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Q & A with David Gaider, Leader Writer KoTOR I


CrisG

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I disagree, Melkalis. BioWare has developed a whole bunch of games, of which KotOR is but one. Since then, they have been working on Dragon Age, Mass Effect, Jade Empire & some other projects. It is impossible to recall a lot of detail of a game that is 4 years old when you have been busy working on numerous of other projects all that time. I think that it is remarkable that a developer is still willing to answer questions about content being cut for a game that is 4 years old. Also, I think that scrapping developer tools is done almost always. The game's not supported anymore and they have moved on to a newer and better engines.

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And I think your point is argueable. No amount of time and work is enough to make an artist forget about the details of his masterpiece. 4 years is a minimal time distance in therms of memory. Ron Gilbert still recalls in detail buttloads of both technical and plot based aspects of the games he developed back in the 90's and he still tells us about it on his blog. He loves his productions has part of himself. These guys just see it was work. I'm not saying that its wrong. I'm just a bit surprised.

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:)

David was "A" Lead Writer, not "THE" Lead writer of KotOR I. As such, he was part of a large team that was all under the direction of the overall Design Team. I will post the total staff at the end of this post, but wanted to add my two cents about this. David is from what i read in his notes and from a review of other posts and work he has done, a very conciencious and dedicated artist of high calibre. It is a very demanding world that of game design and the overall development is in the end controled by a few lead figures and everyone else take on their individual piece and puts their hearts and minds and souls into it in a very intense development cycle. Often a game will have this kind of total focus and all you do, and think and dream about are the problems that are within your reach. And then, finally, after hundreds of meetings, consultations, writes and re writes, working sessions in which you see scripts, hash out what can and what can't be done with the capacity of the engine, meetings with Art or Design to see what the concept art says you should do, meetings with senior direction staff, then the staged releases, re work sessions, combining the music scores, working with the voice actors, re scripting, over and over for months, you are ......done.

 

And the next day or week, you are assigned to a new project and it begins all over. For the creative people like David, who actually have to "create" or write the story, and make it real, theirs is a awesome responsiblity and task. They literally 'birth" the game and make it what it will become but then they have little control of what comes after, for their vision is then crafted and MADE into the physical (digital) reality of what it becomes. I think it is quite awesome that David recalls such detail as he shares with us and that he is willing to share with us at all. He has been very kind and generous with his time and his energy in this way.

 

In the end, as he himself says, and others say about such processes, the overall path of development sees much created and much cut, there are many changes. That we are intrigued with and willing to work to regain and restore parts of the game that were cut is remarkable and he seems to recognize and appreciate this and responds with what he can.

 

As for who to contact on the technical side, let us keep hope, and I will work on it, I must do this in conjunction with some other projects that I must carry on with, but I will try again with Drew K who was indeed on the Lead Design Team of the overall direction of the game and some of the technical staff i will try for as well.

 

In the end, with the demands and the pressures of game development becoming more and more intense rather than less so as Game Devel companies are aquired and merged and faced with ever increasing pressures to sell units and speed production, we are fortunate some masterpieces like KotOR do and can occur and that some of the actual people who made them are willing to speak and share with us. :)

 

Development Team of KotOR:

 

Knights of the Old Republic Development and Production:

 

BioWare

Core Game Design David Falkner, Steven Gilmour, Casey Hudson, Drew Karpyshyn, James Ohlen, Preston Watamaniuk, Derek Watts

 

Producer / Project Director Casey Hudson

 

Executive Producers Ray Muzyka, Greg Zeschuk

 

Lead Programmers David Falkner, Mark Brockington

 

Lead Designer James Ohlen

Assistant Lead Designer Preston Watamaniuk

 

Art Director Derek Watts

 

Lead Animator Steven Gilmour

 

Audio Producer David Chan

 

Lead Tools Programmers Tom Zaplachinski, Darren Wong

 

Lead Graphics Programmer Jason Knipe

 

Quality Assurance Lead Scott Langevin

 

Assistant Producer Nathan Plewes

 

Programmers Marc Audy, Robert Babiak, Sophia Chan, Howard Chung, Michael Devine, Dan Fessenden, Aaryn Flynn, Andrew Gardner, Ryan Hoyle, Janice Thoms, Craig Welburn

 

Graphics Programmers John Bible, Patrick Chan, Peter Woytiuk

 

BioWare Lead Tools Programmer Don Moar

 

Tools Programmers Owen Borstad, Timothy Smith, Kris Tan, Sydney Tang

 

BioWare Director of Programming Scott Greig

 

Additional Programming Brook Bakay, Korin Bampton, Rob Boyd, Brenon Holmes, Stan Melax, Charles Randall, Don Yakielashek

