Archive for the ‘General’ Category.

Interview with Graeme Norgate

From Timesplitters time portal comes an interview with Graeme Norgate. Read it here or below.

How did you get started with composing video game music?

When I had first had a Spectrum, it was around the time I was learning to play keyboards. I wanted a way to combine my two favourite things, playing games and music. After a few unsuccessful attempts to get into the games composing in the Amiga days (I’m looking at you Hewson and Pysgnosis) I got into Rare after replying to an advert in Edge.

Previously I’d been working on demo tracks geared towards video games and I guess that focus paid off. Continue reading ‘Interview with Graeme Norgate’ »

Greame Norgate interview with PSM3

(Q)
What’s been your favorite game soundtrack to work on, and why?

(A)
I’ve been told by my PR department to say Haze. No, really, it has to be TimeSplitters 2. It might be rose-tinted  specs but there so many genres in that game., the FMV’s were all very silly and fun to do, I recorded a load of people dying by getting them drunk on a Saturday night in an East London tube.

(Q)
Why did you end up producing music for videogames, instead of, say, producing scores for movies or television?

(A)
There were two things I’ve wanted to do in my life. Play videogames and write music. Scores for videogames are much more fun than TV or movies. I don’t see games as a stepping stone to films because I enjoy the job so much.

(Q)
What are you aiming to provide for the player with your music?

(A)
I aim to make the player feel the way I used to when I first got into videogames, when I would often buy a game because of the soundtrack regardless of the game itself. I’d try and be good at a game just to hear the end of the track.

(Q)
Do you think there’s an ideal length for a piece of game music to be?

(A)
There’s never an ideal length, as with many things in life, the longer the better. As a rule, shorter than two to three minutes means the music could loop too often. That said, I’ve probably racked up a good year playing Super Bomberman on the SNES - and that tune was 16 bars long. It was infuriatingly catchy one.

(Q)
How do you decide on the theme of a piece of music, asnd at which stage of a level’s completion is the music created?

(A)
The theme is usually guided by the environment plus what part of the story the player is at this time. If it’s a snowy Russian military base (a la TS2 or Second Sight), there’s going to be some choir, snare drums, brass… throw in some windchimes to emphasise coldness. When a piece is written can vary. Ideally, it would be once the level location is done. That’s not always practical in reality so I’d rely on the design documents detailing gameplay events, location descriptions, that sort of thing.

(Q)
What are the biggest non-gaming influences on your work?

(A)
Strongbow. That’s actually a lie, it would be various composers I respect from a wide spread of genres. I’ve always loved mixing styles together, so could listen to something by John  Barry and then the Prodigy and think, “I wonder what those two styles sound like mixed together?”

FRD recruiting game testers

Free Radical Design are now offering temporary game testing jobs for people with good knowledge of FPS games and with good literacy skills. http://www.frd.co.uk/recruitment.php?cmd=video_games_tester

Several opportunities have arisen within our Quality Assurance department for VIDEOGAMES TESTERS to join our existing team searching for and tracking defects within our current pre-release projects. The ideal QA technician will be someone who is familiar with all types of games on various gaming platforms. However, knowledge of and interest in First Person Shooters is particularly beneficial. Applicants must have the following skills. A passion for games and the ability to play them through to completion on all difficulty levels. Good computer literacy. Strong written and spoken communication skills. The ability to describe complex issues in words. This position will require shift-work, candidates must also be able to maintain a high standard of work of during long working days/nights.
Standard shifts are 12 hours: working 8am-8pm one week and 8pm-8am the next, alternating on a weekly basis. Shifts run from Tuesday to Friday OR Saturday to Monday.
This position will start on a temporary basis with a possibility of becoming permanent. As this is a temporary position it would be better suited to local candidates.

Week Thirteen on the Furry Radicals blog

The web master for frd.co.uk has had a car accident and had achieved a broken leg because of this. This is why the website hasn’t been updated until now. The thirteenth post on the Furry Radicals blog has been posted.

In this new post the, believe it or not, “monkey” has explained that the HAZE delay is nothing to worry about because it means HAZE will be a lot better and more polished. On this subject Ubisoft has announced HAZE will soon be realised on January or February. Let’s just hope that’s true this time.

The “monkey” also says the Timesplitters 4 storyline is almost figured out. The “monkey” also makes reference to perhaps timesplitters4.net? It is true people on these forums have mentioned that frd.co.uk hasn’t been updated for a while. Maybe Free Radical Design are taking storyline ideas from there? If you want to read the link look below or visit - http://www.frd.co.uk/blogs.php#id_13

I’m a monkey. You can’t stop it.

