What is your role on the project?
I started off working with Marc (Art Director) and Dan (Lead Programmer) to develop the basic game structure - the evolving universe concept, the features, rules, and so on.
My larger role on the project is to create the 'story' behind the combat. The idea is to make the battles personal, to each player a reason for fighting, to make it seem like something important is at stake.
Christy (Consultant/Writer) and I have to do this in a way that supports, but doesn't get in the way of, the in-the-cockpit space combat. We also have to do this in a way that is linear or restrictive. It's quite a challenge.
What are you currently working on?
Christy and I are working on the specification papers for the battle scenarios. I'm not sure we should call them 'missions' because the player and the NPCs (Non-player Characters) are quite autonomous. So I call them 'scenarios.' Obviously I can't go into what's in these papers, but I can say that it's partially within the framework of the scenarios that we find ways to bring the narrative elements into the game - 'story,' in other words.
What is the hardest part of your job?
Deciding which to have first in the morning; my Power Bar or my coffee? (Laughs.)
What is the coolest part of your job?
Working with the rest of the clowns here at Sierra.