 

Senior Writer Drew Karpyshyn

 

Designers Jason Booth, David Gaider, Lukas Kristjanson, Cori May, Andrew Nobbs, Brad Prince, Aidan Scanlan, Peter Thomas, John Winski

 

Sound Implementation / Additonal Sound Design David Chan, John Henke, Steve Sim

 

3D Artists Dean Andersen, Nolan Cunningham, Mike Grills, Lindsay Jorgensen, Jessica Mih, Matthew Park, Arun Ram-Mohan, Sean Smailes, Mike Spalding, Jason Spykerman, Michael Trottier

 

2D Artists Sung Kim, Mike Leonard, Rob Sugama, Rion Swanson

Technical Artists Harvey Fong, Tobyn Manthorpe

 

3D Visual Effects Artist Alex Scott

 

2D GUI Art Rob Sugama

 

Additional Art Matthew Goldman

 

Concept Art John Samuel Gallagher, Casey Hudson, Sean Smailes, Mike Spalding, Derek Watts

 

BioWare Director of Concept Art John Samuel Gallagher

 

BioWare Director of Promotional Art Michael Sass

 

Promotional Artists Todd Grenier, Michael Sass

 

In‑Game Animation Carman Cheung, Chris Hale, Mark How, Rick Li, Kees Rijnen, John Santos, Larry Stevens, Henrik Vasquez

 

Cutscene Director / BioWare Director of Art David Hibbeln

Lead Cutscene Animator Tony de Waal

 

Pre‑Rendered Cutscene Artists Christopher Mann, Sherridon Routley, Gina Welbourn, Shane Welbourn

 

In‑Game Cutscene Animators Carman Cheung, Mark How, Rick Li, Kees Rijnen, Larry Stevens, Henrik Vasquez

 

Quality Assurance Alain Baxter, Derrick Collins, Nathan Frederick, Mitchell T. Fujino, Keith Hayward, Scott Horner, Curtis Knecht, Bob McCabe, Ryan Plamondon, Chris Priestly, Ian Stevens-Guille, Stanley Woo

 

BioWare Director of Quality Assurance Philip DeRosa

 

Director of Marketing Scott McLaughlan

 

Communications Coordinator Teresa Cotesta

Communications Associate Tom Ohle

Communications Manager Brad Grier

 

Senior Web Developer Robin Mayne

Web Developers Jeff Marvin, Duleepa Wijayawardhana

 

Community Manager Jay Watamaniuk

Live Team Producer Derek French

Joint CEOs Ray Muzyka, Greg Zeschuk

Director of Finance Richard Iwaniuk

Director of Human Resources Mark Kluchky

Accountant Jo-Marie Langkow

Payroll / Benefits Administrator Kelley Grainger

Human Resources Coordinator Theresa Baxter

Human Resources Assistant Leanne Korotash

Senior Systems Administrators Chris Zeschuk, Craig Miller

Systems Administrators Brett Tollefson, Julian Karst, Nils Kuhnert

Receptionist Agnes Kokot Goldman

 

Special Thanks Scott Greig, Diarmid Clarke, Jonathan Epp, Chris Christou, Brent Knowles, Kevin Martens, Deo Perez, Keith Warner, Dan Whiteside

 

LucasArts

Producer Michael Gallo

Assistant Producer Julio Torres

Content Coordinator Justin Lambros

Lead Tester Kip Bunyea

Assistant Lead Tester Adam Goodwin

Testers Nick Dengler, Clay Norman, Tony Christopher, Chris Thomas, Randy Chu, Brandon Hutt, Jason Lee, Ian Parham, James Morris, Sony Green

Compatibility Supervisor / Lead Technical Writer Lynn Taylor

 

Compatibility Technicians Darryl Cobb, Brian Deksnys, Benjamin Estabrook, Kristie Garber, Kim Jardin, Dan Martinez

 

Additional Compatibility Testing Michael Blair, Bryan Finoki, Eric Knudson, Scott Taylor

 

Quality Services Computer Technician John Carsey

 

Lead Sound Designer Julian Kwasneski

Additional Sound Design Paul Gorman, Todd Davies, Clint Bajakian

Cutscene Mixing Jory K. Prum

Original Star Wars Sound Effects Ben Burtt

Original Music Composed By Jeremy Soule

Original Star Wars Music Composed By John Williams

VO Director Darragh O'Farrell

Senior Voice Editor Cindy F. Wong

Assistant Voice Editors Harrison Deutsch, Coya Elliott

Voice and International Coordinator Jennifer Sloan

Voices Recorded At Screen Music Studios

 

