[ about | the team | Martin Randall ] |
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DX Interface Implementation/Installer
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Worms Armageddon was a team effort and pooled together many talents. Martin Randall was one of these people as
a member of the programming team. Just don't mention Star Trek to him (unless you have a few hours to
spare)...
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Martin, tell us about your contribution to Worms Armageddon.
Never heard of it. OK, only joking. I co-wrote the user-interface stuff for the front end of the game. I also
did all the installation software.
Was it a compicated task to achieve?
Complicated? At times it seemed insanely complicated but they were usually at about 2 am and at those kind of
times tying my own shoe laces seems insanely complicated. We had some interesting problems, but I think it was
generally simpler than Worms 2.
What did you do before you worked at Team17?
I've worked in a few games companies on different projects. The last project before Team17 was a point and
click adventure we were developing as an independent development company. Sadly, it got canned just before it
was finished.
What makes this the best Worms game ever?
More of everything. More weapons, more options, more game-types. It really is the ultimate in
Worms.
On a scale of 0 to 10, how would you rate your performance in a game of Worms?
Hmm... I'm no expert at the game but I reckon I'm not too bad. I'm upto Highly Distinctive in the
Deathmatch.
Would you say the games industry is changing for the better or for the worse?
Tricky one to answer. For the developer the old days were a lot simpler - when two guys in a back bedroom could
knock together a best-selling game in a few months such as Matthew 'Manic Miner' Smith. These days, that's just
not possible. Development costs thousands takes months and whole teams of people. Game projects are more like
making movies with detailed costing, scheduling and management required. Better for the players? Again it's not
obvious. The graphics and sounds are a whole lot fancier, but I would not say the games are better. At least in
the old days, lack of game-play could not be hidden by a 'state-of-the-art game engine'.
When you're not programming, what do you do in your spare time?
I do a lot of work through an organisation called Junior Chamber - which is an out-of-hours organisation geared
towards personal development - I sometimes think of it as my other life because its nothing to do with
computers or games. I've done parachute jumps, collected presents for children at Christmas and organised
dinners. I've set-up and hosted business lectures and at the moment I'm going all over the Yorkshire area to
various organisations with a training seminar I'm doing on Handwriting Analysis. I'm also putting together
seminars on Motivation and Personal Development Planning. If I'm not doing that then I'm an avid Star Trek fan
though I should point out that I don't own my own uniform and I've never considered putting Klingon on my CV as
a foreign language.
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[ about | the team ] |
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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.
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Producer |
[ Martyn Brown ]
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Assistant Producer |
Craig Jones
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Design |
John Eggett
Porl Dunstan
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Artists |
[ Jan Ruud ] Mission Graphics
[ Rico Holmes ] Additional Graphics
[ Paul Robinson ] Additional Graphics
Danny Cartwright
Tony Senghore
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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
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Sound and Music |
[ Bjorn Lynne ]
Matinee Studios
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Web Design |
Paul James
Guy Palmer
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Quality Assurance |
[ Paul Field ]
Kelvin Aston
[ Mark Baldwin ]
[ Grant Towell ]
[ Andy Aveyard ]
Brian Fitzpatrick
[ Paul Webb ]
[ Kevin Carthew ]
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Localisation |
Paul Sharp
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Original Concept |
[ Andy Davidson ]
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