Up until discovering the GOTY edition of UT99 with that second disc full of mods, I'd always looked at game design as some fairy tale world out of reach of the mere mortals. It helped put me on the path to designing art for games. MM: The UT99 version of the mod was an awakening for me. MM: Blender, Photoshop, Substance Designer, Substance Painter, and Agisoft Photoscan. SC: What tools do you use to create your contributions? MM: Work, other video games and spending time with my girlfriend. SC: What do you do when you're not working on Chaos Another cool concept Metalfist suggested, was giving our vampire power up a set of wings to glide around the map, so I built and animated those and we should be seeing them added soon. It was featured in the Unreal Tournament 2004 version of Chaos and I've been updating the design while hopefully staying true to the weapon's roots. The ERDW is a high energy rail-gun capable of penetrating walls. There is a new version of the ERDW that I've started as well. I've also redesigned the Proxy Mine and we've recently settled on the final design. I've begun prototyping the animations for the Chaos Bastard Sword. Most recently I've improved on our Relic design based on a shift in our art direction. The majority of our art thus far has had my stamp on it in some way. There is a lot going on under the hood here and Warhead has been doing a phenomenal job coding all of our crazy ideas. That first public release will be a huge milestone so we are working hard to polish up our current feature list, which stands at eight relics and the grappling hook as well as a repulse attack for fending off close ranged attackers. IR17 contains most of the features we want to have for our first public alpha. In terms of where we are in an official sense, we just hit Internal release 17. MM: Chaos is a hard mod to "measure" as the scope of the mod is such that it could expand exponentially as we recruit more talent. In other words, we're getting things done. That's easier said than done for sure, but I couldn't ask for a better team. We've really ironed out a big chunk of what we need to do, now its just a matter of making it happen. Metal has been doing some really nice special effects and Rockdude is cranking out a map that really accentuates the unique nature of Chaos both in style and gameplay. Mike McCormick: Development is going great! We recently added Metalfist and Rockdude86 to our roster which is awesome. The UT99 version of the mod was an awakening for me. You can grab any or all of them over at the team's website, Chaotic Dreams. There is a version of Chaos available for almost every game in the UT series ChaosUT for the original UT, ChaosUT2 for UT2003 and ChaosUT2:Evolution for UT2004. Part 3 in our ChaosUT interview series is finally here, and this time we chat with Lead Artist Mike "thatscrawnykid" McCormick.
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