Cast Jennifer Sloan (Bastila Shan), Raphael Sbarge (Carth Onasi), Rafael Ferrer (Darth Malak), John Cygan (Canderous Ordo), Kristoffer Tabori (HK-47), Kevin Michael Richardson (Jolee Bindo), Courtenay Taylor (Juhani), Cat Taber (Mission Vao), Edward Asner (Master Vrook)

 

Addtional Voices Provided By André Sogliuzzo, April Stewart, Bill E. Martin, Brian George, Cam Clarke, Carolyn Seymour, Charity James, Charles Dennis, Dan Hagen, Darren Norris, Ethan Phillips, Frank Welker, Gregg Berger, Grey DeLisle, Hillary Huber, J. Karen Thomas, James Horan, Jason Marsden, Jess Harnell, James Kevin Ward, Kevin Schon, Kimberly Brooks, Kristoffer Tabori, Liz Marks, Lloyd Sherr, Michael Gough, Michael Ralph, Nathan Carlson, Neil Kaplan, Neil Ross, Nick Jameson, Patrick Fraley, Patrick Pinney, Paul Amendt, Phil Lamarr, Rino Romano, Robin Atkin Downes, Robin Sachs, Simon Templeman, Steven Jay Blum, Sumalee Montano, Tamara Phillips, Tom Kane

 

Manager of International Production Darren Hedges

International Producer Bryan Davis

International Lead Tester David Chapman

Director of Marketing Liz Allen

Product Marketing Manager David Zemke

Marketing Coordinator Chris Susen

Public Relations Manager Heather Twist

Public Relations Specialist Alexis Mervin

Internet Community Relations Specialist Ronda Scott

Internet Marketing Jim Passalacqua

Manual Editor Brett Rector

Manual Writers Michael Gallo, James Ohlen, Lukas Kristjanson, Drew Karpyshyn

Manual Cover / Manual 3D Art and Design Gregory Harsh

Director of Sales Meredith Cahill

Sales Coordinator Mike Maguire

Sales Analyst Greg Robles

Channel Marketing Manager Timothy Moore

Channel Marketing Specialist Katy Walden

Director of Sales Operations Jason Horstman

Materials Manager Evelyne Bolling

Manager of Quality Services Paul Purdy

Quality Assurance Supervisor Chip Hinnenberg

Product Support Supervisor Jay Geraci

DVD / CD Burning Goddesses Wendy Kaplan, Kellie Walker

LucasArts I.S. Chris Brody, James Carpenter, John Doak, John von Eichhorn, John Hannon, Daryll Jacobson, Chris McAllister, Gary Pfeiffer, Richard Quinones, Joe Shum, Victor Tancredi-Ballugera, Chad J. Williams

Lucas Licensing Stacy Cheregotis, Chris Gollaher, Kristi Kaufman

Special Thanks Adria Wilson, Andy Alamano, Brent Oster, Brett Schnepf, Camela McLanahan, Candice Gindy, Clint Young, Dan Martinez, Denise Gollaher, Donna Czerwinski, Emily Duval, Haden Blackman, James Miller, Jannett L. Shirley-Paul, Jeff Kliment, John Carsey, Jon Knowles, K.C. Coleman, Karen Chelini, LEC‑RPM, Leland Chee, Lisa Swart, Malcolm Johnson, Mark Barbolak, Mary Bihr, Matthew Urban, Matthew J. Fillbrandt, Mike Nelson, Peggy Ary, Rachel Hardwick, Randall Breen, Reeve S. Thompson, R. J. Berg, Seth J. Steinberg, Shara Miller, Simon Jeffery, Steve Matulac, Tina Carter, Tom McCarthy

Very Special Thanks George Lucas

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  • 3 weeks later...

I have a question for David if he's willing.

 

As Revan restores Hk 47's memories, the 2nd memory he/she restores is of the droid's employment on Sleyheyron for one of the crime bosses before the boss got blown up. Was there any intention of developing Hk 47's ties to the planet any further story wise upon your party's return there?

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I think we can gather a new list of questions, now, and I will send it over to David Monday, i had not wanted to flood him so waited a bit, but we can ask him for more info on things that he knows, he has given us a pretty clear idea of what he does actually know and not, so i will gather a new llist and post it here for review and then send it over. We can also try some of the other Biwoar tech staff, and see if they maybe able to help us with some of the technical things. Always worth trying. Great to see the restoration work continuing, sorry to have been silent for a bit myself, medical stuff and winter combined :)

 

so please make your questions as detailed as possible so i can know who to direct them to, David or some of the other staff and we will keep trying, certainly we have the wonderful work you all are doing already to show as proof that you all are more than willing to do all you can on your own. Great Respect to you all! :)

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