Interview: Duncan McKissick - 3D Artist (03/14/99)

Duncan McKissickOmnivac: For the Age of Empires Fans out there that don’t know you Duncan, can you give us a little background on yourself and how you came to be with Ensemble Studios?

Duncan: After Graduating for the Art Institute of Dallas, I went to work for Origin Systems in Austin as a 3D Artist. After working at Origin for about 6 months, I came back to Dallas to Work with some of my friends who were working on an early version of a game called “Dawn of Civilization”, later on to be renamed as Age of Empires. I’ve been with Ensemble for 3 years now, my work includes Age of Empires, Rise of Rome and Age2 The Age of Kings.

Omnivac: What’s the story behind your nickname, Reverend? Or more precisely, how come Mike “Archangel” McCart stole your old nick? :^)

Duncan: Yes, I was originally named Archangel, but after meeting Mike and knowing that he had been in the Web industry longer than I had been a 3D Artist (yes he’s THAT OLD!) I decided to change my name after being ordained into the Universal Life Church.

Omnivac: Can you describe what are the tools you are using when you’re working?

Duncan: We are primarily a 3Dstudio Max house. A lot of PhotoShop, and a little Animator Pro.

Omnivac: What is the main source of inspiration for the talented artists working on Age of Kings at Ensemble Studios?

Duncan: Looking at the competition’s screenshots gets me motivated, there’s nothing wrong with a little friendly competition :}

Omnivac: How many drafts does conceptual art go through before it is considered a finished product ready for implementation in the game? The art seems to change on a daily basis.

Duncan: True. We go through several revisions until on every piece of artwork meets everybody’s standard. Just one unit can take weeks of tweaking until we think it’s perfect. This includes units, buildings, and even the interface. So yes, the artwork does change on a daily basis. So keep that in mind when reading this and seeing new artwork as it appears in the screenshots.

Omnivac: Are all the 3D models made from “scratch” or do you digitize some pictures of animals or people, or even little clay sculptures or something?

Duncan: Every piece of artwork is created from scratch using 3D Studio Max. Most of the textures are scanned from books or photos that we take ourselves. We try to stay “historically correct” in the units and buildings we create. All the animation in the game is keyframed.

Omnivac: Do you sometimes plan or even create art that cannot be included in the game for technical reasons? If so, could you give an example and explain what restricted its use in the game?

Duncan: Too much blood on dead units or dead elephants can sometimes offend :} I know that Sean Wolff and I are still rooting for Cannibalism as a cheat in Age2 which didn’t make it into Age1. So keep your fingers crossed! :}

Omnivac: Do you work on one particular “area” in AoK (units, buildings, terrains) or all the artists touch at everything? What would be the work you are most proud of having done in AoK so far?

3D OnagerDuncan: In Age1 I did a lot of the buildings, all of the terrain, a little bit if the units, and a majority of the Icons. In Age2 Thonny Namuonglo and I are working 100% units. There are significantly more units than in Age1 so it’s a full time job creating them. Currently I am working on the Mangonel which is a “catapult type” of unit that throws lots of little stones.

Omnivac: According to you, what feature(s) or part(s) of Age of Kings you really like over Age of Empires?

Duncan: It’s hard to pick just one or two features, the game has sooo many cool things about it. From all the new Civilizations, to all the new units to play with, all the new technologies, new map types, it’s Age of Empires times ten! The market is one of the coolest new features we have in my opinion. It allows you to buy and sell goods in a real world economy which can get you out of a jam if you are low on rescources. Formations will play an important role too.

Omnivac: I heard Greg Street came up with new random map types that are very good. Which one do you like the most, and why?

Duncan: Gold Rush and Fortress. Gold Rush in that you have to rush the middle and fight for the gold, its non stop, and Fortress in that you start out with some walls that gives you a little time to think. We have all the originals and then some.

Omnivac: Any war stories for the fans about these?

Duncan: I do pretty well in AoK, although, it seems that I always have trouble against Bruce tho, he’s better than you think. One of the hardest things about play testing is there used to always be at least one “screw” unit that could kill anything and everything. One of our programmers Tim Deen is good about finding and exploiting these units. So it’s always nice when I can get a win in against him. I can’t wait until the public gets their hands on it so I can watch all the new strategies develop.

Omnivac: What is the biggest difference between the first (stone) age of AoE, and the first (dark) age of AoK? Can players launch attacks earlier in the game, as well as putting a good defense like walls and towers?

Duncan: Food gathering is a bit different. You are allowed to build farms in the first age which is a huge help. Sheep are an excellent source of food as well. We have concentrated on making the “Early Rush” a little more challenging with Wolves. No longer can you immediately run a villager and begin to build outside someone’s town within the fist 10 min. Travel out too far and you’ll begin to hear some howling :} It’s not entirely impossible to launch an early attack, palisade walls can help protect in the early game.

Omnivac: In the expansion pack of Age of Empires, The Rise of Rome, we were introduced to "anti-units" units (Camel Riders vs Cavalry). So far in AoK, it was mentionned that Skirmishers and Light Cavalry would be good against Archers, that Pikemen and Camels would be good against Cavalry. Will this approach to reinforce the rock-paper-scissor be present with more units to ensure that not one unit will rule the game at any stages?

Duncan: Yes. We have been thoroughly testing units for balance problems and have a pretty well balanced game right now. Some of the unit’s ranges are still in question. Currently the ships are under the Microscope. We are also working on different “stances’ that the units will have that will help them think for themselves and eliminate a little bit of the micro-management in battles.

Omnivac: What would be your preferred civilization(s) and unit(s) at this stage?

Duncan: Turks by far. Each Civ has their own language and I love to listen to the Turks speak. Not to mention their knowledge of gun powder (Hint, Hint) :} Each Civ has a “Super” unit you are allowed to research in the castles.

Omnivac: What do you think in general about making games 3D?

Duncan: Wave of the future man. 3D games are going to get more and more photo realistic, in first person shooters and real time strategies. I love to sit back and watch the bar get raised higher and higher and love reaching to help raise that bar.

Omnivac: Do you think the sequel for AoK will be 3D? If not, could you say why not?

Duncan: We are currently developing a 3D engine. I dunno, Age “3D”, sounds kinda catchy :}

Omnivac: Do you still see little green men coming out of the floor during crunch times? :^)

Duncan: Not since we moved into the new offices. What, are you making fun of me?

Omnivac: Hehe! Thanks for your time Duncan. Keep up the good work!

Duncan: You do the same there toughguy!

 

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