I have quite a few questions, so please forgive me!
They still hold up quite well today:
Paul Hughes released the game models and some other assets some time ago. I've looked through them, other people have rendered them with modern technology like above, and some people ported them to Freelancer, and in both still and moving form they hold up remarkably well - better, in my opinion, than the in-game models of the main Wing Commander series ships do.
What interests me the most about the ships is the textures; they're quite intricate and elaborate by the day's standards, but they're also handled differently than those Wing Commander ships: from Wing Commander III onward every ship had their own texture maps, whereas those in Privateer 2 shared their textures from one big pool, and had them color-indexed so that they could be reused for different factions. Were you involved with that aspect of the design?
How many of the ships were done in the high-poly, cinematic quality style? I'm quite curious about this, because not even Origin's own advertising used them - it was all in-game models. Only a few of them can be seen during the cinematic sequences (and the US box cover). If you hadn't posted those shots of the Tembler I would never have known that any of the pirate ships were done in greater detail, especially because that same U.S. box has the Tembler on the back, but the gameplay resolution version.
Nick Goldsworthy said in an interview that "When I came in, there was just a team of artists who had put together a flick and some game models." I'm guessing this was you guys?
How fleshed out was the game at that time? Privateer 2 had a famously twisting and winding development, but I know very little about it.
Could you tell us more about EOR? I know that it was an in-house Origin software and it was used on both Privateer and the 3D Wing Commander games, but little else.
And Paul Steed, RIP: I bought one of his books a while back but had no idea of the revolutionary he was. What was it like working with him?
Do you still keep in touch with Nick Elms, Phil (Meller?) and Jon Rashid (who isn't credited for the game?)
Going back a bit, I see the Reliant computer terminal and it looks quite similar to the CCN booth logo. Were you involved in those areas of design?
How much leeway did you have designing the environments for Privateer 2? Was it "here's a drawing, now make it 3D" or were you able to improvise it yourself? Artistically, what was the process? Did you build the textures by hand in Photoshop, and what source material and inspirations did you use - so much of the Tri-System is decidedly non-electrical!
[
EDIT: Just saw that you didn't do the textures, but I'm still interested in your insights about the creative process here]
(Hope this isn't too many questions!)
Seconded.