![]() It even replicates the proper IBM Mode 13h. ![]() He re-wrote the entire code for Wolfenstein 3D - everything is remade again from the ground up, it runs its own thread and updates a single texture on the arcade cabinet. The programmer responsible for the technical implementation is Senior Programmer Olle Rosenquist. So to gauge how long would take to tackle this task I started out with converting Mecha-Hitler to Mecha-B.J, as I figured that if I could pull that off it would mean that I'd be able to redo the other enemies too. I'm a game designer and not an artist at MachineGames, my regular job tasks include designing weapons, enemies, and systems for the "real" game, which means that if I was to make all the art for Wolfstone 3D I had to do it on the side. But the candidate I had in mind was unfortunately busy at the time, so I had to take it upon myself to redraw everything that needed redrawing. The plan was originally to outsource the pixel art to an experienced pixel-artist and have them convert and redesign all nazi-related Wolfenstein pixel art into the the anti-nazi pixel art we were looking for. Myself (Aydin Afzoud), a Olle Rosenquist (S enior Programmer), Christian Grawert (Senior Level Designer) and Karl Johan Dimming (Sound Designer) with additional support. There were mainly 4 people involved in this. It was a technical, logistical and artistic challenge.
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