UNSUNG HEROES
I was working on Unsung Heroes when Sony senior management chose to cancel
it and cut the team in half. The number of employees remaining after this third
cut was a quarter of our Mark of Kri high point of 45. Alas, there was far
less modeling required for the new project, so after 10 years with Sony, I
was let go.
Unsung Heroes was one of
the most compartmentalized projects I have been on. Unfortunately this meant
that I didn't get many opportunities to do more than basic modeling and
texturing. Nevertheless, I did manage to add a couple new skills to my
repertoire. First, I had a chance to work with some function-based
animations on the vehicles. Second, we instituted the program "AlienBrain"
throughout the art department for project management and quality control.
Although this was a mixed blessing, I supported the basic idea and quickly
learned how to use the program. I soon
became one of the top go-to guys for questions relating to installation and
use of the tool.
I had much less input on the 3D design and texture art then in previous
projects, but nevertheless stepped up whenever needed. The game was
cancelled before there was much scenario or level design.

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