[ about | the team | Rico Holmes ] |
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Additional Graphics
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Rico Holmes is your friendly neighbourhood graphics wiz. He's worked for Team17 since the days of the good old
Amiga. For Worms Armageddon, Rico created some Worm-tastic scenery for the game.
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Games today are rather different to the days when you could get your arse kicked playing 'Full Contact' with
a friend on the Amiga. Do you think things have changed for the better or for the worse?
I reckon it's a pretty odd situation really - there was something about earlier games that left a lot to the
imagination. It's for that reason there are so many of the oldies that really had an atmosphere when you were
playing them; your imagination filled in the gaps - more of the environment was hinted at than really defined.
Most of them are laughable by todays standards -agreed- but there's a lot to learn from the limitations we
worked with without the incredible engines we have available today
what really makes a good game?
I reckon the biggest mistake of so many developers today is to rely solely on the polygon-pushing power of the
modern cards and engines. People forget the atmosphere, the soul of the game, that's what it's about in my
books. Worms has bucket loads!
What makes this the best Worms game ever?
After test-stamping on nearly 1,000 real Worms we now truly understand what's so funny about it.
You're an artist capable of a wide range of styles, comparable to how a chameleon transforms its skin. How
do you do it? What are the tricks of the trade?
Well, the games-making business has changed so very much in the decade or so that I've been working here. It's
great! Keeps you on your toes, and constantly throwing you both new challenges and opportunities.
The need to adapt is refreshing; if I were still making sprites ten years later I'd surely be bored by now.
Often people seem daunted by the skills needed to work on games, but it's a developing process, and if you're
enjoying it enough you're bound to do well. I still think that enthusiasm is the key. I'd rather work with
someone that's enthusiastic as hell with little experience, than someone who's all the talent of decades but
jaded from boredom.
Making games is fun dude - it should always be that way!
You've been resident in Sweden for quite some time now. So what was it that prompted the move to
Sweden?
She was 16, brunette, stunning and ohhh...
It's important to stay abreast with technological advancements in the graphics field. What kind of set-up do
you have? And if you could have anything, what kit would you really want?
I work from home - by far the best way for me as I drift off into my little worlds. Stops people bursting the
bubble! Machine-wise I'm working with a couple of PC's networked; one with Win95 for the games-friendly
environment and one's NT based for the serious biz of making graphics. Apart from that I use a graphics tablet
(Wacom) and Photoshop for the 2D stuff and Lightwave for the 3D. The occasional plug-in here and there, but
those two progs are just about all I need. Scanner and printer for the usual arty reasons, and a CD Burner for
backup - that's about it really. (Ooh, I may get a digi-cam soon!)
What would I really want? A couple of 21-inch monitors and the fastest machine I could lay my hands on of
course. Courtney Cox wouldn't be a bad idea either.
Is the beer as good in Sweden as it is in England?
Well, they serve a decent pint of John Bull in the LORD NELSON, Karlshamn. (Plug! Free beer!) Just two minutes
away from this desk. Can't complain really. The Kilkenny's not bad either, about two quid a bottle and then
there's Bass, Calders, Guinness and a few more so your average brit can't complain. There's a couple of pretty
good Swedish beers, and of course a host of Danish - the price is almost comparable to England these days too.
Drinking in Sweden in general? They're learning.
And what about the women?
Hmmm. Please. Well, I have a girlfriend at the moment - and I'm living with two other girls, so life really
could be worse than this. (Courtney - there's still room!)
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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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