[ about | the team | Phil Carlisle ] |
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Network & Additional Programming
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Phil Carlisle, or 'Filthy Phil' he gets called sometimes and we won't go into that... Without Phil, the world would be a peaceful place. For a start you wouldn't be able to play a game of Worms over the net if it wasn't for Phil, so there'd be a lot less casualties that's for sure.
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Phil, tell us a bit about your background. What did you do before you came to work for Team17?
Directly before I came here, I was writing/testing/supporting network software at another company, before that
I'd done various things, worked freelance for a few games companies, done a degree etc.
WormNET has allowed thousands of Worms fans to battle it out across the globe, how does it feel to be
responsible for this 'blood bath'?
It feels great to get the product out, after a lot of hard work and long hours, finally to get to see people
using the system in anger was great. It also gives you a push to improve and learn for the next product. We
have had some initial problems with WormNET for some people, but these things will be worked out and
patched.
Do you have any advice for people wanting to get into your line of work?
Programming isn't a short term thing, if you look at a typical schedule for game development, you are looking
at perhaps two years normally, that's two years of hard work, and normally you only really see the product
starting to come together in the last few months, I'd say that if you think you can keep yourself motivated for
that amount of time, then give it a shot, learn all you can about programming, the platform you are
programming, graphics, sound, comms etc. Developers are looking for motivation, hard work, and commitment (as
well as ability).
Is the games industry as glamorous as it's made out to be?
Not unless youre a producer! For programmers there is NO glamour at all...
Do you think multi-player games are the future?
I think that multi-player games are more fun than single player, but in the end, they are just games. It doesnt
matter whether its multi-player or not, if it's good, it's good. However there is STILL a good amount of
opportunity out there for large scale multi-player games to be developed, a game on a worldwide scale isn't
that far off (in my opinion), it's just hard to think who would be able to carry something like that
off.
What makes this the best Worms game ever?
I think it's the humour, we tried to inject a lot of humour into the game (and seem to get some criticism for
certain parts of that), that and the quality of graphics and everything else I think is better than previous
Worms games. I really think we've produced the Worms game to end it all... for now.
What do you eat for breakfast?
Breakfast? Ooooh, that thing that happens before 12... Actually, I usually have a cup of tea for brekkers
(usually I am so late I need to get in to work).
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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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