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Upon
visiting the ATI booth at Comdex, Luckee saw
Manjit Jhita, Lead Animator on Sacrifice,
playing the game and sat down to chat with
him while he played.
Luckee: I spoke
with your associate, John, that worked on
the models but how did you come up with the
highly detailed, fresh animation that you
see in this game?
Manjit:
Every creature is made up. I don’t think
you’ll see any dragons or trolls or
anything else in the game that looks
familiar. We kept away from traditional
characters because we didn’t want elves
and dwarves running around the landscape. We
wanted something different and I think that
has paid off now. People are interested and
are saying, "Wow what is that and what
does it do?" I have been doing
animations for 14 years and to have a new
creature like this that I can make move,
quite convincingly, unlike a human creature
is great. Anyone can make something move
like a human because they know how a human
should move. Cats and dogs are also seen
every day so people know how they move. But
these are things that I animate because they
are things you’ve never seen before and
you don’t know how it’s going to move. I
can make it move the way I want, yet keep it
smooth so it looks convincing. After that
many years of animating I think I’ve got
it down to where there are no obvious
mistakes that people can see.
Luckee: What
other things have you worked on?
Manjit:
The first interactive company I worked for
was Argonaut Software in London. After that
I went to work for Manger Entertainment
doing film work again. I started off my
career in traditional animation working for
Walt Disney. I worked on Roger Rabbit and
the film Who’s Roger Rabbit. From there I
worked for various other companies and then
came to the States to work for Shining.
Luckee: You
have a lead animator, a guy that creates the
models, and then you create the animation?
Is it hard to come up with smooth animations
for someone else’s model?
Manjit:
The gaming industry is a little different
than the film industry. The film industry is
more of a production line. You’ve got
animators, modelers, drawers, etc. and you
go from line to line to line or whatever. In
games you get an artist that will build the
model and do some animation, so what
we have are experienced people at Shining,
especially on the Sacrifice team. Each
member has spent more than five or six years
working on games and working in their
particular fields. We have a specialist
modeler, an art director who oversees the
modeling and animation, an animator, a lead
programmer, an AI programmer, and some level
designers. We have had a producer for the
last six or seven months to act as a
polisher to make sure it is ready before we
get it out.
Luckee: With
all that experience in mind, what is the
average age of Sacrifice team members?
Manjit:
The average age here is about 29, I’m 35
and John is about 34.
Luckee: I can
tell you that the news on the Net already is
that people are waiting for this game.
Manjit
Yeah, we’ve had a lot of interest from a
lot of newsgroups and Internet sites.
Yesterday we had some artists playing it and
they said there is absolutely no fogging in
the landscapes and the graphics are crystal
clear.
Luckee: Do you
think this game will really take advantage
of the ATI Radion or Gforce 2 cards?
Manjit:
Yes, but the real beauty of this game is
that even if you have a low-end card, the
game adapts to the capabilities of that
card.
Luckee: So you
don’t have to spend hours tweaking the
settings?
Manjit:
No, what happens is that when you upgrade
your machine, the game will upgrade itself
automatically. It is really amazing.
Luckee: Did you
incorporate a lot of animation for the
smoothness in the creatures, sky and for the
weather effects?
Manjit:
What happens is each creature has on the
average of 35 to 40 animations depending if
it is a ground-based creature or air-based
creature or both that can be running and
take off flying. There are also tornados
that can pick them up and tumble them
through the air.
Luckee: You
have tornados in this game?
Manjit:
We have tornados, volcanoes, and lot of
other stuff.
Luckee: So you
worked on this animation? This is what you
do?
Manjit:
No all of this is programming, just
programming. All of the characters here that
are running around the landscaping are me.
Luckee What game is
coming out next, or are you going to be like
the other designers or animators that say I
can’t disclose that?
Manjit:
Well I can’t disclose any secret
information, but if this goes well with the
public we might be looking at an expansion
pack for it.
Luckee: I
can’t wait for this game, I’m excited
already. Thanks for your time.
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