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Arts That Spell Adventure - Page Three
by Mike Gerrard for "Atari ST User" magazine 03/1988
(used with kind permission)
were basically mostly programmers who were called upon to do
graphics, some better than others, but the general standard
wasn't all that high. It
was partly like that because of the limitations of the machines
around at that time of course, like the Commodore 64 and the
Spectrum. There's only so much you can get out of those machines
and so people's expectations are lower.
was originally working on the 64 and it changed my style of
working because of the need to get as much information as possible
in the smallest possible memory space. With a machine like the
ST the available memory goes up and you can concentrate more
on the picture.
still find the ST restricting, though, in that you can only
have 16 colours. If you've come from a home computer background
then it probably seems a lot, much more and more varied than
you've had before. But if you've come from an art background
where you're used to working with an infinite number of colours
then you think, 'How can I work with only 16?' Especially because
you've also got to get all the shades and so on out of those
16, which is difficult."
Eerie shadows fill the witches chamber
the restrictions, Geoff Quilley has been able to produce what
many people regard as some of the best graphics ever seen on
the Atari ST. With Jinxter now finally out of the way, I asked
him what he's working on at the moment.
taking a break after Jinxter, which was pretty hard work, and
I've got nothing else planned
other than going up to
London later this week to see Magnetic Scrolls and find out
about the next game, so I can start thinking about that."
the game Geoff will be working on is the one after the one after
Jinxter. "Our next game", Anita told me, "is
codenamed Assassins, but it won't be called that when it's released
as there's already a game with that title.
about a commodity broker for whom everything goes wrong - this
was written before the recent stock market crash. It could have
been artistically rather dull, so we've contracted one artist
specifically for that because of his very striking style.
did some of the more eye-catching scenes in Jinxter, such as
the Witch's Chamber. When people eventually get there, they'll
see what I mean. Geoff's going to be working on the one after
that, codenamed Fish."
"Fish. That's all I can say about it, except of course
that the graphics will be brilliant because Geoff will be doing
them. He's our top artist, but they all have to be good and
we will only use the best possible people. Our reputation for
graphics is now very high, and we obviously intend to keep it
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