like; "Does the giant, man-eating
crocodile need more teeth?", "Should the alien fire lasers, or
friction-liquefied metal projectiles?" or "I wonder if I could break into
the North American Defense command with just my web browser?"
Parts of my days
are spent bug fixing...err. I’m sorry...I’ve just been reminded that we
don’t have bugs. We have undocumented features.
Parts of my days
are spent undocumented feature-fixing. It usually begins with a phone call
from someone in the Quality Assurance department. The call goes something
like this:
"We’ve found a
new bug."
"LYING PIG! I’LL
TEAR OUT YOUR HEART!"
"No, really. It’s
in the love scene."
"Ah, yes. The
love scene. So tender. So romantic. What seems to be the bug?"
"On slower
machines, Elaine transforms into a troll and gnaws off Guybrush’s head."
"...my life is
over..."
"What’s that?"
"Um...Let’s just
mention it in the readme."
Of course, I do
other tawdry tasks during the day. I peruse the art, listen to the voice
actors telling their jokes, and recline in my chair while enjoying the
music Michael Land has written for the game. I know, I know. It’s a tough
job, but...
Jonhatan Ackley
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