Soooo, Haze is delayed. But you already know that, don’t you. Well, the simple fact of the matter is, any delay on a game is a good thing - it’s more time to optimize and polish and tweak and generally improve the whole damn thing to the Nth degree. Now, I know that some of you patient folks out there will be bitterly disappointed. Some of you may even want to come to my house and smash a colostomy bag over my head, and I think most people would understand that sentiment, but believe when I say that the delay is the best possible thing for the game. Hell, the reason why you guys are so pumped about it is because you have high expectations, and we need just a little more time to make sure that we meet them. So in conclusion, rest easy - we’re still slugging away on this badboy.

In other news, this week has seen several drafts and redrafts of the TimeSplitters 4 story outline being pulled around to see what sticks. As of today we might - MIGHT - have settled on something. Time will tell.

For the record, this blog is dedicated to the guys on the forums that noticed that I hadn’t written one for a while. I didn’t think anyone was reading this little thing.

Furry Radicals blog : Week eleven.

A monkey at a party? Sounds interesting. View the post below or here - http://www.frd.co.uk/blogs.php#id_11

 “M-to-the-O-to-the-N-to-the-K-to-the-E-to-the-Y.

Christmas is just around the corner. Apart from the obvious (buying copies of Haze for everyone I know) we’re also gearing up for our Christmas party. Originally I suggested that we hold it in a casino, until someone pointed out that there are probably several gambling addicts in our number. So, we’re all going to a bar to get tanked up instead.

The venue is extra-large this year, owing to the fact that we’ve now surpassed two hundred staff members. Jeez, we’re a monster. The bar bill last year was pretty impressive. God knows what it’s going to be like this year - especially because Sizzlewood and co. will be indulging in some ‘extreme relaxatin’ to celebrate the end of Haze. I wonder who’ll get naked and puke this time?“

More letters answered on frd.co.uk

R107 has shockingly (rarely happens)  answered some more letters here. I warn you that there are no new details on HAZE or Timepslitters 4 and you should expect things like:

“I took five free games out of the safe to send to you, but at the very last minute I stamped on them. Then spat on the pieces. You can collect them whenever you want, during office hours.“

OMG!!! R107 has answered some more questions.

The last time that happened was in july. Like allways I wouldn’t expect much information from R107 but quite a bit of humour.

Read the letters section on frd.co.uk

David Doak Interview With Game Informer

An intersting interview. HAZE seems to be PS3 exclusive full stop and Timesplitters 4 is coming along nicely. No more EA by the looks of it . This interview was posted 10 days ago but that doesn’t matter.

Game Informer: Where are you at in development right now with Haze?

David Doak: We’re at the crazy time of trying to finish it stage. [laughs]

GI: Do you have a release date yet?

Doak: This year. Obviously, Thanksgiving things are important, so the end of November is the target.

GI: Do you try to say, “We want to totally get out of the way of Halo 3,” or does it matter to you at all because you’re PS3 only?

Doak: I think it matters less because we’re PS3 only. It’s funny—I don’t think people generally find themselves in a position where they can choose release dates. The big things you try to move apart, but it’s a funny business. It is a bit scary as well, because even if you’re on a different platform than something, the fact that something’s out in the same window can take everyone’s money.

GI: Why PS3 first?

Doak: Only.

GI: Only?
 
Doak: [laughs] You’re a weasel. The opportunity is there. I think PS3 needs good shooters. We have some previous with Sony consoles, and that’s good for us. We’ve delivered very well on PS2 with the TimeSplitters games and the opportunity is there. Also, it’s not just previous experience; there’s some know-how as well. PS3 is an evolution of PS2, so the expertise we have with the vector stuff is useful. It’s a good platform to be on. I think it’s mainly the opportunity.

GI: You said it’s the evolution of the PS2, and the PS2 was a pain to develop for. Is the PS3 the super pain to develop for?

Doak: It’s a very specialized piece of hardware. It’s useful to have people who have worked down to the metal on other similar things before, and we have a few guys who really, really know this stuff. We also in fact have a few new guys who I’m really impressed with who really know their stuff. It’s all very techie—it’s pretty techie beyond me these days, as well. But it’s a really important part of the industry now. Code’s getting really complicated.

Continue reading ‘David Doak Interview With Game Informer’ »

Welcome!

This blog aims to take as much information from the internet as possible to give you all you need to know on Free radical. I will try my best to update often.

Free Radical Design Limited is a video game developer company for those who don’t know (skip this paragraph if you know the basics). Free radical is famous on their timespitters series and have also developed the game Second sight.  They are coming to the end of developing the game HAZE in which could prove to be the most popular PS3 FPS of 2007. Free radical design was formed from the former rare members David Doak, Steve Ellis, Karl Hilton and Graeme Norgate. They worked on classic titles such as the well known goldeneye (for N64).

HAZE is the next game to be released from free radical and they have piratically finished. If you are here you should know that it is a FPS with a unique system that involves two sides very different from one another. They are the Mantel troops and the rebels (Aka “The promise hand”). The interesting part is the way each side has different advantages/disadvantages.

Below here is a video that will probably explain a lot. David Doak makes you sound like a brainless pea though.

Continue reading ‘Welcome!’ »