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communication device or the programming, music, storytelling, voice characters in games where they don’t communication, itself; art allows us acting and interactivity. For a videogame speak. Where I have to put my own another avenue to share points of view, to be considered art, do each of these story in where one doesn’t exist. to help us empathize with others. Art can have to follow the rules for art? Just a Have you ever drawn/painted/sketched a also help us better understand ourselves few, maybe? Even, perhaps, only one? It also reminds me of how I end up still life in a group? While everyone in as we look at another’s interpretation of getting attached to the individual units in the group was looking at the same a subject and contrast how ours are This week, The Escapist focuses on just a game. I might really try hard to create subject, more than likely each person similar or different. one of these many layers of art in a squad of elite rangers in Generals or had a different outcome. One person videogames: visual design. Visual 2-D or keep alive that one marine who got 7 focused on the lighting and shadows; From what I say above about art, one 3-D art is one of the most accessible kills. I think of the first as my elite go-to one person focused on a smaller area of can conclude (correctly) that I have a layers for the general population, as squad, or if I’m playing China, an elite the subject; another focused on rather broad opinion of what constitutes most of us have participated in this art sniping unit. The second becomes my perfecting the colors; a fourth focused art. Does it convey someone’s view? form, whether as creators or viewers. It promoted NCO who keeps peace in his on perspective; and the last one seemed Does it evoke a response, emotional, is the aspect most often pulled out when squad, and makes them more effective. … to focus on not much at all. mental or physical, in someone the “Are games art?” debate heats up. In There are no gameplay mechanics to experiencing it? If so, it’s probably art. It this issue, our writers discuss their own reasonably support either story. But I do This happens with other art, as well. I may not only be art. And not all those experiences with, and speak to those it anyway. know I’ve talked with a group of friends who engage in an activity are artists – a who create, visual style in games. Enjoy! about a new song playing on the radio child may be drawing, but unless he’s - Tom Beraha and each of us has said something drawing pictures of high-fashion models, Cheers, completely different: “The lyrics are chances are those stick figures probably In response to “The Great Continue great,” “The use of strings in that one aren’t really how he interprets the world. Screen in the Sky” from The Escapist part was cool,” “I liked the vocals.” We Forum: I’ve often wondered how I’ve all listened to the same song, but it My “rules” for art, and many other developed my view of the cosmos, and spoke to us in different ways. people’s for that matter, get cloudy on I’m sure my odd views (which align the subject of videogames. Why? themselves closest with Buddhism) come True, that scenario is not really the Videogames, like movies, musicals or from games like Zelda, as well as the old artist’s interpretation of the subject, but ballet, are the combination of several TV shows like Battle of the and rather the audience’s. That interpretation defined forms of art. Just as a musical is In response to “Back Story” from Monkey Magic. is just as valid: Art is expression, both a combination of dance, music, singing, The Escapist Forum: This article by the artist and by the person acting and storytelling, a videogame reminds me of how I generally have - FunkyJ experiencing the art. It’s a includes layers of visual art, conversations in my head for my In response to “The Great Continue In response to “Bungie’s Epic of the war back home and within the Screen in the Sky” from The Escapist Achievement” from The Escapist country you’re fighting with. Forum: I kind of see the continue screen Forum: I think you will find that the as having very capitalist overtones, the people at Bungie are actually relatively - shihku7 more money you have the more chances intelligent and I know that some are you have to finish the game , it’s almost certainly very well read. These In response to “My Hindu Shooter” as if money can buy you anything - even similarities may be the result of from The Escapist Forum: On that life, I don’t know if that makes home conscious research and application of the note, when I finishedGhost Recon: gaming communism though. idea that good stories are those that Advanced Warfighter on the 360 a week survive. If you want a good story you or so ago, I discovered that I’d - TheMonkeysAteMySoul should look at those ones that have massacred nearly 600 Mexican rebels. As stood the test of time. the uplifting music played and the credits In response to “Bungie’s Epic rolled, I felt very ambivalent about the Achievement” from The Escapist - Simon.McCallum moral framework espoused by the game. Forum: Don’t get me wrong, I really like Yes, I prevented a secret weapon from videogames and I think that they can In response to “My Hindu Shooter” falling into the hands of a notorious achieve “art” status. I also have nothing from The Escapist Forum: I’ve always terrorist, but I had to perpetrate mass but total respect for Bungie (I was a Mac thought it’d be cool if semi-realistic war murder to do so, and the game did gamer for many years before games like Battlefield 2 and 2142 had nothing but cheerlead my slaughter. flashed too much money in front of non-fatal ways of dealing with enemies. Bungie’s eyes), but I found the premise And that these ways would net you GR:AW was a very good game, but behind Halo more notable than the bonus points for NOT killing your enemy. where’s this generation’s Shadow of the delivery of the story. Maybe I was merely Basically, you could kill your enemy and Colossus? I’d like some moral ambiguity distracted by the awesome gameplay score 1 point, or you could take the with my murder, please. and physics while a truly “epic” story more difficult route of disabling and was being presented to me, but I think capturing him and score 2 points. - Ajar this may be why some people might find it hard to draw comparisons between To me this is also a realistic method of ­ Halo and The Aeneid ... or at the very warfare. Nowadays many militaries are least, appreciate them. trying to find more ways of dealing with enemies in non-fatal ways, because this - Echolocating can increase the public relations points “Videogames represent a loss of everyone has his own definition of art, those precious hours we have and each definition rests in the mind of available to make ourselves more the beholder. cultured, civilized and empathetic.” - Roger Ebert So, is it a problem of definition or a problem of perception? Perhaps it’s both. It’s a chicken/egg question, from a certain point of view: Are games a form The history of game art is a lot like that of art? The question can be (and usually of everything else related to videogames: is) reduced to semantics; what is art? Is People started making games, decided the definition of art some communal they needed art to go with games and thing, some mutually agreed-upon hired artists to make it. When the art standard to which all things are held and actually started appearing in the games, by which art is judged? If so, who does things got interesting. And now that the judging? One of us, or all of us? making art for games has become its own (lucrative) career niche, the potential for Perhaps the definition of “art” is to be chaos and misunderstanding has decided by those who make it. If so, one