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                      <p><b><font face="Arial, Helvetica, sans-serif" color="#0000FF"><i><font color="#904C10" size="3">Not 

                        Just a Passing Wind</font></i></font></b><br>
                      
                      <div align="right"> <font face="Arial, Helvetica, sans-serif" size="-1">By 
                        <a href="mailto:radpipe@loonygames.com">Russell &quot;RadPipe&quot; 
                        Lauzon </a></font></div>
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                  <td width="45%" align="right" valign="top"> 
                    <h5 align="right"><b><font face="Arial, Helvetica, sans-serif" color="#00025E">Vol. 
                      2, Issue 13<br>
                      February 22, 2000</font></b></h5>
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              <p><font face="Arial, Helvetica, sans-serif" color="#00025E"><loonystart> 
                </font></p>
              <p>&nbsp;</p>
              <div align="LEFT">
                <p align="left"><b><font face="Arial, Helvetica, sans-serif">Let's 
                  move on to a couple of things I came across on the web. Jeff, 
                  you took a screenwriting course?</font></b></p>
              </div>
              <p align="left"> </p>
              <p align="left"><font face="Arial, Helvetica, sans-serif"><b>Mills: 
                </b> I studied film at Texas Christian University. </font></p>
              <p align="left"> </p>
              <p align="left"><font face="Arial, Helvetica, sans-serif"><b>Were 
                you planning to get into screenwriting eventually?</b> </font></p>
              <p align="left"> </p>
              <p align="left"><font face="Arial, Helvetica, sans-serif"><b>Mills:</b> 
                Film. Somehow into film. That was my intention. </font></p>
              <p align="left"> </p>
              <p align="left"><font face="Arial, Helvetica, sans-serif"><b>Obviously 
                it helps when you're writing the script for your games, like Nocturne 
                or Blair Witch, but what are some of the other ways it helps you 
                during the design process?</b> </font></p>
              <p align="left"> </p>
              <table border="0" align="right" bgcolor="#D7B582" width="92" cellpadding="0" cellspacing="0">
                <tr> 
                  <td height="43"> 
                    <div align="center"><font face="Arial, Helvetica, sans-serif"><a href="http:/home/loonygames/loony.timedoctor.org/content/cgi/image.pl?image=/content/2.13/feat/images/construct.jpg&amp;w=490&amp;h=822&amp;back=/content/2.13/feat/index3.php&amp;name=Not Just a Passing Wind"><img src="images/construct_sml.jpg" width="94" height="158" border="0" alt="click to enlarge!"></a></font></div>
                  </td>
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                  <td height="18"> 
                    <p align="center"> <i><font face="Arial, Helvetica, sans-serif" size="1" color="#000253"> 
                      <ignoreme>Your guess is as good as mine (92k).</ignoreme></font></i></p>
                  </td>
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              </table>
              <p align="left"><font face="Arial, Helvetica, sans-serif"><b>Mills: 
                </b> Nocturne and consequently Blair Witch, are such cinematic 
                games that having a background in film helped a lot. To establish 
                scenes, with not only the story itself but also how the cameras 
                are set up, which is another aspect that I took initial control 
                over, and we actually brought in a professional cinematographer, 
                from here in Dallas, and he helped put our final cameras in. He's 
                like our director of photography. </font></p>
              <p align="left"> </p>
              <p align="left"><font face="Arial, Helvetica, sans-serif"><b>So 
                it also helps you with the direction &#8211;</b></font></p>
              <p align="left"> </p>
              <p align="left"><font face="Arial, Helvetica, sans-serif"><b>Smith:</b> 
                With the visual presentation. You have a better idea ahead of 
                time going in &#8211; </font></p>
              <p align="left"> </p>
              <p align="left"><font face="Arial, Helvetica, sans-serif"><b>Mills: 
                </b> For what it should look like at the end. It helps us get 
                started. </font></p>
              <p align="left"> </p>
              <p align="left"><font face="Arial, Helvetica, sans-serif"><b>Smith:</b> 
                It's so much better where you want to be at Step X, when you're 
                on Step A, then being right in the middle of it all and saying, 
                &#8220;Oh so this is how it's going to look! </font></p>
              <p align="left"> </p>
              <p align="left"><font face="Arial, Helvetica, sans-serif"><b>Mills:</b> 
                Yeah we've been very fortunate to be able to build Blair Witch 
                from the beginning. That's the best spot to come in at, at the 
                very beginning. Usually I come in at the middle of the project 
                and have to save it from destruction. </font></p>
              <p align="left"> </p>
              <p align="left"><font face="Arial, Helvetica, sans-serif"><b>Can 
                you talk about that for a second? I read somewhere that for the 
                Blair Witch, you designed the whole thing from start to finish 
                before you actually started development on the game. Can you talk 
                about that and how it's helped in the process?</b> </font></p>
              <p align="left"> </p>
              <p align="left"><font face="Arial, Helvetica, sans-serif"><b>Mills: 
                </b> Normally game development, at least the games I've worked 
                on: somebody comes up with the idea for a game and they say, &#8220;Cool&#8221; 
                and they give him some artists and some programmers but they have 
                no idea what the final project will be or even how they're going 
                to achieve their goals. For Blair Witch I went in and I wrote 
                the schedule, figured out how much time it should take to create 
                the assets, came up with a list of assets, and I came up with 
                a story, and all of that tied together during the design process 
                where we have to figure out, ok, how much of a story can I tell? 
