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We've been hearing a lot about this RPG for quite a while now, and we know that visual designs play an important role in helping a game in the genre attain the whole fantastical "Je ne sais quoi". 

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Morrowind Art Designers Interview

Questions answered by Matt Carofano, Lead Artist

Armchair Empire (AE): What kind of research was done before you start compiling preliminary sketches?
Matt Carofano (MC): An overall look was established early in the production of Morrowind.  Since then any art work that has been created must match in style to the initial design.  Generally we get an idea for something that needs to be created then look up real world examples for references.  As for creatures and some of the more unusual designs, they are a combination of fantasy inspirations and the creativity of the artists.

AE: Do you have much freedom to create what you want or is there an overseer that rejects designs as, "Not fitting in?"

MC: As lead artist I will decide if certain artwork doesn't match with the look of the game.  We do allow a lot of freedom with each artist to create his or her own work.  Each artist has introduced entire styles of art to the game. The trick is to allow this freedom and still keep a unified look.

AE: How did you get involved with Morrowind?
MC: I was a big fan of the previous Elder Scrolls games and was really excited about working to create Morrowind. Todd liked my previous work and thought I had the right art skills to help make the kind of game Morrowind needed to be.

AE: Are there areas in Morrowind that will make gamers pause and just look at the view?
MC: I hope that every area will make the gamers pause for a minute or two, at least the first time they come across them.  We have worked really hard to make this game visually amazing.  Whether the gamer stops to admire the sunset, look out across a large city, or squint to see through the darkness of a cavern, they will have a nice view.

AE: Did you have any input into other aspects of Morrowind?
MC: One of the great things about working on this project is that everyone has the ability to give their input into other areas of the game.  I've been able to critique anything from game design to sound.  Everyone here is really interested in creating the best game we can and values the opinions of the rest of the team.

AE: Everyone who reads or plays fantasy have notions about how certain mythical creatures are supposed to look.  Is it difficult to walk the line between making the creatures your own and making them recognizable?
MC: With Morrowind we have been conscious of making a game that is artistically
different from other role-playing games but still recognizable.  We have some really unusual creatures like the corprus monsters, diseased creatures with horrible fleshy mutations, and then some more typical fantasy creatures like skeletons.  The combination of the more fantastic creatures with some more recognizable creatures creates a nice balance and keeps the look of the game from becoming too strange.

AE: A lot of games today emphasize "jaw-dropping" graphics that turn the game into a jittery slideshow.  Have you put any effort into avoiding this
problem for Morrowind? Or is that someone else's problem?

MC: We have had to create a balance between the artistic design and how it will
function in the game.  We want to push our design to look as best as it can while still being playable.  It is an aspect of the game where effort is given from both the artists and programmers to get the best result.

 

AE: How much play testing have you done?  What can you say about the gameplay?

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MC: At this point in the development the artwork is finished and aside from a few minor corrections all the artists are devoted to play testing.  As for game play, Morrowind is incredibly fun.  I have been really impressed with the complexity of the quests and the huge amount of them.  There is so much to do it the game that I don't know if I will be able to see it all.

 

AE: How much does audio (music, sound effects, etc.) complement the visual experience?

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MC: I think the two will compliment each other very nicely. Before writing the music, Jeremy Soule - the musician who is doing the soundtrack for Morrowind - played the game and checked out all the different parts of the world. So, he's created the music for Morrowind having experienced all of the things you will be looking at while hearing the music. As for FX and voices, much like the art we've created, it was all done with one goal in mind: making this game look and feel as real as possible. You're not sitting at your desk or on your couch; you're actually in this world doing this stuff.

AE: Has the Morrowind development team gelled as a group?  Does everyone see the goal and work toward it or are there some hot doggers that don't think they need to work?
MC: I think everyone realizes that in order to make this game the way we would
like it requires an enormous effort.  If they didn't have the desire to make this game great than I don't think they would be here.

AE: How important is a large color palette to creating a believable world? (I remember CGA graphics that had my head spinning!)
MC: For Morrowind we really tried push what we could do graphically.  We decided early on to put a large focus into how good we could make the game look. Gamers expect a lot more visually than they used to. Now CGA graphics are more likely to make your stomach spin rather than your head.


Thanks for your time Matt! :)

 

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