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Interviews: Ocean Quigley

Ocean Quigley was the Art Director for SimCity 3000, and has worked at Maxis for over 5 years!

[Jason] How long have you been at maxis?

[Ocean] Since '95. Almost 5 years. Since before the EA acquisition.

[Jason] Explain exactly what you do.

[Ocean] I'm an art director, so I do a lot of conceptual art design. I come up with styles and techniques for making the art in games and then oversee art production once we know what we're doing.

[Jason] What program did you use to create the buildings in SimCity 3000?

[Ocean] The old game art standby-3DStudio Max. It's really a workhorse, we made pretty much all of the content for SimCity 3000 in it. Also photoshop for textures. Pretty standard tools in the game biz

[Jason] What was the process a building had to go through to be created?

[Ocean] First we'd decide what kind of building we wanted to make. Residential? Commercial? Civic? and so on. Then we'd find good reference material. I went out and shot thousands of photographs of buildings out here in the San Francisco Bay area, and also on the east coast and in New Orleans. Once we'd figured out what we wanted, we just built it in Max. No real clever techniques, just lots of polys and textures. Then we'd render out the different zooms and rotations and put them in the game.

[Jason] How many different buildings were created?

[Ocean] I've lost track. Lots. Many hundreds...

[Jason] If a building was scrapped, why and for what reason did it not make it into SimCity 3000?

[Ocean] There were two main reasons why a building wouldn't make the cut. 1. It was ugly, or badly done and didn't meet the level of quality that we had set for ourselves. 2. It didn't properly represent what it was supposed to; for example if you're trying to make a low land value house, and it looks like a ritzy boutique instead, you know that it's not doing its job, and so it would be scrapped (or reassigned).

[Jason] Where did you get your inspiration for each building?

[Ocean] Mostly from the real world. There's lots of beautiful buildings out there. Once you get in the mindset, almost no matter where you go, you see a building and think "now that would be cool in SimCity"

[Jason] What was the hardest part behind art in SimCity 3000?

[Ocean] Probably just the quantity of buildings. That and making sure that we were properly representing what was going on in the simulator with our art.

[Jason] Did you have any involvement with the art behind the Building Architect Tool?

[Ocean] Just some initial design work. The artist who brought it to completion is Joseph Knight.

[Jason] Now that SimCity 3000 is finished, are you involved with any other games?

[Ocean] You bet, but I can't really talk about them.

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