
by
Rowan "Sumaleth"
Crawford
hat
better way to kick off the new season of loonygames than with
a nice little story that may well prove, once and for all, that
our path through life is completely predetermined from the start,
and that free will is nothing more than an illusion! What am
I going on about? Well, I'm glad you asked.
Our
story begins a pair of months ago, back when serious brain energy
began to be expended in an effort to get a second season of
loonygames off the ground (faster, stronger, better!). Our esteemed
feature editor, RadPipe, enlisted the efforts of a young lad
by the name of Christopher Greenhaw, a young lad who had an
artistic style that seemed like it might be suitable for the
first feature article of the new season, Through
the Looking Glass.
Chris,
or as he's affectionately known by those who are...uh
affectionate,
Derelict, was, at the time, completely unaware of the path that
this image was about him on. But lets rewind a bit;
|
Hi Sung Lee as you've never seen her before (68k).
|
After
first securing a Major in fine arts at the University of Texas,
Derelict's first real taste of game creation came in the form
of Defusion, a popular Quake mod that saw players tossing
around an active bomb (being the one left holding it when the
fuse ran out was Not Good). Then, soon after Defusion came further
Quake mod work, albeit this time for a project that (due
to copyright issues) was never completed; Castle Wolf. One hit
and one miss to start things off, but it was all good experience
regardless.
His
first break into the larger world of commercial game projects
again came by way of his Defusion team friends. Some of the
old team had hooked up with Zero Gravity Entertainment, an Australian
development team, on the commercial Quake TC, X-Men:
The Ravages of Apocalypse, for which Derelict became the primary
texture artist. Meanwhile, he was also working on another commercial
Quake 2 TC, Vengeance, which saw him create some 700
map textures in just two and a half months. The great number
of textures and limited amount of time on these two projects
meant that originality may have been stunted, but as with the
previous projects, the experience proved to be invaluable.