We have just a few more days until Spore hits the streets, and I couldn't be more excited!
We have just a few more days until Spore hits the streets, and I couldn't be more excited! In preparation for the release, I got a chance to speak with Ocean Quigley, Spore's Art Director, about the making of the game, and all the challenges they faced while producing this trailblazing title. We also talked in depth about Spore's Creature Creator; the thing that allows you to mold and sculpt your creatures to life.
I'm assuming that you've already been toying around with it, because there are more than three million creatures created and submitted to the Sporepedia — Spore's answer to the encyclopedia!
Not surprisingly, with all the fun creatures, buildings, and planets you can make (and take over) in Spore, this game has been in development for quite some time. But you won't believe just how long it took to get made! Read on for my full interview!
So exactly how long have you been working on Spore?
A great long time! I started on it back in '99 after finishing up Sim City 3000, doing a few months of conceptual design with Will Wright (the creator of The Sims and Spore), then took a break to work on Sim City 4. So I've been noodling with it, well, geez, since back in the 20th century!
You must be totally relieved now that it's finished!
It's kind of hard to believe that we've come to the end of such a long development cycle. I've accumulated about six months of vacation, so I'm going to disappear for a while!
To check out the rest of my interview with Ocean, and why Spore will change the face of 3D modeling forever, just read more