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Jarek Parchanski By Craig
White Explain how you began the design process of Jack Orlando.
First there was an idea--who, where and when? Next we made the storyboard that
helped us to complete materials and layouts for animators. Animators were using
those layouts to make final animations. Materials for graphic artists and programmers
were made basing on storyboard, too. Is Jack Orlando based
on someone you know? Yes, he is. Because the action of
the game is placed in the thirties, we wanted Jack to be like a character from
those times. We chose private eye Marlowe from the books by Raymond Chandler. Did
you always plan to have JO be a 2D cartoon game, or did 3D ever come to
mind? Why did you pick 2D animated graphics? Yes, I always
wanted Jack Orlando to be a 2D game based on classic animations because
only this technique (handmade drawn animation and painted decorations) lets you
feel the atmosphere of those times. Describe some of the
people involved behind the project and what they did. Jack
Orlando's authors are a team of young, energetic people working in this branch
for years. They are supported by older and experienced graphic artists like Boleslaw
Kasza who designed characters and decorations producing the one and only climate
of the thirties in America. Malgorzata Luszczak as an artistic supervisor was
taking care of artistic vision of the whole game. Wiktor Kasza--chief of animators
with a boundless energy. The main programmer, Andrzej Postrzednik--a professional
computer scientist--very carefully converted his and his friends' ideas into computer
language, giving players all over the world the possibility to find a solution
for Jack Orlando's case. Jaroslaw Parchanski--a director--watched over the harmony
in team and good cooperation. Do you think a sequel will
follow for Jack? I don't think so. We are now looking
at other genres that we think are interesting as well. Our next game will be a
3D accelerated third-person action game involving mechs. It's called Devastator
and is due to be released for Christmas. Is it hard
making a game for more than one language? No, because the
game was designed to be localized. If you plan to do different language versions
all the way from the beginning, it's no big deal at all. Currently there is a
Dutch, a Spanish, a German and an English version on the market, with Turkish
and even Chinese versions on the way. The game contains roughly 7,500 lines of
dialogue and over 80 characters, so it's quite a challenge. However, we won't
record speech for each country. We recorded German and American English voices;
the smaller countries will have English speech with their respective subtitles. How
do you feel about the finished product? Are you happy with the way Jack Orlando
turned out, and is there anything you would change if you could do it over
again? Generally I'm satisfied with the whole game, but
of course there are things that could be changed. If I could, I'd add more animations
and interactive elements. What game are you working on next?
I'm not working on any game. Currently I'm localizing the Chinese version of
Jack Orlando. The rest of the team here in Bielsko is working on Devastator. How
did you get your job at TopWare? I saw an advertisement
in a Polish gaming magazine and applied for the job. Can
you tell us some key points you think make up a great adventure game?
Of course, here they are: - Interesting story
- Great decorations
- A lot of animated characters
- Smooth animation
- Big interactivity
- Great
soundtrack
- Spectacular additional movies
Please
read Just Adventure's review of Jack
Orlando.
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