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After
leaving id, McGee tried his hand at a couple of other businesses, including an
offshore Internet gambling venture, without success. He was compelled to
return to gaming by an offer to work with Michael Crichton on a game version
of Crichton's novel Timeline. McGee left the project before it was completed,
only to sign on with Electronic Arts in 1998 and quickly set to work on taking
the world of Lewis Carroll's Alice in Wonderland to third person 3D. In
the midst of him and the development team at Rogue Entertainment in Dallas
trying to finish Alice on time, McGee managed to take a moment to reflect on
what his latest, and biggest, job role has been like. GameSlice: It's coming down to the wire now as
you guys work to finish the game. How would you describe this pressure?
American: There is certainly pressure, but not of
the kind that I’ve experienced on past productions. This time around we’re
only fighting to make sure that our content lives up to our own expectations.
On a technical level, things are looking great. Our animators have wrapped up
all their work and now it’s down to the level designers and texture artists
to finish things up. Of course everyone will be involved with final tuning and
testing of the game until we go gold. Overall, I’d have to say that this is
the most enjoyable crunch time I’ve ever been involved with. GameSlice: What's been different for you about
the production of Alice compared to the other games you've worked on? American: The only other projects that I’ve
been involved with from start to finish were those at id. Alice is my first
real project outside of those I was involved with there. It has been an
amazing two years since I first started thinking about Alice. Being able to
witness something like this from the ground up is very unique, thrilling and
at times terrifying. The main difference so far has been mostly in the level
of organization that has been present throughout the production process.
We’ve always had a very clear picture of the type of product that we’re
producing and have almost never strayed from that original concept.
Personally, my level of involvement with all facets of production has been
gratifying and at the same time overwhelming… but it’s certainly something
exciting and different. |
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