Als Fan von den Games Riven und Myst habe ich schon länger über ein Interview mit meinem Freund und wunderbaren Künstler
Aaron Gwynaire nachgedacht. Als sich jetzt am Anfang des Jahres ein Zeitfenster ergab, setzten wir beide dieses Vorhaben um
und wir freuen uns über das schöne Ergebnis.
An in-depht interview with Aaron Gwynaire from Defy Reality Entertainment
With everyone there is the point from when you are fascinated by something and it does not let go of you. How was it with you when you started creating games, was there a plan or did it come later?
For me, my interests in game design began when I was around thirteen. It was very soon after I found out how the game Riven had been created - using still pre-rendered graphics. I think it was the weekend ... I decided to play Riven again, having played it years before with my dad and brother when I was very young, just around the time it was released. It blew me away. I realised I could combine my love for art with my love for writing stories and composing music. It encompassed so much, and this really excited me, and the fact I would be learning something new and fresh too. It was the realism in Riven which particularly attracted me to developing photo-realistic artwork as well. I wanted to design worlds which looked as real as I could make them, and pre-rendered graphics enabled this - at the time, much better than real-time could offer ... and arguably, still to this day, real-time can't match ray or path-traced graphics, so I am very happy with the design choice of using pre-rendered graphics for Neyyah.
I started out with a software called Anim8or and developed a few games throughout my teenage years which never saw the light of day unfortunately; one being a game called Sphere, designed for a young audience to help with education - maths, science, etc ... I worked alongside a programmer based in Oregon at the time too, so was cool collaborating with someone in another country. This would have been around 2002/2003, so technology that we have today wasn't so readily available. I had dial-up internet and could only use it for brief amounts of time. But this project really did boost my confidence and I was addicted to the feeling of seeing things come to life, from imagination to reality. I was already an avid artist. I've always loved working with pencil, watercolours ... I also loved making things out of clay - characters from movies and TV shows I'd been watching, then coming up with stories of my own for them, so when I entered the world of modelling 3D graphics in a virtual space, it seemed to come quite natural to me anyway.