snowballed into an ongoing debate from would have to consider the opinion of a which none of us, it seems, will ever be very large number of people calling able to extricate ourselves. themselves “artists,” who have studied art and how to make it, and are now Not without help, anyway. making their living by applying what they’ve learned about art to the art I recently spoke with three men who are making of videogames. And yet, there deeply involved in both videogames and are some people who call themselves art. One is an actual artist working on artists, who have been granted federal actual games, the second is a cartoonist funds for the making of “art,” and yet who makes art about games and the whose work has been widely vilified for third is a developer working on a game not being anything closely resembling which will ostensibly teach players how art. All of this seems to say that to make their own art. All three consider themselves “artists” and, to varying intended to be beautiful or thought- happening in art and games. ... I technical problems. One challenge is how degrees, the work they produce “art.” provoking. (Encarta) decided to drop the degree and instead good the game art establishes the art enroll in a computer animation/ style or vision. I look at Okami and I am The Game Artist John Enricco has been working in games multimedia program in Pittsburgh, just floored at how they pulled off the art form: noun. A creative activity or for about seven years, having gotten created a demo reel, graduated and was simplicity (but not simplistic) [of the] type of artistic expression that is into the game industry in what he lucky enough to land a position in the Japanese calligraphy ink style. himself calls a “pretty roundabout” way. games industry.” Everything is completely consistent, and it’s so intuitive. When I see a group of “I never took any art classes,” Enricco His first game (and still his favorite) was three ‘ink’ brush strokes on screen, I says. “But later on, as I was starting a ’s Freespace 2. “Volition took a know there is a mountain in the distance. master’s degree program, I [became big gamble hiring so many new artists at aware of] all of the exciting things the time,” he says, “but we were pretty “Also, besides being effective artistically, excited working in the industry and on I like to see if the ‘asset’ simply fits into this title. the confines of the technical requirements of the game. Since this is “Since it was a small team, we had a lot interactive entertainment and there are of say in the creation of the art, and all hard limits to the art compared to other of us had a lot of different mediums, I really appreciate seeing a responsibilities. I went from working on great piece of beautiful artwork or [an] the UI to creating the player’s avatars to effect that was created in such small building ship models, and many of the confines of a game system. other artists were doing similar things. The favorite part for me would have to “An example would be when many of my be creating some of the capital ships and co-workers and I first saw the beginning the interior loading screen of one of the of Metal Gear Solid 2, with Snake alien vessels.” sneaking onto the ship in the hard rain, first in the cut scenes, and then watching When asked what makes for successful it switch seamlessly in real time. All of us game art, he replied: “What I think really thought it was exceptionally well makes good game art ‘good’ is how it done and were trying to figure out how effectively solves some artistic and that effect was created.” The Game Cartoonist Children’s Hospital with toys and games art form: noun. An unconventional form for sick kids to play with. It has since or medium in which impulses regarded grown exponentially, funneling more than as artistic may be expressed. (Merriam- $600,000 in donations to over 20 hospitals Webster Online) in North America last year alone.

“I started doodling in the margins of my They have also become the game school work back in fifth grade,” says industry’s most visible social critics Mike Krahulik, the artistic half of web holding developers, publishers and even comic duo Tycho and Gabe (he’s Gabe) fans to task through their satire for anti- at Penny Arcade. “As time went on, I consumer, anti-fun and anti-common started paying more attention to the sense tactics. doodling than the work.” “DESIGN IS LAW!” Screams a Christ-like Penny Arcade, the comic strip first John Romero, in their second-ever comic appeared in 1998 on another gaming strip, “John Romero - Artiste,” to a site, but was re-launched the following nonplussed sidewalk hot dog vendor, year at Penny Arcade, the website. who replies: “Nice try John. No game, Krahulik and Jerry Holkins (Tycho), the no wiener.” “I [also] think the new look of Team writer of Penny Arcade, have since Fortress is amazing. Valve took a big risk produced a new comic every few days As for who’s getting it right, making moving the game in that direction, but it for the past seven years; created an games that are not only good, but look works. I mean, it looks like a Pixar film! educational campaign for the ESRB, the good being good, Krahulik suggests it’s videogame ratings board; founded PAX, Final Fantasy creators Square Enix: “I’d love to see more developers forget an annual consumer-oriented game “Square [Enix] never gets it wrong,” he about trying to make games photorealistic convention; and created Child’s Play, a says. “Even if the game play doesn’t and instead focus on making them stylish. charity organization originally founded knock me out, I never get tired of I’d rather look at a game like World of three years ago to equip the Seattle looking at a Square game. Warcraft than Vanguard.” The Developer “I’ve been playing videogames since I desktop publishing and design, but “In Jan 2006 or so, [I] saw Bob Ross on art form: noun. The more or less was 5 years old,” says Joseph Hatcher, of abandoned his post-graduate work, TV and started checking out more established structure, pattern, or scheme AGFRAG Entertainment Group. “When ultimately ending up with his long- stuff, and it hit me that the Wiimote followed in shaping an artistic work. the movie Tron came out, that pretty sought career in gaming in 2004 as a would be perfect for the game. … So, (Dictionary.com) much helped flip the switch in my head tester for Electronic Arts. eventually in March 2006, I contacted that made me want to make videogames Bob Ross Inc. about wanting the license growing up. I started designing my own He’s also an artist. to make games based on Bob Ross’ videogames on paper as a kid (among painting style. We came to an agreement other screwball inventions) and wanted “I’ve been drawing since I was 3 or 4,” and it’s been on a roll ever since. to someday work for Nintendo, Sega, says Hatcher, “about the same time that Electronic Arts or Atari.” I started reading. I did take a few art “Bob Ross Inc. offers classes for people classes in grade school, but nothing to become instructors, and the Hatcher’s career path followed an all-too- major. I see or think of something, I instructors offer classes to the average … familiar trajectory: He holds a diploma in draw it. I do want to learn how to draw person who wants to learn to paint like human forms better. I can do it, but it Bob Ross. Some of them, I’m sure, takes me forever. The end result is more watched the TV show, got hooked, then comic-bookish than real life. I’m self just had to learn more and sought out an taught, highly determined and deeply instructor. We are consulting with [the passionate [about] accomplishing my instructors] for the development of the goals. I love to learn. I apply what I game, and some of us are taking classes learn to how I create.” so we understand his style better.

