I must admit, your group as such a keen interest in things that are a bit fuzzy in my memory, but I'll give it a go... In a message dated 10/29/2005 2:02:13 A.M. Pacific Standard Time, [email protected] writes: Hey agan Roger There were many different artists that developed packaging art who worked outside of STI . In the beginning this was not tightly controlled. I remember that at one point there were several different versions of the same art (like "title art") and it became a problem. So SOA Marketing decided to produce a Sonic Style Guide (a book containing the official approved versions of all types and pieces of Sonic art) to be used by every Sega division and subcontractor. It took a long time to produce, and STI was only involved at the end to give final approval. The reason it took so long to produce was it required several tries to get STI's approval. Unfortunately, I don't know the names of the artists that did this development. Again, this was done outside of STI and I don't know the name of the artist. Adrian enjoyed playing jokes, and the physics math on the white board could have been something fake he threw up there just for fun (I don't remember for sure). But Adrian was also an excellent technical programmer, and he did indeed contribute to the physics code in the game. As Adrian was working in the capacity of Technical Director, he provided assistance to Naka, and helped him solve technical problems. In certain areas, he was a stronger technical designer than Naka. He even wrote some underlying code that was used in the game. Naka respected Adrian (who is a Brit) quite a bit, and he was happy to be able to use Adrian's help. Chris Senn was working developing character art in the Sonic team at the time the MTV show was made. It may have been that his art made it into the show, but his art did not make it into the final Sonic & Knuckles game. It was not uncommon to have several STI artists take a crack at creating characters, but the ones that made it into a game were only a small percentage of what was created. But it was not all wasted ...When a new game would get started, we would bring out unused character art from previous games to use as inspiration for the new game. Thank you Roger Hector for answering these questions. And for our research, most questions here have been brought to life by us from looking at this page: http://www.livejournal.com/community/sonicstuff/405178.html Thanks for sending this. It was fun to see it again. Roger
Next time out you oughta ask him about what seems to be early level concept art in that video, and see if all of it is early versions of zones, or if any of it is zones that were planned, than eliminated. I'd love to know more about that stuff.
Or just ask if he knows of anybody that might still have some of that neat stuff so we can have a scan of it.
Thank you HXC. EDIT: You have been a huge help for me by doing this interview. You deserve a lot of credits for this!
Roger is such a neat guy. I hope my questios didn't scare him too much. According to the last line, I hope he meant the page with the screen shots and the video. I am a little sad I still don't know the font name ;.; I hoped STI were more involved in the art ;.; I would love to talk to Adrian Stephens some day. I think I can guess 2 things that he may have been coding into Sonic & Knuckles.
Adrian Stephens and Peter Morawiec would both be interesting to talk to as they both are still working together.
Have tried like anything to get into contact with them, neither seem to have any details lieing around EDIT: hm, might be onto something, stay tuned!
Hmm, maybe... HXC for Tech Member? More n the sense of TheRedEye and ICEknight (ubar research mastahs), so he can get some of the reasearch benefits we have. anyone agree?
You can became a techie by doing interviews? even if you know 0,000000000001% of 68k asm, but doing several interviews , you can get "teh techie title" ? I used to believe you get the "T?tch T?itou" by proving you're a smart person.
Hell, HXC's got into contact with someone who worked for Sega, of course he should be Techied. Interesting stuff... will this be pinned?
Are they the guys who are impossible to contact? Or are they just busy? Or was Peter bugged to death because his e-mail was leaked? Stephens can really explain much about the Sonic engine, and how Naka worked. That means a lot to me.
Ofer was the one bugged to death, and he was our only bloody hope of getting a decent xtreme build. Stephens and Peter have never had details available, but I might be onto something, give it some time. On a related note, I think I may have just got in contact with Steve Woita
Uhhh... guys? I've already interviewedd Peter Morawiec, remember? Just tell me what do you want to ask him. About Steve Woita, I believe TheRedEye interviewed him not so long ago but anyway I think I also have his contact information somewhere. Do your research, d00ds.
Adrian is important because according to Roger, he was very close to Naka, and he can probably share a lot about Naka's and his own work to us.