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20.June.02, Interview
  DAVE INSCORE

Former Firaxian, Co-founder and Vise President of Graphics of Big Huge Games and Art Director on Rise of Nations, Dave Inscore talks to us about the mysterious ways of those "developers" creatures....

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Apolyton: Being one of the two remaining BHG founders to be interviewed on our site, please introduce us to yourself and to your work on BHG and RoN.
Dave Inscore: As the VP of Graphics, I'm the "art guy", responsible for the look and feel of all things art in the game, as well as the care and feeding of Big Huge's extremely talented art department. I also care and feed the fish in the Big Huge fish tank. I've known the other founders from back in 1995 when I started in the industry as an intern with MicroProse. I joined Brian, Jason, and Tim at Firaxis for several years, and then formed Big Huge with those guys in March of 2000. Although my work on RoN includes general art direction, I try to spend as much time as possible working on in-game art--that's what I really enjoy doing, and I'm fortunate to work with a group of people who are very self-motivated and able to work independently. At the moment, I'm plowing through game interface work with fellow artist Brian Busatti and intern Dan Halka.

Apolyton: You have followed the same route with several other people: Microprose - Firaxis - BHG. Do gaming developers move together in groups or something? :)
Dave Inscore: We tend to remain in small, close-knit groups, very similar to the isolated island leper colony in the film, Papillon. When any outsider arrives we ask them to kiss a wart on the playtest intern's finger before they're accepted into our group. It's standard operating procedure.

Apolyton: You have done worked on all kinds of games: fantasy (Magic: The Gathering) science fiction (Alpha Centauri) and historical (Gettysburg). Which was more difficult?
Dave Inscore: The most difficult would have to be Alpha Centauri. At the time, I'd played few turn-based games and found myself, along with fellow BHG'er Jason Coleman, tasked with re-working the entire interface paradigm in the last 4 months of the project. As I'm sure the readers of Apolyton are aware, the amount of information that needs to be displayed in a turn-based game dwarfs nearly all other game genres. It was quite a challenge but I'm very proud of the end product.

Apolyton: And which was more fun?
Dave Inscore: Easy question... Rise of Nations. I've been hooked on real-time strategy games since the very first Command and Conquer. It is an absolute joy to work on a game that captures the fast-paced elements of the RTS genre while mixing in the thoughtful depth and complexity of the turn based world (...I doubt you'll believe me when I say that response was NOT taken from a marketing memo ;-)

Apolyton: Which are the graphical challenges for Rise of Nations?
Dave Inscore: Once you calculate all of the historical units, with their various racial and ethnic variations, RoN should have upwards of 450 distinct units. As our unit lead, Bill Podurgiel can attest, this has been the biggest graphical challenge so far, but one the BHG art department is very proud of.

Apolyton: RoN has been "accused" of looking too much like AOE. Is that something that cant be avoided or was it done in purpose? Or just not true?
Dave Inscore: Seeing our all new 3D game engine in action tends to dispel notions of being overly similar. Screenshots do not do the graphics or the engine justice. Watching a group of MLRS's lay siege to a city, fighter planes engaged in a dogfight, Bombers dropping their payload over a metropolis, flame throwers lighting up an enemy factory, and machine gun groups emptying round after round go a long way towards differentiating the two titles. And by the way, if you get the chance to drop a nuke on a pesky neighbor you should be thoroughly satisfied by the resulting fireworks. Of course, Age and RoN are both historical real-time strategy games, so there's going to be some overlap just in terms of subject matter.

Apolyton: So far we only have seen in-game shots. Will we see some smac-style cool artwork in RoN?
Dave Inscore: Keep an eye out on our website www.riseofnations.com. In the coming months we'll be releasing more concept sketches, storyboards, and cinematic shots from our opening movie. We're also putting together a much more comprehensive fansite kit that should contain even more of the above.

Apolyton: Are you doing any research in order for the appearance of the units, buildings, etc to be historically accurate?
Dave Inscore: Ted Terranova, our building lead and owner of the coolest name at Big Huge, uses his architectural degree from Carnegie Mellon University along with his keen artistic eye to establish the look and feel for our buildings. Before unleashing the team on a particular building set, Ted will scour the net as well as Amazon.com for books and various other source material. He'll then compose a style sheet of 15 to 20 images that will act as the roadmap for the other building artists. This ensures that the entire building team is on the same page with regards to style and design. We've found it to be so successful that the unit team now works in much the same way.

Apolyton: Will you have leaders' artwork like SMAC and Civ3? If yes, please tell me you're doing a more accurate Alexander :D
Dave Inscore: We are not planning any leader artwork at this time. We'd rather spend our time doing more cool in-game units and special effects.

Apolyton: You have different buildings styles for each nation. What happens when a city is conquered?
Dave Inscore: When you conquer a city, the artwork remains unchanged, partly to give a sense of historical perspective to the conquest of nations, and partly because it would look strange to have a city go back and forth between sides, changing artwork all the way.

Apolyton: After SMAC were you bored of TBS games (just like Brian ;)) or is it the same from the artist's point of view?
Dave Inscore: SMAC was a challenging and fun project and I'm extremely proud to have been a part of that development team. However, I've always been an RTS player first and foremost. When I was presented with the opportunity to work on an RTS title alongside Brian, Tim & Jason I jumped at the chance.

Apolyton: And the most crucial question: what is your favorite civ game? :)
Dave Inscore: Favorite Civ game: SMAC

Not that you asked but here are a few other favorites...
Favorite RTS game other that Rise of Nations: Command and Conquer (the original in all it's 320x240 glory)
Favorite racing game: Gran Turismo 3 for PS2
Favorite Olympic sport: Curling. It's truly chess on ice.

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