                How many sets do I need to tell the story? How much time do I 
                have to build those sets. It rolls around on itself for a month 
                or two until we have the total layout from start to finish. So 
                we know what everything in the game is going to be, and we know 
                what the art assets we will need and what engineering has to give 
                you to achieve it. </font></p>
              <p align="left"> </p>
              <p align="left"><font face="Arial, Helvetica, sans-serif"><b>So 
                you're all working from the same point right from the beginning.</b> 
                </font></p>
              <p align="left"> </p>
              <p align="left"><font face="Arial, Helvetica, sans-serif"><b>Mills: 
                </b>Yeah so we don't have to redo anything. We don't suddenly 
                realize, &#8220;Oh wait a second, we can't have that many polygons 
                on the Dreamcast&#8221; so we have to start over from scratch. 
                </font></p>
              <p align="left"> </p>
              <p align="left"><font face="Arial, Helvetica, sans-serif"><b>Right.</b></font></p>
              <p align="left"> </p>
              <table border="0" align="right" bgcolor="#D7B582" width="92" cellpadding="0" cellspacing="0">
                <tr> 
                  <td height="43"> 
                    <div align="center"><font face="Arial, Helvetica, sans-serif"><a href="http:/home/loonygames/loony.timedoctor.org/content/cgi/image.pl?image=/content/2.13/feat/images/asgaya.jpg&amp;w=543&amp;h=808&amp;back=/content/2.13/feat/index3.php&amp;name=Not Just a Passing Wind"><img src="images/asgaya_sml.jpg" width="88" height="131" border="0" alt="click to enlarge!"></a></font></div>
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                  <td height="18"> 
                    <p align="center"> <i><font face="Arial, Helvetica, sans-serif" size="1" color="#000253"> 
                      <ignoreme>Ditto (105k).</ignoreme></font></i></p>
                  </td>
                </tr>
              </table>
              <p align="left"><font face="Arial, Helvetica, sans-serif"><b>Mills:</b> 
                We're not building Blair Witch for Dreamcast. </font></p>
              <p align="left"> </p>
              <p align="left"><font face="Arial, Helvetica, sans-serif"><b>I was 
                going to say!</b></font></p>
              <p align="left"> </p>
              <p align="left"><font face="Arial, Helvetica, sans-serif"><b>Mills:</b> 
                We're hoping to get more into consoles. </font></p>
              <p align="left"> </p>
              <p align="left"><font face="Arial, Helvetica, sans-serif"><b>Smith:</b> 
                And Jeff was talking about it, we develop technology here. Like 
                Mark Randel made the Nocturne engine, he made the Photex engine, 
                and with Dreamcast and Playstation 2 and Dolphin coming out, trying 
                to figure out how our code would port over to that platform. We're 
                always working on trying to find what's best, because Mark is 
                such a hardcore console gamer, I think that he would love to see 
                Nocturne or one of our stories like that taken to a console. </font></p>
              <p>&nbsp;</p>
              <p align="left"></p>
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<p><i><font face="Arial, Helvetica, sans-serif" size="-2">Credits: Illustration 
  &copy; 2000 Rowan Crawford. This interview is &copy; 2000 Russell &quot;RadPipe&quot; 
  Lauzon, Jeff Smith, and Jeff Mills. All other content is &copy; 2000 loonyboi 
  productions. Unauthorized reproduction is prohibited. So don't do it, or we'll 
  scare the bejesus out of you.</font></i></p>
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