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Interview: Dave Matthews F.E.A.R 2: Project Origin art direction versus censorship
Radioactive IT
Interview: Dave Matthews F.E.A.R 2: Project Origin art direction versus censorship | Interview: Dave Matthews F.E.A.R 2: Project Origin art direction versus censorship |
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| by Mike Bantick | |
| Wednesday, 21 January 2009 | |
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Page 1 of 3
F.E.A.R 2: Project Origin is poised to scare the socks off people. iTWire caught up with Dave Matthews, primary art director with developer Monolith Studio. Matthew’s talks about how F.E.A.R 2: Project Origin ended back at its home, multiplatform development, Japanese horror art direction and his joy in seeing the game get past its initial banning.Featured Whitepaper
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I began by asking Matthews to give a little about his extensive background in the interactive entertainment industry. Matthews:” been in the industry for 16 years, prior to coming to Monolith I was the lead character artist on God of War, my career stems back as far as Mist, I worked on Mist and many things in between.” ITWire: So now work is finished work on project origin. Matthews:”We’ve finally just wrapped, we got through all our submissions, and this week we had a prerelease of the demo on Playstation Network and the rest of the demo is due this week... we are very excited about that.” iTWire: The licensing for F.E.A.R has been bouncing around for some time since the original was released. The original title for this game was simply Project Origin. Matthews: “Sure, a little bit of history, in F.E.A.R 2 when we first started we didn’t have the rights to the F.E.A.R name. But we had the rights to the story, all the characters, the universe, Alma and so forth but ultimately Vivendi owned the rights to the name. Then during the merger of Vivendi and Activision, we had an opportunity to pick up the name, Warner Bros did so and brought it all back home.” “Alma is the cornerstone of the [games] universe,” Matthews continues, “and the F.E.A.R name is the polish to that cornerstone.” Continued on Page 2 |
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