cover of episode Story: Code, Kickflips and Crunch Time - Mick West's Neversoft Journey

Story: Code, Kickflips and Crunch Time - Mick West's Neversoft Journey

2024/4/2
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Adam Gordon-Bell
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Mick West
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Mick West: 我的职业生涯始于 1989 年在曼彻斯特一家名为 Binary Designs 的游戏公司,办公环境非常简陋,与一家烤肉店和一家电话色情热线为邻。我的第一个项目是《史蒂夫·戴维斯世界斯诺克》,由于同事缺乏三角函数知识,我不得不重写大部分代码。之后,公司倒闭,我加入了 Tiertex 公司,参与了《联合国中队》的开发,这是一个街机游戏向家用电脑的移植项目,期间我需要通过反复游玩街机游戏来理解游戏机制,并从零开始重建游戏素材。这段经历让我掌握了逆向工程技能,并学会了如何将游戏画面分解成独立的图块进行处理。之后,我加入了 Ocean 公司,参与了《黑暗人》和《遮阳伞之星》等游戏的开发。在 Ocean 公司,我获得了更多的自主权,但工作强度不稳定,有时需要加班到很晚。我甚至因为加班太晚而被锁在办公室里。这段经历让我深刻体会到游戏行业对赶工的重视,以及圣诞节作为游戏发行重要时间点的意义。之后,我移居美国,加入了 Malibu Interactive 公司,并与同事 Joel 和 Chris Ward 共同创立了 Neversoft 公司。在 Neversoft 公司,我们最初只有三个人,我承担了游戏设计、编程、服务器管理等多项工作。我们开发的第一个游戏取得了成功,这不仅让我们获得了经济上的回报,也解决了我们的签证问题。在 Neversoft 公司,我们经历了从小型团队到大型团队的转变,也经历了多次项目开发,包括《Big Guns》和《托尼霍克职业滑板》等。在《托尼霍克职业滑板》的开发过程中,我们巧妙地利用了之前项目的代码,并通过反复测试和调整,最终打造出一款成功的游戏。Tony Hawk 完成 900 度转体这一壮举也极大地促进了游戏的成功。Neversoft 公司最终被 Activision 收购,我在 Neversoft 工作了十年左右,之后离开了公司,开始从事其他领域的工作。这段经历让我深刻体会到团队合作和激情的重要性,以及如何将自己的热情投入到工作中。 Adam Gordon-Bell: Mick West 的职业生涯故事非常精彩,它不仅讲述了游戏创作的细节,也阐述了如何在自己的领域取得非凡成就。他的成功源于激情、持续学习、团队合作和坚持不懈。他从大学毕业生成长为行业资深人士,经历了多次项目开发,最终取得了巨大的成功。他的故事也体现了游戏行业对时间安排和团队合作的重视,以及圣诞节作为游戏发行重要时间点的意义。此外,行业内的交流和信息分享对职业发展至关重要。

Deep Dive

Key Insights

What was the significance of Tony Hawk landing the 900 trick for the release of 'Tony Hawk's Pro Skater'?

Tony Hawk landing the 900 trick, which is two and a half spins, was a historic moment in skateboarding and occurred just before the game was set to go to the duplicators. This event provided a significant boost to the game's marketing and hype, as it was the first time the trick had ever been landed. The Neversoft team quickly incorporated the 900 as Tony Hawk's special move in the game, adding to its appeal and authenticity.

How did Mick West's early career in game development begin?

Mick West's career began in 1989 after he graduated from college and landed his first job at Binary Designs, a game company in Manchester. His first project was 'Steve Davis World Snooker,' a snooker game for the Amiga. Despite the rudimentary development process, which involved manually swapping floppy disks between two computers, Mick successfully completed the game, which received positive reviews and sold reasonably well.

What challenges did Mick West face during the development of 'Tony Hawk's Pro Skater'?

One of the main challenges was the team's lack of familiarity with skateboarding culture. To overcome this, they designed the game around skate video culture, incorporating elements like specific trick spots and video replays. Additionally, the team had to quickly adapt the game's design after playtesters spent more time in an open area with a half pipe, leading to a shift from a downhill-focused game to a level-based design. The team also had to incorporate Tony Hawk's historic 900 trick into the game just before its release.

How did Mick West and his team handle the tight deadlines and scheduling pressures at Neversoft?

Mick West initially resisted creating schedules but eventually adopted a flexible scheduling approach where the team revisited and adjusted the schedule every week. This allowed them to stay on target despite missed deadlines and changing priorities. The team also worked through intense crunch periods, especially when bugs were discovered late in the development process, ensuring the game was ready for its Christmas release.

What role did skate videos play in the development of 'Tony Hawk's Pro Skater'?

Skate videos were a crucial resource for the Neversoft team, who lacked firsthand knowledge of skateboarding culture. They watched skate videos daily during lunch to understand what was considered cool in the skateboarding world. This influenced the game's design, including the inclusion of specific trick spots and video replays. The videos also highlighted the importance of music in skate culture, leading the team to license tracks from bands like Primus and Goldfinger for the game.

How did the success of 'Tony Hawk's Pro Skater' impact Neversoft?

The success of 'Tony Hawk's Pro Skater' transformed Neversoft into a major player in the gaming industry. The game became a bestseller, and the company grew significantly, expanding its team and professionalizing its operations. The success also led to the development of sequels, with the team incorporating features that had been cut from the first game due to time constraints. The royalties and bonuses from the game's sales further solidified Neversoft's financial stability and reputation.

Chapters
Mick West's career began in a Manchester office building with a unique setting. His first game, Steve Davis World Snooker, was developed under challenging conditions, leading to unexpected bankruptcy and a job search.
  • First job at Binary Designs in Manchester, located between a kebab shop and a phone sex hotline
  • Developed Steve Davis World Snooker for Amiga
  • Company bankruptcy and job search

Shownotes Transcript

Meet Mick West, whose career began in an unusual office setup — sandwiched between a kebab shop and a phone sex hotline. From there he worked all over Manchester, making computer games for Tiertex and Ocean. 

  Career opportunies brought him to California and to his own game dev company, Neversoft. At Neversoft, navigating team growth and tight deadlines, Mick played a key role in creating "Tony Hawk's Pro Skater." This wasn't just another game; it was a huge hit and secured Mick's legacy in the gaming world.

  Join us as we explore Mick West's journey from a quirky start to the heights of video game innovation and beyond. Discover the resilience, adaptability, and teamwork that fueled his success and how he continues to explore new horizons. How did he tackle the technical challenges that came his way, and what can we learn from his relentless pursuit of the next big thing?

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