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27 November 2009
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Dan Clarke

Profile Dan Clarke

Name: Dan Clarke
Age: 19
Occupation: Student / Graphic Artist
Project: Legend of the Lost Lagoon

What was your inspiration?
Well, I think it started when I was around nine or ten. I played The Secret of Monkey Island on my Amiga 500. Since then, point and clicks have been one of my favourite genres, but in the past five years, the genre has pretty much evaporated. I guess that I'd always wanted to create one of these games, but until now the software simply hasn't been available.

I was looking up the older point and click games on the internet when I came across Adventure Game Studio, a free program that allows you to create these games with relative ease. As soon as I saw it I knew that this was what I wanted to do, so I sat down with a friend, we discussed some ideas, and here we are.

Where did you get the skills to be able to create something like LLOTL?
Since I was young, vie always been besotted with drawing and art. This carried through to primary school and secondary school. At college I decided to take an ND in Graphic Design, and from there I moved onto a BA in Digital Multimedia, which I'm currently studying. I think that things have moved on a lot in the last 10-15 years, and courses have become far better suited for the careers students want to aim for, so I'm lucky in that sense.

How did you come up with the idea?
The plot for the game itself is a simple good versus evil/mystery affair, but I think once we had the foundation for a decent plot, it left us free to implement more unique and personal ideas. For instance, we'll be basing characters on some of the people we've met through personal experience.

What tools do you use?
For this game I've used a combination of Adobe Photoshop for the concept art and backgrounds, AppleWorks (Apple's equivalent to Paintpot) for the characters, Adobe Image ready for animation, and AGS for the production of the game itself. The mixture of art software was necessary to achieve the look I wanted for the game.

What's so different about this game compared to all the other point and clicks?
Technically, I don't plan to break any major grounds. In some gaming genres you'll notice that people are desperately trying to add new features and innovations to their games. The point and click genre's main problem was that there simply wasn't enough of them. I'd say that the game will definitely be unique from a story and writing point of view, but for the visual side of things I wanted to bring back some of the familiarity that made the Lucas games so great. Although, that's not to say that I won't be introducing at least one or two new ideas....

Isn't making a computer game a little daunting/big project?
It is, so that's why I decided it best to tackle the game in parts. This way we don't have the problem of releasing a full scale game, which could take years, and it also gives us more time to plan for future parts. It's also a good learning curve for us in that part one of the game will be a test for us and our skills. That's why we agreed that we would make part one smaller, then proceed from there.

How long do you expect it to take with such a small development team?
It's difficult to pinpoint an exact time or date, and I wouldn't like to promise a date that we can't deliver on. I can say that I'm pressing on with the art and animation, so things should speed up considerably when that's complete. We'll be hoping that the AGS community will give us the help we need with the technical side of things!

Is this just a small part of a bigger career plan?
Definitely. From when I was only eight or nine, I decided that I wanted to do something involving computer games when I was older, and that hasn't changed.

Have you any advice on any budding game makers out there?
From an artist's point of view the best advice I could give is practice with the tools you're using, and find a style that's unique to you. If you're looking to make your own game, get on the internet and find out what you need to do it, it's not as impossible as you might think.

What next?
Well after this part is released I think we're going to start on a smaller project, just to do something different, and then start to plan for part two.


See also:
Legend of the Lost Lagoon

• Got something fab or funky you want to shout about? E-mail Dom at lancashire@bbc.co.uk

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