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EXCLUSIVE INTERVIEW WITH GARY BRUBAKER IN CODE WE TRUST Gary Keith Brubaker is a programmer which
started working at LucasArts on such games as Indiana Jones and the
Infernal Machine, The Curse of Monkey Island, Dark Forces,
Rebel Assault. After leaving the company he worked on Terminator
3:Redemption, Mission Impossible: Operation Surma, D&D
Heroes, Lord of the Rings: Two Towers and LEGO MyStyle
among others. Tell us about
yourself. How did you started in the games industry? What is it that you like about games? The range of expression.
Like all media and art forms it allows the designers to create the full
spectrum of human emotions. But unlike print or movies it can engage
the player in ways never before imagined. Ummm, dont want
to play favorites. I have worked with a number of amazing programmers
over the years. The games from the time I was at LEC and Stormfront
are a testament to the quality of programmers I have worked with. How did you got a job at LucasArts? I got lucky. In my cover letter I did a mini game deconstruction of my then favorite game series (Zork). Little did I know that job opening was for the The Dig with Brian Moriarty who had worked on the Zork series at Infocom. It so happened that he agreed with my positive review of his work. <grin> Well, that's very interesting. Your career as a programmer started with The Dig (Brian Moriarty's version). Do you remember how was your very first day at LucasArts? What can you tell us about it? Remember it well. There were layoffs. About ¼ of the LEC if memory serves. My manager called me in early and said there were going to layoffs later that day. She then assured me my job was safe, the company was sound and there was no reason to be worried. What was odd, was that some of the people who interviewed me and recommend hiring me were let go.
Since Brians Dig was not yet ready to start production, I had a few months to work on another project. While waiting for management to decide my short term assignment, I was a blind tester for Indiana Jones and the Fate of Atlantis. The game was almost done and I was able to provide unbiased feedback on overall quality.
In the end I worked with
the sound department developing iMUSE. What where your first impressions about The Dig and getting to know that Steven Spielberg was involved in it?
Getting to make games
for George Lucas was already fantastic. Working on a Steven Spielberg
game was just icing on the cake. What was particularly compelling was
Stevens vision of combining Forbidden Planet with The
Treasure of Sierra Madre, two of my favorite movies. What was your job on Moriarty's The Dig? I was the lead programmer.
My primary responsibility was creating the next generation graphic adventure
engine, StoryDroid. The goal was to create a game engine without a number
of the limitations in SCUMM. (For How was like working with Brian Moriarty? He was (and is) one the most entertaining people I have ever met. I recall introducing him to The Beach Boys. Within days he had purchased all of their CDs and was researching what Brian Wilsons unfinished album Smile. What would it be like if it was ever produced. He even pieced together available recordings to simulate what it would sound like. Of course now we know . Any memories from Moriarty's The Dig project?
Yes, Brians pizza orgy was a memorable day. The day of the pizza orgy was the first day we had the entire game playable. It was also day Brian resigned LEC to work at Rocket Science Games. So I was left with the other leads to run the pizza orgy by ourselves. It was wonderful to see how well the game was received despite the drama of the day. Do you remember
what things ILM did? and which of this things weren't included on the
released game? They did three FMVs.
Two were used. The third was a sequence of the moon turning into a space
ship and was dropped when the story changed.
Brian left LEC to work at Rocket Science games. When Sean took over he reworked the story significantly. Sean Clark came in. How was working with him? He was a get things done kind of guy. We had a great working relationship. He let do what was needed on the tech side (which since he was a programmer by trade was probably a little hard). He also did a great job of building a core team to design the game. How was a regular day for you working on The Dig? Chat briefly with Sean on the plan and issues for the day. Fix some bugs. Look at some cool art. Build a new puzzle. Rinse lather and repeat. On Sean Clark's version you where also a lead programmer. Does that also means that you had to coordinate the programmers work? Yes. I was responsible for assigning tasks to all the programmers. I also mentored the entry level programmers. I coordinated with Sean and the other leads, primarily Bill Tiller the lead artist. For most the project Bill and I shared a common space so we could provide an integrated response to any problems. Let's talk about meetings.
I'm sure that as any good company LucasArts had meeting (or conference)rooms.
There where weekly/daily meetings on The Dig? As a lead programmer did you had to talk and communicate with the art department, the sound department and the music department? Yup. Much of my job was to convince them that the software team was on schedule. For previous SCUMM games the schedule for software was often underestimated. I had to convince them not to multiply my schedule by 1.5. I was getting married when the game shipped and I was not going to let it slip. :) What was the most difficult or problematic thing to do on The Dig? Brink. The original design (for Seans version) had Brink with you virtually the whole time. There were a number of great moments when he would comment on events or generally just be Brink. Unfortunately we found a bug late in development that required a huge redesign (both code and puzzle structure). So we just stuck him in a room with a crystal machine. It was very disappointing. What does it takes to be a game programmer? You have to top notch skills in (programming, math, physics and game design) and good skills in art and storytelling. Do you have any hobbies or any special thing you like to do on your free time? Beside play games? Home theater, I guess. Ok, let's go back to The Dig. What do you remember about the last month on The Dig? The last month was primarily
spent testing and fixing bugs. We did not get the final music or interactive
sound Well, as a lead programmer I'm sure you have to know this. What can you tell us about the easter eggs? They have all been found to my knowledge. The best and the worst were taken out at the last minute. Any anecdote or funny thing you remember about The Dig? An entry level programmer thought it would be fun to include easter eggs around farting. They probably would still be in game except he tried to sneak them in late one night. But we had locked the code for testing (he was not aware since he had been out sick) and we found them. Since we did not want to rebuild the game just for an easter egg, we removed them.
The other best egg that was removed was singing. The voice actors on a break sang number of very funny popular songs. We recorded all of it. But the legal department asked that we remove the singing and dancing for fear of copyright infringement. What can you tell
us about Sean Clark's The Dig pizza orgy? There was pizza, candy
and beer. Oh and all the machines we rented were horrible. They could
barely play the game. The one thing I would
like to change was to release the hi-resolution version (640x480). Well,
hi-res for the day. We had higher quality art for much of the game and
an amazing scaling technology (by Aaron Giles currently head of MAME)
for the rest. It was beautiful. But management decided it was not worth
doing QA testing on two version of the same game. Sigh
. May, 2005 |
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