And he hopes that you will do the same. “The Wiimote will be used just as if you were moving a paint brush doing one of Hatcher is applying his love of art, Bob Ross’ movements for his paintings. games and design to one of the most The same movements you see him do on innovative games currently in TV, we are doing our best to see what development, Bob Ross’ The Joy of the Wiimote can do to match them.” Painting for the Nintendo Wii. Influences computer, and whenever I stumble upon art form: noun. An activity or a piece of an image I like, I just toss it in there. artistic work that can be regarded as a Then, when I need some inspiration I medium of artistic expression. (The just open it up. American Heritage Dictionary of the English Language: Fourth Edition) “I honestly don’t collect much art. I have a few pieces from Stan Sakai and a Art is about life. It attempts to explain, couple from Stephen Silver. I do have to create and to destroy; to make us tons of art books, though. I love hitting you can incorporate digitally in both 2-D better than we are, point out our flaws, Barnes and Noble and buying the big and 3-D work. our strengths - our essential humanity. picture books they always have in the But art is not created in a vacuum. All discount section. You can grab huge “I have a couple prints up on the walls: art takes from what has come before, books full of great photos and paintings the Disney movie Mulan, ‘The Old and all artists, in sharing their for 10 bucks. Guitarist’ from Picasso’s blue period, and experiences through their work, ‘Yellow, Red, Blue’ by Kandinsky, so my inevitably share with us the art they “I’d say my biggest influence is Stephen tastes are all over the place. themselves have seen and appreciated; Silver. He’s an incredible character artist, passing down, in essence, the art that and I’ve learned a lot just from looking “The art assets that I create for my has moved them and the art that has at his work.” current project are guided by a couple of moved the artist who made the art that factors: an environment lead’s 3-D mock has moved them. “What I really love to do the most is CG up, which shows the technical limits and lighting environments and assets,” says art direction that is needed; conceptual The final result is a distillation of John Enricco, “and one of the lead artists sketches of a piece that a concept artist humanity’s essence, filtered through the that I worked with in the past said that has iterated and fleshed out with the help expressions of millions of creative souls the best CG lighters he knows are the of the Art Director and Lead Designer; or, who have inhabited the face of our ones that can paint … Since then, I’ve if it’s a very realistic piece, some since the dawn of time. Games, game art been starting to get into digital painting reference photos given as a guideline. and game artists are no different. for some of my personal projects. It’s inspiring to look at the past masters of “An example would be a sailing boat that “I try to take influence from as many painting in their use of color and shading had a carved wooden mermaid on the different places as I can,” says Mike (one of my favorites being the Dutch bow. I could have more artistic freedom Krahulik. “I keep a folder on my master Vermeer) and see something that with the mermaid prop, but I would still need to create the other 90 percent [of] The Question think that our industry is still too young the ship to spec. … I feel I switch back art form: noun. A form or medium of to consistently achieve that goal; the and forth between trying to be an artist expression recognized as fine art. tech is too primitive, and we really don’t versus being more of an artisan; both have (Merriam-Webster Online) know what the ‘end all be all’ of our different challenges and artistic rewards.” idiom is right now. “If games are not art,” asks Joseph Hatcher, “then why do so many people “I say give it 10-20 years with all of admire them, love them and have such the tech advances and a more codified great memories attached to them? knowledge base and a deeper history, and I think you’ll start to see interactive “What other media brings together entertainment hitting its stride and painters, 2-D artists, 3-D artists, becoming a more and more a true sculptors, 2-D animators, 3-D animators, art form. programmers (they are code poets), musicians, composers, writers, etc. like “Hopefully, I’ll be there with everyone videogames do? Videogames bring so else, stretching and achieving that ideal.” many types of art into the same media for the observer to enjoy that they are a Mike Krahulik puts it more simply: “Of real sight to behold. course videogames are an art form. They are created by artists. What else could “All that hard work, all the creativity that they be?” those people pour into [games], all the beauty that ends up being displayed on Russ Pitts is an Associate Editor for The the screen ... the respect that’s Escapist. He also, when he was 12, had deserved never really appears.” a chalk drawing of a covered wagon being attacked by Apache Indians on “I think in some rare instances,” says horseback featured in an art exhibit in John Enricco, who’s currently working on the library of his home town. He cannot an as-yet unannounced title for remember the title of the piece, but is Pandemic Studios, “videogames can sure his mother still has it, somewhere. come close to being an art form. But I Midway through the game Psychonauts, commentary (although, of course, it can in which you literally infiltrate characters’ include all three). Instead, art is a minds for some hands-on therapy, the reflection of our experiences, through hero, Raz, encounters a security guard which we filter ideas of what we could named Boyd. As Boyd shuffles about, and should be. babbling incoherently about squirrels, conspiracies and fortified milk, it’s clear To that end, art must aim to be as he’s not all there and his mind has been realistic as possible - not in the sense broken for quite some time. But he that it becomes life-like, since that would refuses to let Raz pass until he can be mere imitation; but that it captures locate “The Milkman,” so the hero leaps life and distills it down into its vital or into Boyd’s brain to determine who and true essences. Particularly with works in where this Milkman might be. visual media, such as sculpture, oil paints and yes, even videogames, the The subsequent stage, “The Milkman artist must fight a constant temptation Conspiracy,” is one of the shining gems to settle for life-like art. After all, in a game already crammed with accurate reproductions of a subject’s memorable moments. But more than physical form, be it with sharper lines, that, it’s a striking and deeply disturbing increased pixel count or higher portrayal of one man’s lost battle against resolution, are beautiful and generally his own insanity. When I think “art in well-received. The football players in videogames,” I think of this stage. Madden ’07 drip with sweat so perfectly rendered, you could taste it. But pretty Art is the method we use to quantify and sweat alone does not make art. express “the human condition,” the sum of those experiences which make us The key is to partner the visuals with a uniquely human. In a way, it’s a coping certain degree of abstraction, which mechanism, a technique that sorts allows viewers to open up and interpret through our jumbled lives and makes what they see. sense of things. The achievement of art is not beauty, rebellion or social In many cases, it’s actually easier for some great tragedy has occurred here, viewers to decipher abstract art, or art in and, perhaps, may still be occurring. which the subject’s physical form is not accurately depicted. When a graphic is As for the Colossi themselves, they are too life-like, it becomes distracting in the elegant, magnificent creatures. However, same way that robots which appear too they’re so different from any other humanoid make us feel uncomfortable. animal in our taxonomy that they seem We put up similar mental barriers. But only organic enough to be alive. there’s something about abstraction, Decorated with glowing sigils and something primal that makes us drop aboriginal tattoos, they appear our guards, allowing the art to penetrate impossibly old; when they die, their our psyches on a more intuitive level. In twisted skeletons immediately melt back fact, abstract visuals are sometimes the to the mud and dust from whence they only way truly difficult emotions and came. That Wander chooses to slaughter experiences - tragedy, sadness, love, even these ancient, beautiful Colossi, only to madness - can be communicated without face a similar fate himself, is a seeming melodramatic or maudlin. philosophical quandary. But the game makes clear that this cycle of death and Take, for instance, Shadow of the rebirth cannot be averted, that Colossus. Undeniably, the game is struggling against it is futile. beautiful; the towering mountains, sprawling grass plains and crystalline This is why Shadow of the Colossus is lakes are stunningly rendered. And yet, not just another beautiful game. It’s as lovely as they are, the landscapes are through these visual details that the not entirely substantial. The color palate game transcends its purpose and is too muted and ethereal, like a faded becomes a work of art, where tragedy, photograph, and the mountains, plains and death and resurrection are the subjects. lakes seem too large for the space they inhabit. The environment is utterly isolated, Psychonauts achieves the same goal, but empty, even apocalyptic. It suggests that this time, instead of tackling tragedy as subject matter, the game addresses the in unused corners of the mind. Secret syndrome, is locked in a room without experience of insanity. Memories that shouldn’t be shared are doors, losing endless board games stored in armored Vaults, which lightly against his alternate personality, Arguably, the way Psychonauts gallop away from Raz whenever he Napoleon Bonaparte. experiments with color and form is ugly, approaches. And the only enemies you even hideous. Although the characters encounter are the Censors, whose job is And then, there’s Boyd. are ostensibly human, they look more to protect the mind from unwelcome or like Tim Burton creations, straight out of intruding thoughts - like you. Boyd appears to suffer from deep Halloween Town or The Land of the paranoia; his brainspace is a quaint Dead. The children look like nightmares; Thus, by representing these intangible 1950s suburb, drenched in oppressive Dogan, Raz’s friend, is little more than a concepts in easily digestible, cartoon-like pastels and punctuated by identical walking robin’s egg, and Bobby, the local images, Psychonauts depicts brain subdivisions. Behind every hedge and bully, is a freakish monster with broken, mechanics in a way a player can actually inside every mailbox lurks a cameraman yellow teeth and an candy-orange afro. interpret. Had the brainspaces in snapping photographs. Black helicopters Even Raz himself looks misshapen and Psychonauts been made of gray tissue, patrol in indeterminate routes, too far malformed. All this is on purpose; with electrical networks mapped out in away for the player to identify where Psychonauts’ character design evokes vector form, sure, it might’ve been more they’re looking, but close enough to the imagery of dreams, because the accurate. But then it wouldn’t have made remind you that you’re always being game takes place entirely within mental as much sense, or have been as watched. Men wrapped in trench coats realms, in which people are held captive intuitively real, as this abstracted version. with blank, green faces - possibly by their own imaginations. government agents - have assumed Using this setup, the game explores the every occupation, from telephone Each of those mental realms in various forms of insanity by assigning repairman to homemaker, in an endless Psychonauts becomes a physical each to a different character’s hunt to find The Milkman. It’s clear from manifestation of a character’s mind, in brainspace. For instance, former actress the architecture of his mind that Boyd which intangible concepts assume Gloria, who suffers from bipolar disorder, feels he is always being watched, that corporeal form. Figments of the acts out her worst memories on an someone out there constantly conspires Imagination - or dim, shadowy figures of internal theater stage. Shellshocked against him. people, plants and household objects - Oleander’s mind is a thicket of trenches, haunt each brainscape like imprinted barbed wire and land mines. Fred, But the most disturbing piece of this memories. Purple Mental Cobwebs grow afflicted with multiple personality mental puzzle - the part that makes “The Milkman Conspiracy” more than just disturbing reflection of insanity that some eerie, demented vision and makes Psychonauts a work of art. transforms it into art - is the fact that Boyd is right. There is a conspiracy, and Great art is a mirror, bouncing our Boyd himself is the one behind it. experiences back toward us. Through the funhouse mirror of Psychonauts, we see Buried in a tomb deep underground rests our minds as a child might see them: The Milkman: the physical manifestation distorted, hyper-real and in colors almost of Boyd’s brutal, ultimately unstoppable too bright to bear. Ugliness and beauty rage. Out of the remains of his sanity, intertwine, as if they are one and the Boyd has erected a defense mechanism - same, and we see what’s important - the conspiracy - to protect the what’s real - in a way that makes it more whereabouts of this anger, so that for his easily digestible. Psychonauts is a own safety, he cannot access it. But the tapestry of madness, which few other overwhelming number and the games - or even other works of art - persistence of the trench-coated men, could match. Through it, we learn to whom Boyd has also created, indicate appreciate the potential of the human that he is desperate to unleash it once psyche for corruption, dysfunction and more. Boyd’s paranoia is not his true even heroism; the experiences it shares mental illness. It is merely a symptom of feel far weightier, far more relevant than his psychotic rage. those from a mere game. We feel them innately, on a subconscious level, But without the benefit of this surreal resonating in the depths of our souls. mental imagery, from the trench-coated men to the sinuous suburban roads, it As Boyd would say, the milk is indeed would be impossible for a player to delicious. understand Boyd’s particular experience of insanity. The graphics here are not Lara Crigger is a freelance gaming particularly realistic; they’re not even journalist whose previous work for The that pretty. But they are real. The visuals Escapist includes “The Short, Happy Life resonate with the inescapable truth of of Infocom” and “Escaping Katrina.” what they represent. And it is this Amidst the flannel and depression of the and make them appealing as possible.” mid-’90s, there was , a Going pro was a lifelong aspiration. “I’ve surreal world of toilet humor and offbeat always wanted to be an artist jokes in an entertainment culture professionally, I just didn’t dream that drowning in seriousness. While Shiny ex- many people would ever pay me to pat Dave Perry usually gets the credit for draw,” he says, describing himself as a the games, the creator of Earthworm Jim fan of Disney animation. “That was an is artist and animator Doug TenNapel. early goal of mine: to be a great His expertise ranges from cult-hit animator. Little did I know that my lazy videogames like Earthworm Jim and The roots and lack of persistent Neverhood to comics (GEAR, Creature training would prevent me from that kind Tech) and television (), but he’s of greatness.” been noticeably absent from the gaming scene in the last few years. As a fan of TenNapel’s videogame career began with his style and his creations, I wanted to some freelance work. “I did some find out how he got into the industry and freelance animation for David Warhol how he wound up getting out. (Loom) on some early Nintendo games. I got my first big job with Bluesky He describes himself as someone who Software in San Diego to work on the has drawn for his entire life, “just about Jurassic Park game for Genesis,” he said. every day.” He got his education at Point “I always loved videogames since the Loma Nazarene College, where he first time I played Pong at the local pizza earned a fine art degree. Outside of that, parlor. I spent my summers in high he says, “I’ve taken some classic portrait school working in the berry fields to classes and some intensive figure make a few bucks to ride into town and drawing classes to help supplement my play Pac-Man at the arcade.” His work on education. Most of what I’ve learned Jurassic Park eventually lead to a stint at about art has been during production. Virgin, where he met Mike Dietz and Ed Production forces me to finish drawings Schofield, who, indirectly, contributed to interesting of the characters, though did much of his standard (run, jump, the creation of Earthworm