Welcome to Crash To Desktop, we have a something special for you today with an interview with Team17's very own Lead Designer Grant Towell. Team17 is well known for developing some of the best known Amiga games such as Alien Breed, Superfrog and more recently their hugely popular Worms series.
After the break you'll be treated to a delectable selection of questions that we've posed to one of the most popular UK based developers, and some tantalising tips on breaking into games development.
Thanks for agreeing to the interview Grant, why don't you tell us a bit about being a lead designer?
Hi guys and thanks
for having me! The job of the lead designer covers many aspects
across the development board; such as being responsible for
liaising with the upper management (including the directors) to get
across the scope and vision of the game you’re creating and what
is required to get to this goal…and to budget!
Once up and running you’ll be responsible for maintaining the game design and keeping it up to date as well as making sure all the design schedule demands placed on yourself and your design team are completed on time and of an exceptionally high quality. You’ve got to do all this as well as keeping a massive smile on your face at all times. At *ALL* times!
You started at
Team17 as a Game Tester, what was it like, and how did you come to
be Lead Designer?
Wow – good
question. I started out back in 1997 I think it was…I remember a
few of the games we had in test around that time, now bear with me
because my memory might be a bit hazy so I might be out a year or
so in my ‘remembering’. Arcade Pool II was forever in and out
of test for various reasons, but it got finished and turned out a
highly playable budget title.
What else did we have in? Worms 2! Of course! Worms 2 was around that time I think…that was great to work on – especially seeing the game being played across the LAN for the first time; I remember that being a real ‘WOW’ moment. Nightlong! Nightlong was a point and click adventure game developed by Italian development powerhouse Trecision – that was a pretty good game, it wasn’t bad at all. It was a cyberpunk setting as the backdrop - I remember the lead character ‘Joshua Reeve’; he had a bald head and wore shades. He wore shades at all times during the full game – most of it at night…Apart from the ending when it was broad daylight as he drove off directly into the sun (in his hover car of course) at which point he took his shades off.
What else did we have in? Worms 2! Of course! Worms 2 was around that time I think…that was great to work on – especially seeing the game being played across the LAN for the first time; I remember that being a real ‘WOW’ moment. Nightlong! Nightlong was a point and click adventure game developed by Italian development powerhouse Trecision – that was a pretty good game, it wasn’t bad at all. It was a cyberpunk setting as the backdrop - I remember the lead character ‘Joshua Reeve’; he had a bald head and wore shades. He wore shades at all times during the full game – most of it at night…Apart from the ending when it was broad daylight as he drove off directly into the sun (in his hover car of course) at which point he took his shades off.
Being lead designer
is a role that I worked my way into after establishing myself right
from starting out in QA, then I became Lead Tester (Worms
Armageddon on PlayStation got through the Sony submission first
time of asking – that was unheard of!), I was then interviewed
internally and earned myself the role as a plucky junior designer.
Of course this was many moons ago and from there I steadily worked
up through the ranks right through to the current position I hold
now. I’ve loved every minute of it and I’ve worked with some
amazing people along the way who I see now more as friends than
colleagues; but that’s not to say we all just ‘get along’.
Ohhhh no.
What would you
say is your proudest achievement as a developer?
For me personally,
the proudest achievement was seeing how well that Worms 2:
Armageddon performed on XBLA and also the high metacritic rating it
achieved for being a ‘Worms game’. That was great – and
everybody loved it…me included. I can still be found now and then
online having myself a cheeky game.
Is there any advice you can give on entering the games industry to our readers?
Well, the biggest
hurdle anyone faces when trying to get into the games industry is
that fact that developers tend to go for experience, which of
course I understand is impossible for a big chunk of people. So
with that in mind what else can you do? Well the way that I spoke
of how I ‘got in’ is certainly a viable option – the QA
route; which has been found to be a great way of getting your foot
in the door so to speak.
If you do get knocked
back when applying for positions, don’t be too disheartened; ask
for feedback, act on it and come back stronger for next time!
Obviously a massively keen interest in games will always help but
try to look beyond what you’re playing and dig deeper into what
makes the game so good – a deeper understanding of your subject
matter will help you along your path.
Also a strong and
to-the-point CV will help catch the eye of would be employers from
the off – try not to bulk it up with information about how you
like to count the moon sometimes and are also into breathing and
talking.
Why did Team17
choose to make a game about Worms blowing the bejeezus out of each
other, and why did you settle on Worms rather than another animal?
