Titan Quest Retrospective
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Five years ago, a year before Titan Quest was released, I went to Boston to visit developers Iron Lore. The game was still very much in little pieces, scattered around the office, being meticulously stitched together by a fantastic team. Boss Brian Sullivan had created his studio by handpicking developers and designers he found interesting, a combination of old hands and - interestingly - a selection of young former Nintendo game developers.
Amongst the veterans was artist and animator Rich Sullivan (no relation), formerly of Looking Glass, who had a corner of the office unlike any other I've seen, combining technologies covering tens of thousands of years of techniques from state-of-the-art tablets to the crude tools of sculpture. Having spent some time working in animation he told me that he'd been forced to learn the more modern methods, but would always insist on beginning his character design in clay. Extraordinary sculptures surrounded him, from pristine Roman helmets to grotesque, distorted, monstrous faces.
I commented on the small, stop-motion-style figurines stood about his monitor, and asked if Ray Harryhausen was a big influence. He looked at me with both tired joy and relief, opining that these young people he was working with had never even heard of Harryhausen, let alone seen his films. He would, during lunch breaks, force them to sit and watch Jason And The Argonauts or The 7th Voyage of Sinbad. Educate them.
There was passion in this team.