
Game development, the early days
Early in my career, I was back and forth with character texturing and UI.
My first real UI was MDK2, NWN, then KOTOR. It was very light and not really that heavy on UI. I got to learn about what I thought looked look or fit the game.
UI conventions, were not really there... we did what we thought made sense. The games felt more gamebreaking and new. Such an exciting time.
This time of my career was development of 2d skills and programs, learning the process of games and what can happen.
Quirks of consoles, and the full development cycle. Just a baby.


Jaded
One of the toughest games I have ever worked on in my career is Jade Empire. This was the first time I saw systems being thrown out at the last second and redos of other systems.
UI thrown out and remixed to make ship. This project teached me how to switch it up really fast and we can do it! I panicked a lot, but after this, I learned how to calm down and known we can push through.
I trust my teammates.
Magical time
It was the wild west. If it wasn't for our own natural quality standards, we wouldn't have had the games we put out.
It is the only reason why games come out the way they do. Do we settle? Do we have time to push? Sometimes it is out of our control.
I look back, and think how hard it was to make a hit game and how hard it is to get the right people at the right time to create the right game.
We crunched, we had lots of LAN battles, we ate, slept, shit video games.
It was a party, it was heads down, it was a war, it was chaos.
Much love to everyone I have ever worked together with, we put out a game together.
We put in as much love as we could.






