
A while ago we asked you if anyone had questions for the developers of the upcoming ‘big hit in the making’, Brink. It has taken a fair amount of time and organization to get you your replies, but as developers Splash Damage have had to delay the game in that time, that seems more than fair enough. (I would rather they got on with making the game!)
With the game back on track for an Autumn release, Richard Ham, Creative Director of Brink, has been kind enough to answers some of our questions and most importantly the questions YOU wanted answered. So, no need for me then…I’ll just leave you guys to it. Here is what YOU wanted to know.
SG: Could you give a brief overview of the history of Splash Damage?
Richard Ham: Splash Damage started out as a very small mod team producing a total conversion called Quake 3 Fortress which led to us getting the chance to develop Wolfenstein: Enemy Territory. Shortly after that, we developed the multiplayer component for Doom 3 and then Enemy Territory: QUAKE Wars for the PC — which brings us up to where we are now, working on Brink.
SG: You seem to have a large number of Triple-A game makers working on Brink. Can you go through them & the games they have worked on before?
Richard Ham: Well, everyone on our team is truly top notch. We already had a great team in place from our previous game, Enemy Territory: QUAKE Wars, but when we decided to transition from PC-only to multiplatform development we nearly tripled in size. Some of the guys we brought on board have worked on some big titles such as:
- Neil Alphonso (Brink Lead Designer) – Killzone 2, Splinter Cell
- Tim Appleby (Brink Lead Character Artist) – Mass Effect
- Fabrice Bouvet (Brink Lead Animator) – Splinter Cell Double Agent
- Dean Calver (Brink Lead Programmer) – Heavenly Sword, Silent Hill 2
- Oliver Jauncey (Brink Senior Programmer) – Mass Effect
- Dave Johnston (Brink Senior Level Designer) – Counter-Strike (creator of de_dust, the most-played FPS map in history)
- Olivier Leonardi (Brink Art Director) – Rainbow Six: Vegas, Prince of Persia: The Two Thrones
- Jeshua Nanthakumar (Brink UI Artist) – Need for Speed Undercover, Pro Street, Shift and Carbon
- Chris Sweetman (Brink Audio Director) – Black, Burnout Paradise
- Dann Yeung (Brink Senior Gameplay Programmer) – Fable 2

Richard Ham, above, forgot to blow his own trumpet in that list. Richard has had a long career in the game industry, working for the likes of Nintendo and Sony in America before moving to the UK and working for companies that include Lionhead Studios. Highlights of the back catalogue of games he has worked on include the Syphon Filter series and Fable 2.
Continue over the page for questions on Brink!
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