Good question! I for
one cannot answer that – you would have to track down the
Godfather of Worms ‘Andy Davidson’ and pose him that question…
In the development of the Worms series what challenge was particularly hard to overcome?
I remember the
biggest headache we’ve encountered along the way has probably
been the transition of Worms to 3D…There were so many decisions
to be made but we realised the game could work by way of a great
prototype which went through many loops and iterations until we had
nailed down the basics and thought “Yeah – this will work!”
then we went for it and produced a high quality game published by
Sega I think it was. Some people to this day prefer the 3D
iterations to the 2D versions…Me? I stand in the 2D corner.
Was there
anything you wanted to include into the Worms games but couldn't?
There have been a few
things along the way but I don’t think we’ve not put them in
our games because we couldn’t – I think it’s been down to the
fact that we haven’t because we’ve found out that it might have
more repercussions than we had hoped; the main one being breaking
the balance of the game which of course is extremely important in a
turn-based game such as Worms. Usually these have been outlandish
weapon ideas cooked up by the most psychotic of internal employees
– however I am sworn to secrecy because who knows – they might
just pop up in future iterations...
We've seen Worms
Pinball, Golf, and Blast are there any other spinoffs you have
considered?
I think there has
been – I remember at least 12-13 years ago we spoke about Worms
football; I think we got about as far as saying that the football
itself would be a Grenade, but then again worms don’t have
feet….but then they don’t have hands either…..!?! Mind you,
we could do the same for baseball, cricket, basketball…HEY! Are
you fishing for ideas?! (how about volleyball…or fishing even!?)
We saw you at
Replay 2011 with your very own Super Sheep Plushie, where can we get
one!? Also What other merchandise will be coming our way soon?
Who knows….maybe if
you ask really nicely….?! The Super Sheep Plush toy, and a cool
Worms Poster were the first merchandise items to be released late
last year and the reaction to them has been really positive so far.
With regards to other Worms™ licensed merchandise, only this week
we have seen the release of a fantastic range of collectible
plushes and keyrings from IGS (GameOn®), which can also be
purchased now from their Facebook page:
http://www.facebook.com/GameOnStuff?sk=app_135607783795
The product line-up
also includes apparel, t-shirts, squeezies, mugs, figurines,
collectibles, key rings, and more, it is an exciting time for the
Worms™ brand.
Recently Worms
and other Team17 favourites exploded onto Good Old Games
(http://gog.com),
what was the thinking behind that?
The recent
developments in digital distribution, the resurgence in
classic/retro gaming and the rise of distributors such as Good Old
Games seemed a really good fit for Team17. Obviously we are most
famous for Worms, but GOG.com allowed us to recently release
classic titles such as Worms United of course, but also the
original Alien Breed + Tower Assault, cult fan favourite Superfrog
and also World Rally Fever, and the reaction to these titles being
available has been great so far!
Worms Ultimate
Mayhem on Xbox Live has just received some new DLC, will the title
be receiving any more DLC in the future?
We have released x2
DLC packs for Worms Ultimate Mayhem XBLA so far, the “Single-player
Pack” and the “Multi-player Pack” that have add even more
content to what is already a massive XBLA game, and we have at
least one more up our sleeves for release in the coming months…
We are very busy at
the moment; we are preparing our plans for what is set to be a very
busy year for Team17! We will be progressing with our merchandising
program, and beyond that we have some really exciting plans that
will take us into the social and browser space, as well as
delivering fantastic new Worms™ content on the digital
platforms….watch this space!
Finally we come to our final question, the most important and awaited question of the interview – What is your all time favourite Worms weapon?
Hehe….the weapons
of Worms are indeed a key part of the game and the appeal. The most
iconic weapons in the games would be the bazooka, the grenade, the
baseball bat, the Holy Hand Grenade (our tribute of the brilliant
silliness of Monty Python and the Holy Grail!). My favourite would
probably be the infamous Concrete Donkey, a very destructive weapon
in the game, as you can deploy a giant concrete donkey to fall out
of the sky and smash its way through the landscape, crushing all
worms beneath it. The origin of this is pretty cool, because Andy
Davidson's (the creator of the original Worms) mother actually had
a concrete donkey in their family garden, and it used to give him
nightmares. So he chose to feature it in the game! (Though saying
that I am partial to a lovely curling shot with the Bazooka taking
advantage of a kind wind!)
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