Jim. each was a sort of animal with very shoot) animation, which is really how the human characteristics. EWJ became my look of a character is described. I was “Earthworm Jim was my job interview at lead because he was a weak, vulnerable more in charge of the bad guys.” He cites Shiny,” he says. “I had only known Ed worm in a powerful battle suit! How cool Mike and Ed as his inspirations, saying, Schofield and Mike Dietz for a few is that? It was very videogamey, though “There are few inspirations in gaming, months when they left Virgin to start I hadn’t seen anything like it I in but I’ve always enjoyed my work-mates Shiny with DP [Dave Perry]. I had met videogames. I did a walk cycle and Mike Dietz and Ed Schofield. We DP a few times, and we were kindred presented him to Mike and Ed, who took challenged each other on Earthworm Jim spirits since we were both 6’8,” but DP him back to Dave Perry. I got hired to really push our animation skills. They had some really aggressive scams in (thank God. No, I’m not talking about have been mentors both in animation mind, and I was still just an animator on you, DP) and then my real animation and in real life because they are skilled the Jungle Book videogame.” However, bootcamp began. Mike and Ed were artists but also successful family men, a he says, “I was dying to get out of Virgin working on a vastly improved system of rare combination.” and wanted to be with Ed and Mike on animation than we were using before, whatever they were doing. Mike wasn’t and my drawing needed to rise to the When I asked him about the process of convinced that I was their man yet, so occasion. We did some figure drawing, designing a character, because it can’t all he asked me to come up with a character and I did a lot of animation. be Fleetwood Mac and desperate to see if I had the animation chops. I drawing, he said, “Well, there’s a tough was desperate for a job, so I put on “At the time, DP was paying generously, question. You’re asking about ‘the blue Fleetwood Mac’s Rumors and hit play.” so I could kind of work on my craft. spark’ that fires and magic happens. I Those early days at Shiny were don’t know exactly how it happens, but I Before the album finished, he says, “I incredibly fun, and I grew to deeply love know it’s extremely easy for me to had created Earthworm Jim, Psycrow, my teammates. We worked hard … often create characters and worlds. It’s Professor-Monkey-For-A-Head, the 18 hour days even on weekends, and we something I’ve always done and it’s one Princess, Queen Slug for a Butt (DP made one of the greatest games of all of the few things I’m really good at. The named her) and Peter Puppy. Like I said, time.” He describes the Shiny team as process is always done with a pencil and this stuff is easy, and I didn’t know then “the right team at the right place at the paper, and since I draw every day, I that these characters could all occupy right time with the right character,” create critters every day. The public has the same universe, so I was just blowing adding, “Earthworm Jim changed a bit only seen very few because there are stuff down. Earthworm Jim was the most over time, especially since Mike and Ed only very few that a business is willing to put money into to bring them to your fighter, so I bit the bullet and trusted eyes. Nobody has paid for you to see my him. It was the single biggest business best work, but you get the idea of what mistake of my entire career.” I’m about from what you’ve already seen.” According to TenNapel in a separate Curious, especially with such halcyon interview, he retained “a small level of talk of days gone by, I asked what approval and creative control which I happened, why Dave Perry and Shiny get contractually have to share with Dave most of the credit for his characters. ‘Earthworm Lance’ Perry. They’re “After five months of production on the supposed to pay me a minimum royalty Earthworm Jim game, I still hadn’t on every Jim thing sold but Interplay’s assigned the character to Shiny, so it lawyers have loop-holed their way was getting dangerous for them to still around having to pay me a cent.” The be doing the character unless they were rights to the franchise have traveled with going to take it by force and challenge bankruptcies over the years, from me to take it back. Dave and I shared Interplay to Infogrames, then to the re- works and Mike D. was kind of the born Atari, and TenNapel has been referee. [Dave] needed the rights to the largely out of the loop. Games made character, and I wanted to make sure I largely outside of his control include controlled the character, so he didn’t get Earthworm Jim 3D, described by whored out to make porn or who knows Gamasutra as “a success neither what. I also wanted credit as creator, commercially nor critically” and the and I wanted to make a small per- largely forgotten Earthworm Jim: Menace cartridge rate. DP ended up agreeing to 2 the Galaxy. a signage of rights where we shared creative control, I got a small per-cart He’s quick to add, “Now, I have to rate and credit where marketing deemed unpack that, because it’s not fair to just convenient. We were both teary-eyed make DP out to be a rip-off artist, but at because we needed the other to the same time, I didn’t have legal compromise, and I’m a lover, not a representation and I had to trust his handshake on my role as creator. ... That I asked him if he had any bad feelings nobody wants me to do anything, I crack said, I burned myself out of control of about the deal, or about Dave Perry. a story in comic form. The thing that I’m my character, [and] that, I think, is the “When s--- companies cut me out of good at is finding a connection with a burn that keeps on burning. If you hate control of my own character, recreate the broad audience without selling out incarnations of EWJ, it’s probably character, don’t want to pay me to work creative ideas. I’m very similar to my because they’re jacking with stuff that is on the character and I have to ask audience in this way, I have conservative out of my control, and when I had someone else’s permission to do a movie leanings but I don’t like to be bored by control, you loved the character … of my character, I have some bad endless ‘me too’ creations.” He cites because I get Jim better than others. feelings about signing that deal in 1994 comics as his favorite medium, saying, … because that’s where I signed away “Hands down, graphic novels are the “I can’t let your readers think that this is some of those rights and left the greatest storytelling medium at my the end of the story, because while I cut character open for idiots to destroy. But disposal. I can’t tell a story by myself myself out of some of Jim’s profits, even DP and I get along fine, and we had fun without getting someone else’s permission my tiny slice landed me a quarter million for the short time we worked together on and money in any other medium, since dollars and a fine salary, notoriety and Jim PSP. It was going to be the greatest they are cost prohibitive. Can I animate a incredible training working with DP. He’s game of all time, along the lines of the TV show by myself? No. But I can make a a generous employer and a good friend, original Jim, using much of the original graphic novel that would cost $400 million just not a perfect friend. And even today, team. I don’t know what it’s going to be to make into a movie by myself in my when I pitch a show to JJ Abrams [Alias, now because they won’t show it to me.” studio with ink, a brush and six months of Lost], he shakes my hand and says, ‘You free time. Graphic novels are the created Earthworm Jim?! Have a seat Besides Earthworm Jim, he’s worked in a storyteller’s wet dream.” and let’s talk.’ So Jim is the burn that variety of media, from comics and continues to burn with what I can’t do standard animation to the Claymation With that in mind, I asked him about the with him, but he is the gift that has work in . I asked about recent resurgence in comic books as a opened every career door I currently his reason for this exploration. “It’s medium. “I think comics’ recent success walk through. We can play the would’ve, because I love to tell stories, no matter is due to illiterate executives who don’t should’ve, could’ve game all day, but I’m the medium. I go where I’m invited to sit like to read so many words without in a good spot today, and it was all at the campfire and do my thing. pretty pictures. I could read H.P. because I was willing to shake DP’s hand Sometimes, people want me to crack a Lovecraft, but that’s too much work, so that day instead of exercising my rights videogame; sometimes, people want me I’ll read Hellboy instead, thank you. (And and putting his nuts in a vice.” to crack a movie or TV show; [and] when by the way, I think Hellboy is better literature!) Comics aren’t as deep, but In a previous interview, TenNapel said, “I we don’t have as much time to get our love my fans, but never ever design a media fix, so we go for the cheaper game for your fans.” Curious in this age crack, since it’s not as hard to get as of all-out pandering. I asked him about heroin. I think execs (and our general it. “My Earthworm Jim and Neverhood audience, myself included) find comics fans are voracious,” he said. “They go easier to read, so more of them get completely nuts when they even think picked up and passed on to hyper ADD about the game and the characters, and audiences used to MTV editing styles.” this is fine; I love those people. But at some point, they just love the feeling Regarding his own GEAR, he says, “I’m they got when they were with the sure a lot of people have thought at one characters, and it’s not my job to time or another that their cats (or their recreate the environment for their inner lives) would make stunningly 9-year-old to get his jollies. In many entertaining comics/television, yet in ways, videogames are just another kind most cases, this is a bit of an of drug. … Players can receive a high exaggeration.” The difference between that is not unlike a drug or an orgasm, his “cat stories” and others, he says, is and they may associate this with my because, “all of my stories are intensely character. So, now I didn’t just create a personal, but I put a skin on them to beloved character, now I’m their dealer help communicate my humanity to a supplying them with junk. I’m not a broad audience. I could turn my butt into pimp, I’m a storyteller. And I can’t help it a hero’s journey that would make you if I make kick ass games that you get cry, if I had enough pages to set up my addicted to. Yeah, they’re that good. So butt’s plight. I write what I know, and I I try to keep my fans’ desires and like to tell stories about my cats in GEAR impulses out of the forefront of my mind because we all anthropomorphize our when I make something new. animals and make them into bigger heroes than the poop-machines [they] “After all, before I made Earthworm Jim actually are.” I was drawing Drew the Iguana, a comic character I made in college that had a fan base of 30 people. If I only served he left. “To be accurate, I didn’t leave from interactive content. It doesn’t cost those fans and just made Drew the games, the games left me. When I was a lot to bring competent vision into a Iguana, I never would have gotten in games in the ‘90s, it was still a game company, but people don’t want to around to EWJ. When I made EWJ, if I cottage-run industry, and now it’s a spend $250,000 that will save a $16 stayed there I never would have made bloated, retarded, perpetually adolescent million game. And it’s not like in-house Neverhood or Creature Tech or GEAR or rip-off factory. gamers don’t know what they’re doing, Tommysaurus Rex or Catscratch. I don’t either. At every company, there are kids get anywhere imitating myself, and I “I’ve always been willing to make games who can design their asses off, and they encourage my fans to also move on and out of my love for the medium, but the will not be cut loose on creation because enjoy variety, in addition to EWJ industry isn’t really interested in telling they are too busy doing the Spider-Man saturation. It is in the spirit of creativity good stories, or even making great 6 vs. Supertampon game.” that I keep making new stuff that games, for that matter. That’s a entertains millions of youth around the generalization that applies to 95 percent What would it take to get him back? The world. My audience deserves the very best of the gaming industry. Yes, you who are answer is simple, he says. “Some from me every time I set pencil to paper; reading this right now; admit it, it’s just company with enough money and clout this is my duty and my pleasure. When I a job, and that over-the-shoulder to hire me to make something have fun making characters, they always shooter you’re making right now sucks, spectacular that is original, simple and come out better than characters I make at and it’s going to be camouflage on the plays well. I fart this stuff out every day.” gunpoint. I hope my fans see that by not shelf if you [get it out by] Christmas. Tell creating exactly for them that I’m actually your boss to hire me to fix it, and have making better stuff for them!” your camera ready for when he gives you In 1972, Shannon Drake was sent to the bird. Save that picture, and when you prison by a military court for a crime he That brought me back to the gaming game gets killed by bad reviews, send didn’t commit. He promptly escaped industry. I’d noticed that in early that picture to his share-holders, because from a maximum security stockade to interviews with him, he seemed very he’s part of the problem and I’m part of the Los Angeles underground. Today, enthusiastic about being involved with the solution. To quote the Joker: ‘This still wanted by the government, he computer games. Later interviews had a town needs an enema.’ survives as a soldier of fortune. If you much more jaded feel to them, as seen have a problem, if no one else can help, above. And there was the fact that he’d “If I seem like a grouchy old man, it’s and if you can find him, maybe you can been out of the industry for a while. I because I love and respect the medium hire Shannon Drake. wanted to know what happened and why of games, and I expect so much more Did you know salt used to be used as Some games nearly serve as works of currency? That’s where the term “worth art themselves. Reiner Knitzia’s Lord of his salt” came from. And heck, to us, it’s the Rings board game was illustrated by just salt. It’s on every table. It’s thrown the same concept artist that worked on over the shoulder when spilled (hence, Peter Jackson’s movies, John Howe, spilling more, which has never made which gave a visual feel to the game that sense to me). It’s ubiquitous. And yet it everyone was experiencing in the movie was once sought after so heavily, trade theaters at the same time. Similarly, the routes were established solely to get board game Arkham Horror has more salt and other spices. horrifying depictions of H. P. Lovecraft’s many monsters, from the shoggoth to Nowadays, when we make a good steak, the Dunwich Horror (and of course we put some good, chunky kosher salt Cthulhu, which is scary enough to frame on it. It adds considerable flavor and itself). It makes one wonder if graphic texture. We don’t say the salt is good, designers Scott Nicely and Brian but Lord, if it’s not there, we notice. Schomburg had nightmares while Steak, whether it’s Old Bessie or Kobe working on the game. beef, is bland. You don’t notice it if it’s there, and yet you notice if it’s gone. One of the best things about tabletop art is that it doesn’t need to be Monet to be Tabletop game art is the same way. The effective. Cheapass Games has been art has nothing to do with the gameplay. making games for years based on the When someone discusses a game, they assumption that you already have pawns, rarely say, “The gameplay was crap, but dice, money and poker chips at home, so the art was so good, it was totally worth there’s no reason for them to sell you the $60!” And yet, if the art was crap, more. They release games printed on there would have been little visual pull to cheap cardboard, usually in black and the game and little reason to purchase it. white and packaged in white envelopes. James Ernest, President, Art Director, Wright is a freelance illustrator who is card with my website address on it. … game designer and general Grand the colorist for Phil and Kaja Foglio’s When I got home from the con, they had Poobah of Cheapass Games, farms out a comic book, Girl Genius (“It’s my job to already emailed, [asking] me to send them certain percentage of art for his games. take Phil Foglio’s penciled pages and turn more samples of my art. Within three them into candy-colored, gaslamp months, I was working on my first book.” “I get a lot of my game art from free fantasy goodness.”), as well as illustrator sources and clip art,” Ernest says. “It for the Cheapass Games James Ernest’s Wright says the creative process for really just depends on the needs of the Totally Renamed Spy Game and Secret games is different for each game and project. If I need