3D Total Interviews

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An interview with Mike Brown, creator of the Nyxies.


 

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  3DTotal - Tell us a little about yourself.
Mike - Hello, My name is Mike Brown. I'm currently a Senior Animator at Sammy Studios in Carlsbad, CA . I enjoy mountain biking, sculpting, working on my own episodic short titled Nyxies: Creatures of the Night and BB-Q'ing large quantities of meat with magnesium road flares. I also spend a lot of time with my fiancé Christy. 
 
  3DTotal - Who inspires you artistically?
Mike -
My biggest thing right now is small independent short animations. There's some amazing stuff being done by one person or a very small team people. Rustboy, The Mr.Man Show, Lot of Robots, Poor Bogo and Theme Planet to name a few. I'm also heavily influenced by a few comic book artists. Jeff Smith's Bone is great and Michael Gagne is brilliant. I love story tellers. Odd World has been a big inspiration as far as games go. I've also been blessed to have had the opportunity to work with some amazing artists so I'm always looking at their stuff and wishing I was as good as them. Phil Saunders and Ron Lemen had a big hand in shaping my skills. Victor Navone is someone I’ve learned a lot from as well.
 

3DTotal - You experimented with stop motion animation when
you
were younger. What attracted you to working in 3d?

 
Mike - I remember the first time I saw any kind of computer animation equipment was around 88. It was one of the early Symbolics systems and at the time I thought it was so primitive and clunky that it would never go anywhere. Then of course, Toy Story came out and I did a double take. I really had no idea it would evolve so far. It was couple years later when I finally got my first computer with 3D Studio DOS R3 and started figuring everything out. The tools had already evolved a lot by then so it wasn’t to hard to start applying everything I'd learned doing Stop-motion to the computer.
  3DTotal - Do you think 3d will overshadow traditional
2d & stop motion methods?
 
Mike - No, they’re just different. 2D or traditional animation as some people like to refer to it is still alive and well despite what the executives at Disney would have you believe. It’s all about the story, not the medium. 2D animation is booming in the television market. 3D animation is just the flavor of the month right now in the theatres. Not because it’s better, but because the people at Pixar and Bluesky and places like that know how to tell a compelling story. Just look at Dinosaur and Final Fantasy: The Spirits Within. Both were visually stunning 3D movies and I don’t think either was very successful at the box office.
 

3DTotal - You worked at Presto studios until recently, which unfortunately
had to shut up shop. What sort of state do you think the CG industry is in at
present & where do you see itgoing?

 
Mike - Presto closed their doors in August of 2002. It was a tragedy but life moves on. I don’t think Presto closed because it wasn’t successful or it was poorly run, but because it’s become so difficult for independent developers to get a fair and equitable deal from the large publishers. I think the single biggest problem with the CG industry, and more specifically, the gaming industry today is the pre-school attitude that a lot of people have of, “Wow, you mean somebody will actually pay me to do this job”. The reality is, if you want to sustain a career in this industry for longer than 5 years, you can’t work 100 hours a week all the time. I think a lot of little start up shops and small boutiques have the same kind attitude. They think if they pay their dues and get their title out the door the publisher will take care of them, so they under bid their projects and over work their employees. The notion of a publisher taking care of a small developer is simply not true.The bottom line is publishers care about one thing, making money. Once the title ships they could care less whether developer X or Y has what they need to survive. Unless you’ve got something they want, you’re out on your butt. Maybe I’m a little jaded but I’ve seen
 
 
and heard the same thing over and over again. I read somewhere that one of the titles Presto shipped while I was there accounted for something like 50% of the publisher’s revenue
for that year. I don’t know how accurate that is but suspect there’s some truth to it.
How did they treat us in return? They spat in our face, and although Presto is gone,
they are still spitting in our face today. I’ve seen similar treatment from publishers
while working for other developers as well. Once the title ships all bets are off
 
     
     
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