| Date: April
21st, 2000
Today we've sat down with Red Storm Game Designer Christian Allen:
GameGossip:
First off, thank you Mr. Allen for accepting this interview. Could
you clarify to our readers your current position at Red Storm?
Can you break out what that means your day to day activities
are?
Christian Allen: My position at Red Storm Entertainment is Assistant
Game Designer. My focus is mainly on mission scripting, as well as working
with a Lead Designer on general Design tasks relating to almost every
aspect of a game. Documentation is another large part of my life as a
Designer. We work very hard to create clear and concise documentation
to help the rest of the team. An average day for me breaks down into
mission scripting, documentation, discussions with team members about
projects, and of course playing games.
GG: Prior to working at Red Storm, you were part of a well known
Mod, can you let our readers in on what NATO was all about?
CA: The NATO series of Mods for Rainbow Six and Rogue Spear is one
of the most well known Mods for those games. After producing several
of
my own Mods, I was lucky to be invited to participate on the 3.5
version of the Mod for Rogue Spear: Urban Operations - updating
and adding
to a large body of work created by a prolific group, the Alliance
of Rainbow
Six Mod Makers (ARMM). NATO concentrated on expanding the already
impressive arsenal of Rainbow, and catered to the most hard-core
Rainbow fans.
Of all of the 25+ Mods that I had the pleasure of working on, NATO
was one
of the most enjoyable to work on.
GG: What was your reaction when you were approached about the job?
CA: The most prominent feeling I remember was disbelief that I had
finally gotten the call. I had been pursuing a position in the
industry, and
specifically, at Red Storm Entertainment, for almost two years.
When the phone rang and the caller ID said Red Storm Ent., I initially
thought someone was playing a prank on me. After coming in and
meeting
the
folks here at RSE, I knew that this was the place for me. Friendly
people,
a great work environment, and an awesome collection of talent
make for a cool place to come in to work everyday.
GG: How much different is being a mission designer then how you
envisioned?
CA: It is actually quite different than I imagined. I guess
I had leftover visions of the 90's web startups, with everyone
sitting
on beanbags
and riding around on scooters. While the attitude is laid back,
this industry
is full of dedicated people who are passionate about making
great
games.
What really impressed me at first is the level of professionalism and
planning that goes into mission design. I think that most gamers would
be surprised with how much effort really goes into defining the pacing,
difficulty, and overall feeling of each mission they play. Still, every
once and a while, I will find myself sitting at my desk, feeling amazed
that someone is paying me contribute to some of the coolest games around.
GG: How much different is working in a professional team
setting then in a Mod crew environment?
CA: It is quite different. Aside from the differences in volume of
work, as a Modder you are working to expand and change an existing
game, trying
to push boundaries and put your own personal touch on a project. There
is a framework of a stable and tested game that you can work from.
When you are developing a new game, you are starting the process from
the
ground up. While this means you have a lot more creative input, it
also means a lot more groundwork. I had the pleasure
of working with a lot of great people when I was a Modder. However,
I also had
a lot of projects fall through because "real
life" got in the way. When game development is "real life," you
don't run into that problem. You know that you can depend on the talented
people you work with everyday to come through with awesome work to make
the best game possible.
GG: What personal skills have you found to be most important
now that you are part of the industry?
CA: I feel that communication and flexibility are the most important
skills at my job. You might have the best ideas in the world, but if
you cannot communicate effectively with other developers, then your
input won't get heard. Being flexible means being ready to work on
a variety
of tasks and being prepared to learn new skills as the need arises.
GG: What has been the biggest perk of working in the industry
thus far?
CA: Getting to go to work every day in a job that I love and working
on the games that I love to play! I am extremely lucky to be working
at a company that developed some of my favorite games, and now I
get to be in on the ground floor. That, and free Pizza every once
and a
while.
GG: What was your educational background?
CA: My biggest educational experience was the United States Marine
Corps, where I spent four years and became a Non-Commissioned Officer
in the
Military Police. Later, I did attend some college, studying Game
Art and Design. I am returning to school again, part time, in order
to
finish up my BA.
GG: There are
hundreds of young Mod groups populating popular game title communities.
What do you recommend to them so
that they might
be noticed
by a developer?
CA: Persistence is the key. It is a rare occurrence that any
one single Mod project will get you "noticed," however, a large portfolio
of high quality work that demonstrate your skills is what will help you
land that first interview. Make sure that you release quality, tested
work that showcases your talents and abilities. Also, become involved
in the community you are Modding for, and remember that once you release
a project to the public, you should support it as best you can. Modding isn't the "one" thing
that will get you into the industry. You also need to have a strong
work ethic, dedication, and talent. Modding
is an excellent way to showcase those skills, but you need to make sure
and continue to develop a well-rounded portfolio.
GG: What tools should an industry hopeful be learning to find a position
like yours?
CA: Technical writing is very important, and it is a good idea to have
at least a basic knowledge in the major types of modeling and graphics
programs. While my particular job does not require any particular programs
besides Red Storm's proprietary scripting tools, it is very important
to be familiar with the general tools, technology, and platforms that
are used in the industry.
GG: What level of influence does a community have on the development
staff? Do you find members of the team discussing popular subjects that
the community is bringing to light?
CA: We pay a lot of attention to feedback from the community and the
fans. Having been part of that community in the very near past, I personally
spend a lot of time reading the forums and keeping up with the discussions
on various forums and message boards. We often discuss the very same
issues that are brought up in the community.
GG: Are the development tools you are using being shaped at all by feedback
from Mod groups? Are they being designed with versatility for those same
Mod groups in mind?
CA: We are always working to make our tools easier to use. The changes
we implement to make our daily work easier will translate directly into
versatility for Mod groups. We also spend a lot of time documenting our
tools, so that the community can make use of them, as illustrated by
the comprehensive Igor guide that Matthias Dohmen put together for Ghost
Recon Modders.
GG: How much planning is involved in making a successful mission? What
do you feel separates a good level from a bad one?
CA: A successful mission combines the elements of pacing, suspense, and
action together into a fun package that is both challenging and rewarding.
Hours of planning and discussion go into each mission, and more work
goes into playtesting.
GG: To bring a more realistic setting to your missions what are you doing
for research on a project?
CA: I spend a lot of time reading up on military tactics and operations,
as well as studying different conflicts around the world. I also work
closely with the Lead Designers and our Character Artists keeping current
on the most realistic weapons and gear in the military and special operations
world.
GG: Aside from your busy work schedule what games are you finding time
to play?
CA: Recently I've been online a lot, playing Raven Shield, Ghost Recon
and Rogue Spear; you will see haunting the game lobbies as "Serellan." Offline,
I have been enjoying GTA3: Vice City, and when I have time, some Empire
Earth for my RTS fix.
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