a picture of a caveman, Tijuana , among others. each publisher. Generally, however, he I can probably get that anywhere. If I gets an order of several pieces he must need an evil candy-maker who looks like Wright was an artist who got started draw. He does several simply from Liberace, I have to make a phone call.” early, describing his high school self as creative memory; the technical pieces he “that guy that did everyone’s character will have to look for reference art to aid (Incidentally, the candy-maker game sketches.” Unfortunately, he compared him. Often, he will get a request that is a he’s referring to is Enemy Chocolatier.) himself to pros Larry Elmore and Brom, bit difficult to swallow. both famous fantasy artists, and found When Ernest needs to make that call, he himself so lacking he didn’t consider a “I’ll look at the order and be completely looks for reputable artists, as he doesn’t career in illustration. lost on how to tackle it,” Wright says of take submissions. “First, their work must these requests. “Or I’ll have no idea how be good,” he says. “I’m an artist myself, Lucky for gaming, Wright hit upon the to convey the art director’s intent. Oddly, so I trust my own opinion. ... Aside from feeling many creative types get – namely these pieces will often be the ones with the quality, which seems paramount, an the “Good Lord, I may not be perfect, the most detailed descriptions. Too much artist should be reputable, available and but I’m better than that!” feeling - when detail for me to fit into a 4x6-inch inexpensive. Or, whichever one of those he attended Origins in 2000. “I went to a drawing. Things like, ‘A barbarian stands is most important at the moment.” booth to buy the latest book from a on a pile of his fallen foes. Behind him, a publisher whose games I really liked. ... tattered banner flutters in the wind. He One of the illustrators Ernest turns to As I walked away, I opened the book and is wounded in seven places but raises his when he needs something more saw the art for the first time. It was sword defiantly. Reflected in the wet complicated than a caveman is Cheyenne really bad. Like ballpoint pen on a metal of his blade we see another wave Wright, the creator of the cocktail napkin bad. I turned right of attackers ready to sweep over him - aforementioned Liberace candy-maker. around and gave the guys at the booth a but they are afraid.’ These sorts of for storytelling, technique and style, as orders make me laugh.” well as appropriateness to the game worlds we have. [The amount of Ernest prefers to lend detailed guidance guidance we give] depends on how much to his artists. “As an art director, you they have worked with us. In the early need to be comfortable expressing what stages, we might be more hands-on, you want, because otherwise you can’t making sure the artist understands the be sure [what you’ll get].” world which we have created. Our vampires, werewolves, mages, etc. all Board game companies aren’t the only have a unique look and feel. Once we tabletop games that rely heavily on art: feel the artist understands the look and RPGs can live and die by their art. You feel of our worlds, we tend to take a can write the best source book in the more hands-off approach and allow them world, but it’s unlikely to sell if the to explore our worlds.” gamer is staring at stick figures on every third page. While Cheyenne Wright could get higher paying work elsewhere (he did a T-shirt RPGs require more art than illustration, design for Food TV’s geek god Alton as the page layout and borders are Brown that paid his rent for a year), he elements that separate the pro books continues to illustrate for games. He from the amateur. Most fledgling RPG stays with it for the reason most people designers assume that game design is all in the tabletop industry do: merely for you need, but a good artist is nearly the love of it. “That’s the big secret of vital. White Wolf Games, publishers of the game industry,” Wright says. “All of Mage, Vampire and World of Warcraft us could be off doing bigger, ‘better’ among many others, values several things. But we love games. So we stay abilities in their freelance artists. long past the point of total sanity loss.”

White Wolf Production Manager and Art Wright does admit that there are things Director Matt Milberger says, “We look that need fixing in the industry. In Don't be afraid to SHOW YOUR Europe, tabletop gaming is much more stuck on ideas,” Wright says. “They’ll let We’re not yet to the point that art is respected than in America, where the me just do crazy design work. I just used as currency the same way salt once STUFF AROUND. There is majority of the public still assumes it to draw characters and monsters all day, was, but like salt, game art adds spice always going to be someone out be a child’s pursuit (although I’d like to sending the writer sketches and getting that we’d sorely miss if it wasn’t there. see a kid tackle the rules to the massive to see how my art changed the game. What would gaming be like without “there that is better than you, but war game War of the Ring). “I’d like to visuals of our bizarre Liberace candy- there [are] also 20 guys worse see the pen-and-paper tabletop game “I did art for a game called Rippers, makers, our Mexican wrestlers and our industry get the respect in the States which was about Victorian monster nightmare-inducing elder gods to spark than you getting STEADY that it has overseas,” he says. “I want it hunters. One sketch I did early on was of our imaginations? Thanks to the work of WORK to be as big as the video-drone game a Victorian lady in a big poofy dress, people like Wright, Ernest and Milberger, industry. I’d like to be able to tell people wearing a skull mask and carrying a we won’t have to find out. that I do art for games and for them to pepper-pot pistol. It was just a weird little not immediately assume that I mean idea, but the writer really liked it and Mur Lafferty is a freelance writer and videogames. Maybe if we were that big folded it into the game’s mythology. By podcast producer. She has dabbled in as and could pay out that kind of cash, we the time the game came out they even much gaming as possible, from her wouldn’t be suffering the brain-drain that had a 28mm figure of her sculpted.” website work at Red Storm ” we are.” Entertainment to her RPG writing for Since most gamers want to know the big White Wolf Publishing. Currently she Besides those irritations, Wright wouldn’t secret to getting into the industry, Wright writes freelance for several gaming give it up. Making tabletop art is simply has a bit of advice: “If this is what you publications and produces three podcasts: fun. His favorite part is when the art want to do, do it! Don’t be afraid to show Geek Fu Action Grip, I Should Be Writing directors give him some leeway on the art. your stuff around. There is always going and Pseudopod: the Horror Podcast to be someone out there that is better Magazine. She lives in Durham, NC. “Sometimes, I’m brought into a game than you, but there [are] also 20 guys early enough that not everything is set worse than you getting steady work.” in stone yet, or sometimes the writer is Videogames are fantastic achievements homepage and can join a community of of science: a library’s worth of members that leave comments and meticulously crafted code, impossibly critiques. The archived artwork on small circuits wired to create a virtually Lifemeter is classified in two ways: the infinite architecture, vast amounts of Comics Gallery that features short strips data etched into plastic disks with of game characters in an array of precision light years beyond that of a situations from humorous to tragic, and master craftsman. A videogame of any the Lifemeter Art Gallery, which contains era represents the best of that day’s dozens of pin-ups in a range of art styles science and technology. Without art, from ink and pen to watercolors to however, you’re left with a high-tech computer generated images. Each work light and noise machine; all sound and is “signed” by the artist, who also fury, signifying nothing. Truly great provides a link to his previous work. games, like all great works of art, have a spirit; the piece of its creator that he I recently had the chance to sit down wanted to share with the world. This with the site’s three founders, Zack force can be so powerful, it can in turn Giallongo, Dave Roman and Stephanie inspire others to share the artist’s vision Yue, to discuss Lifemeter and its place in through the lens of their own minds. gaming culture.

