The work week is over (for everyone not crunching away on E3 demos), but we don’t want to send you into the weekend without something to listen to. Hence, we bring you the latest episode of Zipline! Senior Designer CJ Heine joins us this week to talk both MAG and SOCOM 4, and even give some insight into the development of past Zipper titles (like SOCOM II). It’s fun for the whole family!
Zipline Podcast, Episode 6
34.4MB | 37m:32s
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Zipper Profile: Steve Harris
Our Developer Profile series introduces you to the many faces of Zipper Interactive. From designers to artists to programmers to audio engineers to producers, you’ll meet the creative minds that make Zipper what it is (and maybe learn a few surprises along the way).
For this week’s update we meet up with Steve Harris, UI Manager here at Zipper. Steve’s work lets you know how much health you have left, shows you where nearby enemy combatants are and tells you how many rounds are left in your current magazine. Oh, and gives you the ability to start playing in the first place.
Job Title: UI Manager
Years at Zipper: 4.5 years
Years in the Industry: 4.5 in gaming specifically. 15 in user interface.
Favorite Zipper Game: MAG
Favorite Non-Zipper Game: Way old now but the game that first really got me into online play, clans, community and obsessive playing was Bungie’s Myth II SoulBlighter. It definitely has my best all-time favorite moments though the game itself is now very old school.
Motto: You have to break a few eggs to make an omelet (UI is an iterative process and often requires making a mess before you get to what you want).
What is it that you do specifically, and can you walk us through your typical day?
I manage the production process of the user interface from conceptual design to implementation. I also do a fair amount of the implementation. A typical day is checking in on tasks with my team and keeping the line of game designers and software engineers (who frequently line up outside my door) at bay with design updates or code for implementation. We are often faced with building an entire screen around a trivial amount of information, such as a simple true/false (Boolean) statement, and getting the aesthetics, usability and overall game design figured out can be a tedious process. UI encompasses art, design and code in the same team so it’s definitely the oddball discipline.
How did you get into the industry?
I worked previously with the original lead designer for MAG. The work we were doing at the time was very applicable to game UI implementation.
What are some other games or projects that you’ve worked on in the past?
A ton of software prototype work for various companies from desktop applications to cell phone interfaces. I’ve also done exhibit work for theme parks and museums.
What’s your proudest moment?
Professionally, shipping MAG. I was on the team from my first day so seeing it through years later was a great accomplishment. Personally, it would have to be starting my family.
Is there anything you’d like to say to the fans?
Get some friends (with a mic) and play MAG! I play every week with a small group and am still having a blast. A good group of friends with voice chat makes all the difference in the world with a game like MAG.
Don’t forget to submit your questions to Steve for this week’s Zipline podcast by clicking this link!