When he's not singing, Howard Day is hard at work on the next preview of WC Pioneer. Clouds have been added to his planet prototypes, and an ice world has been added to the universe. The third image also shows off light maps to illustrate the effects of civilization on the dark side of a planet.
Pioneer's other artist, BradMick, heads off to Warrant Officer School tomorrow, so you might see a few less graphical updates over the next few months. Progress reports on the programming side are a bit harder to show off, but work on the project still continues.
AD noticed that while we've worked with Origin veteran Chris Todd before, we never shared his website with everyone. www.7crows.com is a neat little place about his personal experiences and professional accomplishments. There is also an anecdote from his time programming Wing Commander 3. His accomplishments on such a tremendous game are impressive for a recent college grad on his first commercial project. Mr. Todd also worked on Freelancer and is currently writing a novel.
WING COMMANDER III
Origin (1993)
My first job out of college was working as one of the main programmers on Wing Commander III, a title widely credited with being the first "interactive movie" due to its extensive use of non-linear, live action cut scenes filmed by a professional crew in Hollywood. My job was to design a system that could integrate hours of movie footage with a 3D spaceflight engine and the user's input to create the illusion of a coherent story. The result was Scheherazade, a completely flexible multimedia scripting system. It was a hell of an introduction to the gaming industry -- like being handed a rifle and told that you're landing at Normandy -- but an achievment of which I'm still proud. WC3 was translated into several languages, ported to a number of other platforms, and went on to become one of the best-selling computer games of all time.
I graduated with a degree in computer science about the time I decided I'd like to do something different. But somehow something different led to programming computer games, and then starting a computer game company. I founded my company with a good friend and spent two years of my life on it, not all of it easy, but in the end I gained more than I lost in the form of many friends, old and new, who have become extremely important in my life. About the time the company went under, I decided to really do something different and I knew that meant becoming a writer -- and eventually a screenwriter.
Today I make things up and sometimes get paid for it. Not a bad way to make a living.
All of the previous could have been made up. But it's not. Really. You can trust me.
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