[ welcome ]
 
 [ the game ]
 
 [ platforms ]
 
 [ requirements ]
 
 [ controls ]
 
 [ press ]
 
 [ other games ]
 
:: the team ::
 

 

 
>> about | the team

update WA for Win2k/XP
patch WA to v3.0
buy WA full game

[ about | the team | Kevin Carthew ]

 
Quality Assurance
 
Kevin Carthew, another dedicated member of the Playtest Department at Team17 with the serious task of making s sure the end product is as perfect as can be.
 
What did you make of testing Worms Armageddon?
Having not worked on the previous Worms games it could certainly be marked up as an experience, getting my ass really badly kicked in network games etc. But the Worms games are all about fun, and for the most part it was. It's got to be a good thing if you can walk away after having played it constantly over the past god-knows-how-many months and still think 'It's a pretty cool game!'.
 
What makes this the best Worms game ever?
I really love the Single Player side this time around. You really have to think about things, its not just about how good you are at Worms, the designers got some really good puzzles in there - you really have to know your moves to get through them and stuff you can learn from the missions will help you a lot in Multiplayer games.
 
What has been your favourite game to test?
So far it's Addiction Pinball on the PlayStation (out soon!) - but only really because I worked on it a bit more than the other testers, Worms has been the most fun to play so far. If you asked me the same question in a few months time you'd have a different answer, I'm really looking forward to some future titles we have in development.
 
Do you have any tips you can share?
The best advice I can give is not to make enemies - honestly, if there are more than two teams playing and someone has a grudge against you, you don't stand a chance! Getting turned on is bad news.
 
The gaming industry is all about change. What are your thoughts on recent developments?
We're moving onto 128-bit generation consoles, Sony dominated the 32-bit market and Sega have made quite a few right moves (and a few wrong ones) with the Dreamcast - I think it'll be very interesting to see what Sony have to offer when their next console comes about - given that Sega got theirs on the market before Sony (the Dreamcast is a nice machine). I'm also a big fan of the current hand-held scene, when the Gameboy 'Color' was released nobody expected it to have any real competition - but both SNK's Neo-Geo Pocket Colour and Bandai's Wonder Swan are looking pretty cool.
 
Do you have any ambitions in life?
I suppose everyone in the games industry wants their own game - I'd love to work a bit more closer to design.
 
Is this 'the end as we know it'?
I really hope not!
 

 
[ about | the team ]
Since the release of the original Worms, the game has grown and the number of people who've contributed to the game has also grown. As with all Team17 games, Worms Armageddon was a team effort. We've managed to track down some of the team to ask them what makes this the best Worms game ever. Just click their names to read their interviews.
 
Producer [ Martyn Brown ]
 
Assistant Producer Craig Jones
 
Design John Eggett
Porl Dunstan
 
Artists [ Jan Ruud ]
Mission Graphics
[ Rico Holmes ]
Additional Graphics
[ Paul Robinson ]
Additional Graphics
 
Danny Cartwright
Tony Senghore
 
Programmers [ Colin Surridge ]
Menu System
[ Phil Carlisle ]
Network & Additional Programming
[ Rob Hill ]
DX Interface Implementation/Code Support
[ Martin Randall ]
DX Interface Implementation/Installer
 
Karl Morton
 
Sound and Music [ Bjorn Lynne ]
Matinee Studios
 
Web Design Paul James
Guy Palmer
 
Quality Assurance [ Paul Field ]
Kelvin Aston
[ Mark Baldwin ]
[ Grant Towell ]
[ Andy Aveyard ]
Brian Fitzpatrick
[ Paul Webb ]
[ Kevin Carthew ]
 
Localisation Paul Sharp
 
Original Concept [ Andy Davidson ]
 

 
 
 
[ top ]
 
© 1999-2024 Team17 Software Limited
 
[ contact us ]
[ terms & privacy ]