★ AMSTRAD CPC ★ MARK EYLES ★

Mark EylesGames - Auteurs
★ Ce texte vous est présenté dans sa version originale ★ 
 ★ This text is presented to you in its original version ★ 
 ★ Este texto se presenta en su versión original ★ 
 ★ Dieser Text wird in seiner Originalfassung präsentiert ★ 

You've seen the film of the book of the play of the cuddly toy of the cartoon character of the peculiar little scribble on the back of a fag packet... Now hear what Mark Eyles, software designer extraordinaire has to say...

What games licensed from films have you worked on so far?
Back To The Future, Big Trouble In Little China, Howard – A New Breed Of Hero and Aliens.

What's your favourite?
Usually the one I'm working on, in this case Aliens – itll be brilliant!

Once a film license has been obtained what do you, as the Software Designer, have to do?

Read the scripts, or see the film, if it's been shot, and devise a storyboard. This'll include a detailed gameplan of the scenario, characters, their behaviour and how the game will play. I usually produce a few sample screens on my Spectrum too. If this is accepted a whole programming team is brought together to implement the design into a working game - well, that's the Idea!

What sort of problems are associated with producing a game from a film?

The main restriction is the hardware – obviously you haven't got the sound and colour that a film producers got. Its also very difficult to recreate a hero and show the differences between characters. Still, it's a challenge and very satisfying when you've come up with something that reproduces a films atmosphere.

Do the programming team have difficulty converting your design of a game when they're working with only 48K of memory?

Admittedly I'm not a programmer (if I programmed a game it'd look like a load of blobs moving around in Basic) but I do know what a machines capable of. There would be no point coming up with a mega amazing design that just wasn't feasible to program. But it works the other way too – most programmers couldn't design a game so we complement each other.

What are the advantages and disadvantages of designing a game when you've only seen the script of a film?

Usually its no problem, though films can sometimes alter by the time they actually hit the screen. In Aliens, for example, it wasn't until I d seen the film that I realised the little girl, Newt, (the sole survivor on the planet) played such an important role. I then had to incorporate this into my original design and by this stage the programmers were already developing the game. Producing a game is an ongoing process – we're continually adapting and refining it though the essential design will still be the same The advantage of designing a game based on a film when its in script stage is you've more time to program the game. That way it should be a better product and still come out when the films released.

Do you go to the cinema a lot?

Yes I do. Obviously I go and see all the films that I hi designing games for, but IV also go and see anything that I think will be well produced. I particularly like sci-h stuff and Spielberg movies.

Are you a trainspotter and do you have a pair of mittens wtth elastic on?

I haven't put my trainspotter sticker up anywhere, sorry, but I s pose I'm an ageing trainspotter. And no. but I have got this really neat pair that have the fingers sawn off and a little flap on the top so you can wear them like mittens too.

What's your favourite?

Usually the one I'm working on, in this case Aliens – itll be brilliant!

Once a film license has been obtained what do you, as the Software Designer, have to do?

Read the scripts, or see the film, if it's been shot, and devise a storyboard. This'll include a detailed gameplan of the scenario, characters, their behaviour and how the game will play. I usually produce a few sample screens on my Spectrum too. If this is accepted a whole programming team is brought together to implement the design into a working game - well, that's the Idea!

What sort of problems are associated with producing a game from a film?

The main restriction is the hardware – obviously you haven't got the sound and colour that a film producers got. Its also very difficult to recreate a hero and show the differences between characters. Still, it's a challenge and very satisfying when you've come up with something that reproduces a films atmosphere.

Do the programming team have difficulty converting your design of a game when they're working with only 48K of memory?

Admittedly I'm not a programmer (if I programmed a game it'd look like a load of blobs moving around in Basic) but I do know what a machines capable of. There would be no point coming up with a mega amazing design that just wasn't feasible to program. But it works the other way too – most programmers couldn't design a game so we complement each other.

What are the advantages and disadvantages of designing a game when you've only seen the script of a film?

Usually its no problem, though films can sometimes alter by the time they actually hit the screen. In Aliens, for example, it wasn't until I d seen the film that I realised the little girl, Newt, (the sole survivor on the planet) played such an important role. I then had to incorporate this into my original design and by this stage the programmers were already developing the game. Producing a game is an ongoing process – we're continually adapting and refining it though the essential design will still be the same The advantage of designing a game based on a film when its in script stage is you've more time to program the game. That way it should be a better product and still come out when the films released.

Do you go to the cinema a lot?

Yes I do. Obviously I go and see all the films that I hi designing games for, but IV also go and see anything that I think will be well produced. I particularly like sci-h stuff and Spielberg movies.

Are you a trainspotter and do you have a pair of mittens wtth elastic on?

I haven't put my trainspotter sticker up anywhere, sorry, but I s pose I'm an ageing trainspotter. And no. but I have got this really neat pair that have the fingers sawn off and a little flap on the top so you can wear them like mittens too.

Your Sinclair #19
CATEGORYTITLES (4)YEAR
GAMELIST Aliens: the Computer Game
Aliens El Regreso
1986
GAMELIST Aliens: The Computer Game (Megahack) 2024
GAMELIST Back to the Future 1
Retour Vers le Future 1
Regreso Al Futuro 1
1986
GAMELIST Hijack 1986

★ PAYS:

★ AMSTRAD CPC ★ A voir aussi sur CPCrulez , les sujets suivants pourront vous intéresser...

Lien(s):
» Info » Margaret Crewdson
» Info » Martin Bley
» Info » Markus Winklbauer
» Info » Mark Harrison
» Info » MAC
» Info » Marc Cecchi
Je participe au site:

» Vous avez remarqué une erreur dans ce texte ?
» Aidez-nous à améliorer cette page : en nous contactant via le forum ou par email.

CPCrulez[Content Management System] v8.7-desktop/c
Page créée en 371 millisecondes et consultée 2166 fois

L'Amstrad CPC est une machine 8 bits à base d'un Z80 à 4MHz. Le premier de la gamme fut le CPC 464 en 1984, équipé d'un lecteur de cassettes intégré il se plaçait en concurrent  du Commodore C64 beaucoup plus compliqué à utiliser et plus cher. Ce fut un réel succès et sorti cette même années le CPC 664 équipé d'un lecteur de disquettes trois pouces intégré. Sa vie fut de courte durée puisqu'en 1985 il fut remplacé par le CPC 6128 qui était plus compact, plus soigné et surtout qui avait 128Ko de RAM au lieu de 64Ko.