These visions of videogame worlds both The Escapist: First, thanks for taking seen and unseen are collected at a the time to sit down with us. Let’s start specific address: the gallery of Lifemeter at the beginning. What was the genesis Comics. Lifemeter houses a repository of of Lifemeter? What was your inspiration? videogame-inspired fan art where quality takes precedence over quantity. Lifemeter Comics: Lifemeter evolved out of conversations we had during Built on a LiveJournal framework, visitors comics and anime conventions. We were can see the latest art updates on a remarking on the rise of nostalgia [for classic games] in modern videogaming display a unique visual style; for characters, which is why we reject culture, from people wearing Mario and instance, Jet Grind Radio or Shadow of submissions, for instance, [of] Mario trying Zelda shirts to full blown cosplayers the Colossus. to score cocaine off of a Goomba, and dressing up as their favorite characters. we’ve gotten plenty of those. We try to We then began to create sample art for TE: What are some of the other keep it in the game world, since there is a our artist’s alley tables, while finding out “art-house” style games that lot of that kind of stuff out there already; that many young, struggling artists have inspire contributors? parody, slash-fic or other adult content. sketchbooks full of videogame character art done from the memory of a childhood LC: Katamari Damacy, PaRappa the If we included that stuff, we’d have to be spent playing videogames. …There had Rapper, Animal Crossing, but it’s not more particular about whom we allow been no place [where] all game characters limited to niche games. Yoshi’s Island visiting the site. [We] like to think that were collected before Lifemeter. and Paper Mario also generate a lot of videogames are for everyone. There are work. The characters in the more specific games for adults only, and they TE: A lot of the art on the site concerns mainstream games inspire a lot of artists are becoming more and more popular, the earliest days of gaming. What is it both old and young, since some have but for the most part, videogames appeal about the 8-bit characters that makes grown up with them, while others are to both kids and adults, and [we] like the them popular to draw? experiencing the classic gameplay for the idea that all ages can visit the site. first time and enjoying just the same LC: The early 8-bit characters were all experience we did when we were young. TE: What makes Lifemeter different from sprites, and for the most part, were half- large artistic community sites like formed ideas. The interpretation of TE: Who do you feel you cater to? deviantART or a Yahoo group? [those characters] involved a lot more imagination, as their videogame worlds LC: We don’t have a real target audience, LC: We are editorial about it. The people weren’t that fleshed out, so you have to but we try to avoid anything explicit. who submit [art] are generally fill in the details. It’s interesting how professionals, and there is an different it can be from person to person. TE: Are you trying to create a family expectation of quality of what gets atmosphere, or are you avoiding trouble? [posted] on the site. It’s not a sketch TE: So is it all driven by nostalgia? blog or a message board. We need the LC: Art on Lifemeter is supposed to have art to tell a story or have a really strong LC: It’s primarily driven by nostalgia, but the impression that this stuff [the art voice. …Originality goes a long way. there are some modern games that and comics] could actually happen to the TE: What about legal issues? Any cease LC: We actually hope that the only and desist letters so far? letters we get are offers for freelance work from publishers, but if we were to LC: Surprisingly none, yet. …. We didn’t receive [cease and deist letters,] we want to upset copyright holders or would take it on a case by case basis. If jeopardize our professional careers … Konami knocked on the door and said [Surprisingly,] the reaction so far has they don’t want and Metal Gear fan art, been very positive. We never expected … since they are publishing their own Metal to not only [approve of Gear Solid comic, we would oblige, since us] but to give us a recommendation. they are being specific and polite about it. They told their readers to check the site But it would take a real assault from the out. They were one of the first major publishers, Nintendo, Capcom, Sega magazines to call us and ask if they and others, to really shut us down, but could write about [us]. We’ve found that that would be the best advertising of all: the creators of the games get excited “Industry rallies to shut down fan art site!” about [the art] in the same way that we do, and they understand that we are [We] can’t imagine anyone coming after, celebrating them and not exploiting them for example, Adventure, which could or parodying them. If anything, we are even be in the public domain by now …I helping people remember games they can’t imagine anyone getting really upset haven’t played in years, and maybe about it. It’s just a drawing, and it’s not getting them to go out of buy them like we are making money off it. [We] again. It’s almost as if we are an can’t imagine that we are any kind advertisement for gaming itself. of competition.

TE: What about the future, will a higher TE: Tell us about the publishing of the profile bring problems with copyrights Lifemeter mini-comic. and licenses? LC: We wanted something that people could hold in their hand. As great as the is, sometimes you want [We] hope we are helping to raise the something you can touch and hold and consciousness of people about the look at in front of you. connection between art and videogames. The idea of videogames as art is still We debated about [charging for it,] … relatively new, but there is still a lot more [and] whether or not we [wanted] to that can be done for the medium so it make any sort of profit. For the most doesn’t bastardize itself by appealing to part, the comics are self made, the lowest common denominator. Gaming photocopied and stapled ourselves. culture is worth celebrating. We’re not sure the money we may have made on the minis has even covered the Seth Robison has been working in and cost of site maintenance. If we make a around the videogame industry for over little money back, it kind of balances a decade. He is currently the head writer out; if we lose money, we can’t do on gamertransit.com and the videogame [Lifemeter] at all. columnist for comics101.com. Contact Seth at [email protected]. TE: Where do you see Lifemeter in five years?

LC: Still existing [laughter]! The most realistic goal would be a collection of work, an actual book for sale that’s approved by the copyright owners. Also, in a less tangible way, we would like to see people involved with Lifemeter get hired by [gaming companies] to do a story for them. A lot of these games have backgrounds that don’t really get played out, and there might be room for people to flesh the games out, so [we’d] like to see Lifemeter helping artists that way. EDITORIAL PRODUCTION BUSINESS Executive Editor Producer Publisher Julianne Greer Jonathan Hayter Alexander Macris

Content Editor Layout Artist Associate Publishers Joseph Blancato Jessica Fielhauer Jerry Godwin Russ Pitts Jason Haile Gregory Lincoln

Contributing Editor Lead Web Developer Director of Advertising JR Sutich Whitney Butts Susan Briglia

Research Manager Web Developer Chairman of Themis Group Nova Barlow Erik Jacobson Thomas S. Kurz Tim Turner Contributors Laura Crigger IT Director Shannon Drake Jason Smith Mur Lafferty Russ Pitts Seth Robison

Issue 67, © 2006. The Escapist is published weekly by Themis Group, Inc. Produced in the United States of America. To contact the editors please email [email protected]. For a free subscription to The Escapist in PDF format please view www.escapistmagazine.com