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Jan
29
Down in Front: Tramell Isaac Interview
Down in Front has managed to procure a most interesting interview with 3D Realms' Art Director, Tramell “T-Ray” Isaac, about his role at 3D Realms, the recent teaser trailer, Duke Nukem, the game industry, and what's it like to work on Duke Nukem Forever.
For those of us that do not know much about you, tell us a little bit about yourself. How long have you been working in game development? What titles have you been a part of?
Tramell - I am quickly approaching my 14th year in game development. I’ve been working in the industry long enough to see the transition from 2d to 3d , from my first Dx4-100 to Quad Core Processors, and of course the development of Duke Nukem: Forever.;-). The first title I worked on was “Blood and Magic” (BAM), a fairly low profile title with the distinction of the first D&D RTS. I was responsible for all the character animations on that title. After BAM, I moved on to “Fallout” and “Fallout2”. During my time on the Fallout teams I was able to wear multiple hats with my most memorable work being the “PipBoy”. After Fallout there was IceWind Dale, Planetside and all of its expansions, Never Winter Nights 2, and currently DNF.
What has been the greatest challenge you’ve had to face on this project while you’ve been the art director?
Tramell - The greatest challenge is and always will be trying to live up to the expectations of the fans, press, and colleagues. The fans absolutely LOVE Duke. The fans don’t want us to mess up. We don’t want to let down the fans either. So there is pressure coming from all sides.
Tramell - I am quickly approaching my 14th year in game development. I’ve been working in the industry long enough to see the transition from 2d to 3d , from my first Dx4-100 to Quad Core Processors, and of course the development of Duke Nukem: Forever.;-). The first title I worked on was “Blood and Magic” (BAM), a fairly low profile title with the distinction of the first D&D RTS. I was responsible for all the character animations on that title. After BAM, I moved on to “Fallout” and “Fallout2”. During my time on the Fallout teams I was able to wear multiple hats with my most memorable work being the “PipBoy”. After Fallout there was IceWind Dale, Planetside and all of its expansions, Never Winter Nights 2, and currently DNF.
What has been the greatest challenge you’ve had to face on this project while you’ve been the art director?
Tramell - The greatest challenge is and always will be trying to live up to the expectations of the fans, press, and colleagues. The fans absolutely LOVE Duke. The fans don’t want us to mess up. We don’t want to let down the fans either. So there is pressure coming from all sides.
Read the whole interview at Down in Front. Thanks T.Ray.