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Interview with Robert Wisnewski


3/29/00 by Tom Smallwood
with Robert Wisnewski
Artist
Legend Entertainment

Can you tell us a little about your responsibilities while working on WoT?

Robert Wisnewski: I worked on the FX assets for the Angreal and Traps, as well as multiple other objects, decorations, ambient creatures and plants, and some environmental texturing.

How did you get into the game design field?

Robert Wisnewski: By accident. I was working as a freelance illustrator with no computer experience doing oil paintings for magazines, when I got the opportunity to do some freelance paintings for Legend's Deathgate. I've been playing catch-up learning to do digital art and FX work ever since.

What games have you edited professionally? Nonprofessionally?

Robert Wisnewski: Not edited: worked on -- Deathgate, Shannara, Mission Critical, Callahan's.

What is your favorite computer game after WoT?

Robert Wisnewski: UT and DigDug(just kidding).

Do you play user created levels?

Robert Wisnewski: Yes.

What is the biggest problem you see in user made levels?

Robert Wisnewski: Not enough interesting design layout surprises.

What changes do you see coming in computer games over the next 5 years?

Robert Wisnewski: More realistic physics. More believable realistic looks and design. More interaction with the environment and less linear goals.

What did you enjoy most about working on WoT? Least?

Robert Wisnewski: Most: Working with extremely talented staff and helping create a new type of 3D action game - lots of ways to play; defensive as well as offensive.
Least: Optimizing polygon counts and limits on texture memory.

Finally, how about a quick strategy tip for MP?

Robert Wisnewski: Ask the level designers - I usually get my butt kicked ;)

I want to thank Robert Wisnewski for this interview. Look for more interviews with Legend's staff over the next few days.

Previous interview: Matthias Worch

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